Heroes and Water is the crossover area where the Hearty Heroes of Hauling (North) meet the water of the Mirror Isles (East). Nothing reflects here: the new element is the water itself. Goblins drown in it, crystals sink into it and become stepping stones, and the Cleric turns out to float on it while something is attacking it. This page solves all 34 puzzles and the 5 overworld puzzles of the main area, plus the 6 puzzles of Heroes and Water, North, the Druid-and-dragons part further north.

Where it is: north of the Heroes and Mirrors gold room in the north-east of the map. 塞德莎’s walkthrough labels the main area’s map tiles N2E1, N3E1, N4E1, N5E2 and N4E2 (his part 10); the North part sits on N5E1 and N4E1 (his part 20).

How to use this page: no single English video covers the whole area, so the numbering is stitched together from two no-commentary channels, in the order 塞德莎 plays the rooms:

  • Puzzles 1–2 are two quick warm-up rooms just above the gold room. Neither English channel includes them, so they link only to 塞德莎.
  • Puzzles 3–9 (Warrior and Thief) follow Postmode’s Heroes and Water 1, and puzzles 10–12 (Wizard) follow his Heroes and Water 2. Postmode has no chapters, so the times are where each room starts.
  • Puzzles 13–26 (Cleric and Bard) are The Flying Chungus’s Heroes and Water (Part 1), puzzles 1–14 in his order.
  • Puzzles 27–28 are two Bard rooms that Chungus leaves out. 塞德莎 plays them between our puzzles 23 and 24.
  • Puzzle 29 is a caged room that only opens much later. 塞德莎 solves it in his part 20, and neither English channel has it in its Heroes and Water videos.
  • Puzzles 30–34 and overworld puzzle 5 are bonus Bard rooms that only open in the second stage. 塞德莎 plays them in his part 29; no English video has them yet.
  • North puzzles 1–6 are Chungus’s Heroes and Water (Part 2).

Each heading has the key idea and two links: the English video and the moment in 塞德莎’s narrated walkthrough where the room starts. The numbered steps link to 塞德莎’s video, because the steps follow his explanation. His order matches ours except for puzzles 27–34.

Rules that matter here

  • Water drowns monsters. Push or pull a goblin into the water and it is gone. A dragon can also be drowned, but only by dropping it in (a switched-off block under it, or a Wizard swap from a water tile), because nothing here can push it straight off the edge.
  • Crystals sink and become floor. A crystal pushed into water sinks and fills that tile, so heroes can walk over it. Most rooms are really about which crystal goes into which hole, and in which order.
  • Switchable blocks drop things. Stand a crystal or a dragon on a coloured block, switch the block off with its button, and it falls into the water. Switching the block back on with something sunk in that tile crushes it, so in puzzle 6 you lay the whole path in one go.
  • Monster gates. Some gates open only once every monster in the room is dead. Goblins die in water, in dragon fire, or when two of them are pushed into each other.
  • The Cleric floats. While the Cleric is being attacked (standing in a dragon’s fire line, or next to a goblin) its shield holds it up over water. A hero standing next to the shielded Cleric floats too, so the Cleric can carry the Warrior or the Thief across a gap. Leave the fire line or the goblin and you sink.
  • The Wizard can’t change a count. A swap trades one thing for one thing, so the number of heroes and objects on an island cut off by water never changes. If a goal needs more things on one side, someone has to walk, float or be carried there. Puzzles 7, 11, 23 and 24 are built on this.
  • The other heroes. The Warrior pushes, the Thief pulls whatever is behind it as it walks away, and the Bard’s song drags a crystal or a goblin in its line along with it, even through water.

Puzzle 1

Key idea: a warm-up for buttons. A button can make blocks appear as well as disappear. (No English video · 塞德莎 2:54)

Heroes and Water puzzle 1: a pink-lit ruin with the Warrior, a crystal, a blue gate on the left and a purple gate on the right
Puzzle 1 · Frame from 塞德莎's video
  1. Push the crystal onto the blue button first. (3:12)
  2. Once you are through, hold the pink button and push the crystal off the blue button. That’s the room.

Puzzle 2

Key idea: the obvious first push is a trap. The exit route runs right from the two top tiles, and the two crystals you need for it are in the bottom-right corner, so open the way down there first. (No English video · 塞德莎 3:25)

Heroes and Water puzzle 2: four small walled platforms in pink water, the Warrior at the top left and pink crystals on the lower platforms
Puzzle 2 · Frame from 塞德莎's video
  1. At the start you can only go down, then right, past two crystals. Don’t push the next crystal straight up; that blocks you. (3:35)
  2. The exit can’t be reached through the three-wide gap on the right, only by going right from the two top tiles. The crystals for that come from the bottom right. (3:45)
  3. Push the crystal one tile right and then up. Now you can bring the top crystal down and collect both crystals. (3:56)
  4. Push them into the water along the top route and walk out. (4:07)

Puzzle 3

Key idea: five crystals build the road to the two orange pads, one for the Warrior and one for the Thief. Each crystal needs a different trick, usually one hero standing still as a “foothold” while the other pushes or pulls. (YouTube 0:25 · 塞德莎 5:00)

Heroes and Water puzzle 3: a large pink tiled platform with five crystals along its top edge, wooden walkways on the left and two orange pads in the water below
Puzzle 3 · Frame from 塞德莎's video
  1. Getting in: on the area map, push the goblin in your way into the water, pull the crystal back with the Thief and push it right. (4:36)
  2. First crystal: push it left as far as it goes. (5:06)
  3. Second crystal: leave the Warrior where it is and pull a crystal left with the Thief. The first crystal now gives the Warrior a place to stand, so it can push this one up. (5:24)
  4. With the Warrior parked up there, the same trick pushes the next crystal down. 塞德莎 mixes up who waits and who pushes here: the Thief waits, the Warrior pushes. (5:40)
  5. Pull, push down, pull again, then stand on the reserved spot and push that crystal right. (5:54)
  6. The last crystal has to go left, the hardest one. Push it into place, pull with the Thief, then swap the two heroes’ positions so the Warrior can push it from the right. Both heroes walk to their pads. (6:10)

Overworld puzzle 1

Key idea: after puzzle 3 you have two crystals on the area map. Drown the goblin and drop both crystals into the gaps to go up. (YouTube 3:30 · 塞德莎 6:44)

Heroes and Water overworld: the area map with white walkways in dark water, red-roofed buildings, a pink crystal cluster at the top left and grey crystals at the bottom left
Overworld puzzle 1 · Frame from 塞德莎's video
  1. Reset the area map if you need to; you now have two crystals to work with. (6:44)
  2. Push the goblin into the water, then push the two crystals into the gaps. You don’t even need the Thief. (6:53)

Puzzle 4

Key idea: all four goblins must die, but the one at the bottom can’t be pushed into water because a crystal fills the hole below it. Two of the goblins have to take each other out. (YouTube 4:15 · 塞德莎 7:05)

Heroes and Water puzzle 4: a cross-shaped stone platform in green water with a square hole in the middle, goblins and pink crystals, the Warrior at the left
Puzzle 4 · Frame from 塞德莎's video
  1. Push the top goblin straight into the water. (7:05)
  2. Push the next one down into position, then use the spare crystal to push another goblin left. The two goblins collide and both die. (7:30)

Puzzle 5

Key idea: burn every goblin with the four dragons, then drown the rest. The heroes waiting below wake up once the room is empty. The catch: one dragon must sweep down a column and another across a row, and moving either one first makes them burn each other. Use a third dragon as a shield for the first job, then burn the shield. (YouTube 5:20 · 塞德莎 7:47)

Heroes and Water puzzle 5: a checkered square platform with red dragons, rows of goblins on the platforms around it and a pink button at the bottom
Puzzle 5 · Frame from 塞德莎's video
  1. The plan: burn all the goblins round the edge with the dragons, drown the last ones, and the inactive heroes on the floor become playable. (7:56)
  2. The problem is the two dragons in the middle: whichever you move into its sweeping line first fires at the other. (8:11)
  3. Push one dragon two tiles left, then up into place. (9:13)
  4. Push the next dragon across and walk it all the way up: it sweeps the whole line. This dragon is the shield. (9:23)
  5. Push the dragon you need to the right with the shield in front of it, so there is no crossfire. Then burn the goblins one line at a time. (9:31)
  6. Finish the right side, go left and down, and turn the last dragon left. (9:44)

Overworld puzzle 2

Key idea: kill the goblin, pull the crystal out with the Thief and use the three crystals to reach the room at the top right. (YouTube 6:52 · 塞德莎 10:02)

Heroes and Water overworld: the same area map, a goblin on the right-hand walkway and crystals at the bottom left
Overworld puzzle 2 · Frame from 塞德莎's video
  1. Kill the goblin, then pull the crystal out with the Thief. (10:02)
  2. Lay it on the right, then push the other two crystals into the water one after the other. (10:15)
  3. That opens the way to the top-right room. (10:26)

Puzzle 6

Key idea: two Thieves. Make stepping stones by pulling a crystal onto the pink block and switching it off, so the crystal sinks. Never switch the block back on over a sunken crystal; it gets crushed. (YouTube 7:59 · 塞德莎 10:38)

Heroes and Water puzzle 6: three sandy platforms in a row separated by water, a pink block in the left gap, blue blocks in the right gap and the two Thieves
Puzzle 6 · Frame from 塞德莎's video
  1. All you can do at first is press the button so the other Thief comes over. (10:40)
  2. To bring the left Thief across, drop a crystal into the water: pull it onto the pink block, then let go of the button. (10:51)
  3. The crystal sinks. Don’t press the button again, or it is crushed. Walk to the middle, then hold the button to let the other Thief over. (11:00)
  4. Pave the next stretch the same way, but all in one go. Laying one crystal and then switching the block for the next one breaks the first. (11:11)
  5. Put one crystal in the first spot, then pull down at the second spot so both drop together. (11:22)

Puzzle 7

Key idea: split the room into a left and a right half. Wizard swaps never change how many things are on a half, and the goal needs two things on the right while you start with one. Open the path between the halves with the buttons and carry the extra thing across. (YouTube 9:20 · 塞德莎 11:32)

Heroes and Water puzzle 7: four sandy squares split by a pink block column and yellow and blue block rows, the Wizard, the Thief and purple crystals
Puzzle 7 · Frame from 塞德莎's video
  1. The rule behind the room: without the buttons, the left half always holds three things, whatever you swap. (11:36)
  2. So use the buttons to connect the halves and change the counts. (11:57)
  3. Bring the crystal up and swap it down. Go right, hold the button, and pull the crystal down with the Thief. (12:07)
  4. Now the left has two things and the right one, but the right needs two. (12:28)
  5. Hold the button and send the Thief across. (12:39)
  6. With two on the right, swap the crystal over and the room is solved. (12:50)

Overworld puzzle 3

Key idea: the monster gate at the top left opens when both goblins there are dead. The left one is stuck in the grass and can’t be drowned, so push the right one into it. That takes a row of crystals as footholds. (YouTube 10:52 · 塞德莎 13:02)

Heroes and Water overworld: the area map with a pink crystal cluster and a goblin gate at the top left and pink crystals along the bottom walkway
Overworld puzzle 3 · Frame from 塞德莎's video
  1. The goal: push the right goblin left, onto the tile below the left goblin. (13:11)
  2. You need crystals underfoot, and there’s no shortcut: push one, then two, then push right to drop one into the water, then two more. (13:31)
  3. Switch to the Thief to pull the helper crystal back left, then to the Warrior to push right. (13:51)
  4. Pull it out again with the Thief, switch back to the Warrior. (14:02)
  5. Now push the goblin all the way left. The gate opens; go in. (14:12)

Puzzle 8

Key idea: it is a four-way choice. Each of the four water tiles in the middle carries a coloured flag button, and a crystal sunk there is destroyed when its colour’s button gets pressed. Sink the first crystal on the purple tile, the only one the second crystal never presses. (YouTube 14:22 · 塞德莎 14:22)

Heroes and Water puzzle 8: a blue-lit room of white tiles with four coloured buttons in the middle, a dragon on the right and two columns of crystals at the sides
Puzzle 8 · Frame from 塞德莎's video
  1. What you need: two crystals in the water on the right, then walk to the exit. So push the two crystals on the left across. (14:22)
  2. The bottom route is blocked: the dragon fires along the row under the left crystals. It has to go first. (14:32)
  3. Push the top crystal out into one of the middle water tiles, stand on it, and get the dragon burned. (14:46)
  4. The choice of tile is the real puzzle. Purple is the answer; the other three get pressed when you push the second crystal. (15:09)
  5. Push the second crystal over without touching the purple button and walk out. (15:31)

Puzzle 9

Key idea: both heroes have to end on the exit at the bottom right, but you come down only while something holds the green button at the top left. Build a remote switch: the blue button below sinks whatever is on the bridge, so a crystal on the bridge that blocks a dragon’s fire can be removed from far away. The fire then burns whatever holds the green button. (YouTube 16:16 · 塞德莎 15:58)

Heroes and Water puzzle 9: four pink platforms joined by green and blue block bridges, dragons, the Warrior and a cyan exit pad at the bottom right
Puzzle 9 · Frame from 塞德莎's video
  1. Start by holding the green button. Take the left-firing dragon with you and park it out of the way for now. (15:58)
  2. The bottom-right dragon can only be pulled, so the Thief does it: the Warrior steps off, toggle green, pull the dragon over, and hold green again.
  3. Set up the fuse. The downward-facing dragon goes on the button, and the dragon firing left lines up on it. Put a crystal on the middle bridge to block the fire, then pull the last piece into place.
  4. Bring both heroes to the middle, and only then press blue. The crystal sinks, the fire clears the green button and the way to the exit opens. The moves are easiest to follow in the clip from 15:58.

Overworld puzzle 4

Key idea: the Wizard part of the area map. Each goblin you swap onto a button lowers a gate. Only one tile (bottom row, second from the right) lets you swap a goblin onto the first button, so bring a goblin there first. (YouTube 0:00 · 塞德莎 18:46)

Heroes and Water overworld: the walled Wizard section of the map with yellow buttons and gates, goblins and the Wizard
Overworld puzzle 4 · Frame from 塞德莎's video
  1. Hold the two buttons first. A little shuffling: bring one thing up, then the other across. (18:46)
  2. Get a goblin to the bottom row, second tile from the right. It’s the only spot that works for the button. (18:57)
  3. Move it there in two swaps. (19:18)
  4. Bring another goblin to the marked tile, from where it can be swapped into place, and go up. (19:28)
  5. Send one goblin over, then the other, and the way is open. (19:38)

Puzzle 10

Key idea: a Wizard shuffling room with many solutions. The one thing to avoid is a layout where a crystal sits on the line you need to swap out along. (YouTube 0:52 · 塞德莎 19:50)

Heroes and Water puzzle 10: sandy platforms in a courtyard, the Wizard at the top, crystals, and a pink block and a lime exit pad at the bottom right
Puzzle 10 · Frame from 塞德莎's video
  1. Swap the crystal to the spot 塞德莎 marks; it’s the only one you can catch it from below. (19:52)
  2. The trap: the intuitive first swaps leave a crystal on your way out. (20:07)
  3. Instead move it here and then down. (20:16)
  4. Move it to the far left, then you can reach the middle platform, then the leftmost one. (20:28)
  5. Move the crystal to the bottom-left corner, then to the far right, and swap right. You are out. (20:38)

Puzzle 11

Key idea: five islands, the Wizard and the Warrior. Swaps can’t move things between islands, so the only way to change an island’s count is a push or a walk. The single real transfer happens at the top right: the Warrior pushes a crystal across and walks over it. (YouTube 3:25 · 塞德莎 21:17)

Heroes and Water puzzle 11: five small white islands in dark water, pink crystals on them and a cyan exit pad on the middle island
Puzzle 11 · Frame from 塞德莎's video
  1. Getting in: you have to let go of a button on the map. Swap with the goblin in that row, let go, and move the goblin to the tile on the right without a button. (20:59)
  2. Shift the two crystals a little, bring the Warrior over and push one crystal down; otherwise the start island can’t interact with anything. Bring the Wizard down and swap right onto the bottom-right island.
  3. The Wizard can’t get the crystal out of there on its own (it would block its own way out), so the Warrior pushes it out to the right. Then the Wizard takes it, and you push it to the end so it touches the top-right island.
  4. Now the Warrior has to reach the top right to push a crystal into the gap between the top-right and middle islands. Swap a crystal to the top row, go back the way you came, and the Warrior can come up.
  5. Fill the hole with that crystal to reach the middle, push the last crystal down, and swap the Wizard across. 塞德莎 adds that the push at the top right is the one place where something actually changes islands. (24:07)

Puzzle 12

Key idea: the dragon has to die, and nothing can push it. Get it onto the purple block and switch the block off so it falls into the water. (YouTube 6:05 · 塞德莎 24:32)

Heroes and Water puzzle 12: three white platforms in dark water linked by small blocks, the Wizard on the left, a dragon in the middle and orange pads on the right
Puzzle 12 · Frame from 塞德莎's video
  1. Swap the dragon over with the Wizard. The Wizard is then stuck in a notch, so the Thief pulls the dragon away. (24:32)
  2. Hold the button and let the left Thief come over. Bring the dragon across, hold the button, and bring the Wizard back.
  3. The Thief pulls the dragon into position and then up; one Thief goes in, pulls right, the other goes in, and the Wizard swaps the dragon over.
  4. Step on the button to put the dragon on the purple block, then let go: it drops into the water. Hold the button again to let the Thief across. The moves are easiest to follow in the clip.

Puzzle 13

Key idea: the Cleric tutorial. Walk the Cleric along a dragon’s fire line and it floats over the water. A goblin attacking it does the same. (YouTube 0:00 · 塞德莎 26:48)

Heroes and Water puzzle 13: a dragon's fire running along a stone walkway over pink water, the Cleric and small scattered tiles on the right
Puzzle 13 · Frame from 塞德莎's video
  1. Take the Cleric into the fire line and walk with it. (26:57)
  2. Keep going over the water: while it is being hit, the Cleric’s shield holds it up. (27:07)
  3. Follow the fire line up to the exit. (27:18)

Puzzle 14

Key idea: the same trick with goblins. A goblin attacking the Cleric keeps it afloat, so walk next to goblins and along fire lines in the right order. (YouTube 0:09 · 塞德莎 27:28)

Heroes and Water puzzle 14: scattered white platforms on green water with several goblins and dragons, the Cleric at the bottom left
Puzzle 14 · Frame from 塞德莎's video
  1. Walk on the water while a goblin is attacking you. It’s a pure routing room. (27:32)
  2. Go up along the fire line, then two tiles left, then up again, letting the fire line carry you over. (27:43)
  3. Last stretch: go left along the upper fire line, loop round the monster, come back along the fire line, and you’re through. (27:54)

Puzzle 15

Key idea: a hero next to the shielded Cleric floats too. Put the Thief or the Warrior beside the Cleric in the fire and walk them across together. (YouTube 0:38 · 塞德莎 28:06)

Heroes and Water puzzle 15: a long blue-lit hall with a U-shaped walkway, dragons at both ends and a platform with three pink pads in the water below
Puzzle 15 · Frame from 塞德莎's video
  1. Bring the Warrior out first, then push the fire down. (28:14)
  2. Stand the Thief next to the Cleric. Both are now protected and both float. (28:32)
  3. Pull left with the Thief and walk over the water to the middle. (28:41)
  4. The Cleric is still in the fire, so it still floats. Bring the Warrior over the same way, this time pushing from left to right. (28:54)

Puzzle 16

Key idea: a transport room. Keep moving the dragon so its fire line lies under the Cleric’s path, step by step across the water, then line up both heroes for the two pads. (YouTube 1:13 · 塞德莎 29:08)

Heroes and Water puzzle 16: purple-lit room with a long walkway at the top, broken tile pieces in the water and two cyan pads at the left
Puzzle 16 · Frame from 塞德莎's video
  1. Walk over and send the dragon to the first spot so you can cross the gap. Then send it on so you can come down, and into the next column. (29:15)
  2. Walk left along that line and come up at the end. (29:25)
  3. For the two pads, push in the second column: Cleric in front, Warrior in the middle. (29:33)
  4. Push down all the way, then the Warrior steps up first and the Cleric after. (29:46)

Puzzle 17

Key idea: someone has to walk to the bottom right (a swap can’t get a person there), so the dragon and the floating Cleric make a path. The dragon must also die, and the only way is for the Wizard to stand on water and swap with it so it drops in. (YouTube 1:40 · 塞德莎 30:08)

Heroes and Water puzzle 17: three white platforms in green-grey water, a dragon at the bottom left, the Wizard and Cleric, and two pink gates
Puzzle 17 · Frame from 塞德莎's video
  1. Someone has to walk to the bottom right, and that needs the dragon’s fire plus the Cleric’s float. (30:19)
  2. The dragon must die too. It can’t be pushed, so the Wizard must be over the water and swap with it. (30:33)
  3. The layout that works: the dragon one column further left, facing down; the Wizard and the Cleric on the tiles 塞德莎 draws. Swap up: the Cleric is safe and the dragon falls in. You reach it by putting the Cleric there first and then swapping the Wizard in from the left. (30:58)
  4. Get the dragon out first: bring the Cleric down onto the spot next to where the Wizard will land and swap down, so the Cleric isn’t burned. (32:19)
  5. Walk both heroes up over the water, send the dragon to the column you worked out, and bring the Cleric back down. (32:41)
  6. Wizard down, Cleric down onto its tile, swap left. That is the end position; swap up once more and the dragon drowns. (32:53)

Puzzle 18

Key idea: in the end one dragon fires up a column and the other fires left from a set tile. A plain pull leaves the second dragon one tile short, so the Thief has to move vertically mid-pull to break its link with the dragon above. That vertical step is over water, which needs the Cleric. (YouTube 2:14 · 塞德莎 33:10)

Heroes and Water puzzle 18: a zig-zag walkway of white tiles across purple water, a cyan exit pad at the top and two dragons
Puzzle 18 · Frame from 塞德莎's video
  1. Work out the end state first: one dragon in this column firing up, the other on the marked tile firing left. Pulling straight stops the dragon on the wrong tile, so the Thief must step sideways off the line, over water, while a dragon fires up and the Cleric shields it. (33:13)
  2. Pull the lying dragon here and let the Thief out. (34:19)
  3. Pull to the planned spot with the Cleric in place, then drag the Cleric down with you. (34:29)
  4. Pull the dragon back to its tile, go out, and leave the Cleric standing there. (34:39)
  5. To finish, the Thief pulls the Cleric up and the Cleric walks to the other exit. (34:50)

Puzzle 19

Key idea: Thief and Cleric. Follow the dragon’s fire line down, with the Cleric carried along by the Thief, and use the moment the dragon gets dragged to slip the Cleric ahead. (YouTube 2:47 · 塞德莎 35:16)

Heroes and Water puzzle 19: an L-shaped walkway and small platforms in dark water, a dragon's fire running down the left and two cyan pads at the top
Puzzle 19 · Frame from 塞德莎's video
  1. At first you can only pull left. (35:16)
  2. Stand the Cleric in the fire line so the Thief can drag it down along the line.
  3. At the bottom the Thief can’t avoid pulling the dragon right, so bring the Cleric down first. When the dragon moves, the Cleric gets the chance to go up, then both head right.
  4. Keep the Cleric in front of the Thief there to shield it, and you’re through. 塞德莎 explains this room quickly; watch from 35:16 for the exact tiles.

Puzzle 20

Key idea: the Warrior floats only while a goblin is hitting it, so every crossing needs a goblin placed beside the line you push along. Plan where each goblin must stand first. (YouTube 3:12 · 塞德莎 36:05)

Heroes and Water puzzle 20: a long pink-lit hall with three tiled platforms separated by water gaps, goblins, the Warrior and the Cleric
Puzzle 20 · Frame from 塞德莎's video
  1. Send the Cleric over first. (36:11)
  2. The Warrior has to cross the gap pushing left, and goblins must be hitting it the whole way. Push one goblin here and another there. (36:35)
  3. Put both heroes in that row and push left: the Warrior is being hit, so it floats to the middle. (36:55)
  4. To reach the far left, the Warrior again has to be hit while on water. The spot is the far-left corner; from there push the Cleric left, floating, through the gap. (37:00)
  5. For the exit at the top left, a goblin must stand on the tile where the Warrior is standing now. (37:23)
  6. The goblin can’t be pushed left directly because it only has one tile of room on its right. Use the float: the Warrior pushes the floating Cleric, which extends the push. (37:52)
  7. Go back right, push left once to move the goblin one tile, then push it to its spot and cross. (38:13)

Puzzle 21

Key idea: 塞德莎 only needs two of the three dragons. Fill the middle water with a crystal. Only the Thief can pull, and the Thief needs to float to pull the crystal in, so set up a fire line and the Cleric to protect it. (YouTube 4:25 · 塞德莎 38:44)

Heroes and Water puzzle 21: a broad pink tiled floor with gaps, a pink gate at the left, dragons at the top and bottom right and crystals
Puzzle 21 · Frame from 塞德莎's video
  1. The goal is a crystal in the water in the middle. Only the Thief pulls, so the Thief must float while it pulls. (38:55)
  2. Pull the left-firing dragon to the spot 塞德莎 shows. (39:14)
  3. Pull the lower crystal into that column. (39:26)
  4. Release the lock and stand the Cleric on the marked tile. When the Thief walks up, the Cleric protects it and it floats. (39:36)
  5. Pull the crystal into the water, then shut the dragon away, and you’re done. The top dragon is never used; 塞德莎 isn’t sure what the intended route was. (39:46)

Puzzle 22

Key idea: a bonus room. Two Clerics must leave the left and right cages, but leaving a cage holds a green button, and the middle bridge only appears when both green buttons are free. Put the two dragons in one row so they fire at each other: when they die, both buttons release at once and a floating Cleric reaches the bridge. (YouTube 5:08 · 塞德莎 40:08)

Heroes and Water puzzle 22: a symmetric room with blue and green block walls on the left and right, a green bridge in the middle and a platform at the top
Puzzle 22 · Frame from 塞德莎's video
  1. The blue button on the left removes every blue block. First the Warrior goes up and brings the dragon down into this row, so the Cleric can walk over the water. (40:20)
  2. Bring the right-firing dragon at the top down too: use the Cleric as a cushion and push it left, back into this row. (40:50)
  3. The Cleric that came over goes right and holds blue. The green path opens. (41:01)
  4. The end state: both Clerics out of their cages, and both green buttons empty so the bridge stays. The answer is the Cleric’s float plus the two dragons in one row, able to kill each other. (41:12)
  5. Standing on the right green button, send the right-firing dragon to the left, then push it with the fire as cover. (41:59)
  6. A Cleric steps on the button so the Warrior can push that dragon up onto it. Then push the left-firing dragon right, onto the other green button. (42:25)
  7. Don’t push straight up now, or both dragons fire on you and you’re stuck. Block with a Cleric first, then push up. The middle Cleric now stops both fire lines. (42:55)
  8. Everyone comes out. The middle Cleric walks over the water to its spot, the dragons fire at each other and die, both buttons release, and the bridge appears under the Cleric. (43:05)

Puzzle 23

Key idea: four heroes must reach the bottom right, but the top-left and bottom-right parts are separate islands: with swaps alone the bottom right always holds two things and the top left four. Someone has to walk across, so build a floating corridor from the Warrior, the Thief, the Cleric and the two goblins. (YouTube 6:54 · 塞德莎 43:45)

Heroes and Water puzzle 23: two stepped white platforms in dark water, goblins on the lower one and four cyan exit pads at the bottom right
Puzzle 23 · Frame from 塞德莎's video
  1. Count first: swaps keep two things on the bottom right and four on the top left, and the goal needs four on the bottom right. (43:50)
  2. The gap is too wide for a simple float, so the goblins have to make a floating corridor. (44:21)
  3. Place the goblins: bring one up, move it to the spot 塞德莎 shows, then go up. (44:42)
  4. Swap it with the Thief (the Thief really does need to end at the bottom right), then move the goblin once more. (45:02)
  5. Cross: the Cleric stands at the start, the Warrior pushes, the Thief waits on the right, the Warrior steps back down, and the Thief pulls right. The Warrior must come down before the pull, or the Cleric loses its protection and sinks. (45:36)
  6. That trades a hero across. Pull the Cleric back with the Warrior and do it again. (46:10)
  7. With four things on the bottom right, bring the Warrior over and swap the goblin one last time. (46:24)

Puzzle 24

Key idea: push the crystal from the top left into the one-tile-wide water hole and walk to the exit. Swaps keep two things on the top-left island and one on the bottom-right, and with only one thing there the crystal can’t get into the water. So the Bard carries it through the water instead of swapping it. (YouTube 8:40 · 塞德莎 51:03)

Heroes and Water puzzle 24: two white islands in blue water, the Bard's pink song circle on the lower right island and orange exits at both sides
Puzzle 24 · Frame from 塞德莎's video
  1. The Wizard can’t get the crystal out of its enclosure, so swap the Wizard with the Bard and let the Bard pull it down. Then swap again to take the crystal out of the Bard’s hold. (51:03)
  2. Drop the crystal into the water and park it where 塞德莎 does. Pull one more thing into place.
  3. Swap with the Wizard, then pull the crystal over from the bottom right with the Bard. It has travelled through the water instead of being swapped.
  4. Push it into the hole and walk up to the exit. (52:15)

Puzzle 25

Key idea: the Bard can cross water only while a goblin is directly above her and attacking. Use the Cleric as a wall to nudge the goblin into that spot, then walk right. (YouTube 9:37 · 塞德莎 52:38)

Heroes and Water puzzle 25: a dark chapel with a tiled floor on the left, the Bard's pink song line and two yellow exit pads on the right
Puzzle 25 · Frame from 塞德莎's video
  1. Bring the Cleric over first. With the Bard holding two things at once, a tile apart horizontally, move the goblin here. (52:42)
  2. Now the Cleric can be dragged over while both are held. (52:52)
  3. The Bard reaches the right-hand exit by walking on water, with the goblin directly above her. Anywhere else, the goblin falls in. (53:03)
  4. Use the Cleric as a block to rub the goblin up one tile, then move the Cleric down one to line it up. Walk right. (53:12)

Puzzle 26

Key idea: the default route stalls because, going left, the Bard isn’t in the right-hand dragon’s fire and sinks. The real trick is to catch the first dragon in the Bard’s song from above, pull it to face down, walk down its line, then pull it back up into the water. (YouTube 9:59 · 塞德莎 53:43)

Heroes and Water puzzle 26: a small white island in dark blue water with dragons and small platforms around it
Puzzle 26 · Frame from 塞德莎's video
  1. First move the Cleric to the tile 塞德莎 shows, so you can walk on as far as the next spot. Then move the Cleric again. (53:50)
  2. Going straight down doesn’t work: you can’t get back up, and the dragon blocks the exit.
  3. Instead walk up at the spot 塞德莎 shows. The song just reaches the first dragon. Pull it down so it now fires down. (54:30)
  4. Walk down along its fire line, then pull the dragon up the other way: it goes into the water and you don’t sink. (54:50)

Puzzle 27

Key idea: the Bard drags a crystal through the water of a maze. The crystal stops at walls while the Bard keeps walking, so use walls to change the offset between you and line the crystal up with the next gap. (No English chapter · 塞德莎 47:59)

Heroes and Water puzzle 27: a dark maze of white tiles and green-topped pillars over water, the Bard and a pink exit at the top right
Puzzle 27 · Frame from 塞德莎's video
  1. Drop the crystal into the water, line it up against the left wall going up, then pull it right. (47:59)
  2. Go down, rub it across, line up on the top wall and go right. (48:09)
  3. Pull down two tiles, line up vertically, go up and down again. Next stretch: pull two tiles, then from below go up and line up right. (48:19)
  4. The hardest spot: pull the crystal into this row first, then come down from here, switch over and come back, so it lines up horizontally. (48:39)
  5. Loop left and up to fix the vertical offset, and send the crystal on. (49:01)
  6. The last bit: park the crystal, use that spot to offset it, line it up and nudge it once more. Pull it to the far right. (49:11)
  7. If you see something move two tiles at once while experimenting, that’s an intended rule, not a bug. (49:43)

Puzzle 28

Key idea: a short Bard and Warrior room with two exits. The Bard can’t walk onto her exit herself (the crystal she’s holding slides along with her), so the Warrior pushes her on. (No English chapter · 塞德莎 50:03)

Heroes and Water puzzle 28: a pink tiled square over teal water with purple crystals at the corners and the Bard's song line
Puzzle 28 · Frame from 塞德莎's video
  1. Have the Bard hold a crystal directly below or to the left of her, drop it into the water, and bring the Warrior over. (50:03)
  2. Bring the other crystal over and have the Warrior push it next to the other exit.
  3. Push the Bard onto her exit with the Warrior.
  4. Back on the area map, the Bard carries a crystal up and finally pushes it into the water to open the way on. (50:38)

Puzzle 29

Key idea: a caged room in the N4E1 corner that stays shut until much later; 塞德莎 comes back for it in his part 20. Three heroes have to walk down to the exit, but stepping off the button opens the gate and the hero nearest the dragon gets burned. Fix it by sinking a crystal, made from the plant at the top right, into the water tile directly above the dragon. (No English video · 塞德莎 P20 12:44)

Heroes and Water puzzle 29: a grassy wooden platform in pale blue water, three heroes on yellow pads, a dragon beside a pink block at the left
Puzzle 29 · Frame from 塞德莎's video
  1. Swap the Thief down, bring the Druid over and turn the plant at the top right into a crystal. A swap can’t get the crystal out, so the Thief pulls it out. (P20 12:44)
  2. Swap the crystal to the far left, bring the Warrior up and push it all the way left, into the water tile above the dragon.
  3. The Wizard swaps the dragon up from there. Now all three can come down safely, and the Wizard swaps back up last. (P20 13:33)

Puzzle 30

Puzzles 30 to 34 and overworld puzzle 5 are bonus Bard rooms in the north-east corner of this area (塞德莎’s tile N5E3), right above Heroes, Doubled. They only open in the second stage, after the first ending: 塞德莎 drops in from the level above in his part 29. They all use a rule from up there: when the Bard’s song holds a stack, the object at the bottom moves one tile per step and the one on top moves two (the “two tiles at once” puzzle 27 hints at).

Key idea: the stacking tutorial. Put the Warrior on top of the crystal so he moves two tiles per pull; that lets the Bard get onto the crystal, and then she moves two tiles at a time too. (No English video · 塞德莎 P29 19:13)

Heroes and Water puzzle 30: two glass-tiled square platforms in purple water, the Bard in a pink glow on the left with an orange crystal, the Warrior on the right platform beside a yellow pad
Puzzle 30 · Frame from 塞德莎's video
  1. Send the crystal to the right and have the Warrior stand on it. The Warrior and the crystal are now a stack under the Bard’s song. (19:20)
  2. Pull left: the crystal moves one tile, the Warrior on top moves two and lands next to you. (19:40)
  3. That is what lets the Bard step onto the crystal; she can’t get up otherwise. Then move the Warrior out of the song’s range. (19:55)
  4. Walk right the same way: the Bard, now on top, moves two tiles per step and crosses. (20:05)
  5. Bring the crystal across, step up onto it for a moment, come back, and finish. (20:15)

Puzzle 31

Key idea: two goblins have to take out the enemies on the left and at the bottom right, both too far away. Put each goblin on top of a crystal so it moves two tiles and reaches its target. (No English video · 塞德莎 P29 20:33)

Heroes and Water puzzle 31: a glass-tiled platform in a walled pool, a stack of pink blocks in the middle, the Bard below them and goblins at the edges
Puzzle 31 · Frame from 塞德莎's video
  1. Bottom right first: line the crystal up, send it into the water, then shift it to the spot 塞德莎 shows. (20:46)
  2. Bring a goblin down, nudge it into place and tow it onto the crystal, then move down: the goblin travels two tiles and kills the one below. (20:56)
  3. The left one the same way: move the crystal over, bring the top-right goblin down, nudge it with the monster in the middle, and step left. It moves two tiles and takes out the left goblin. (21:20)

Puzzle 32

Key idea: cross a row of small platforms two tiles at a time. The Cleric holds a button to drop the energy gate the first time; later the third, uncontrolled crystal does the blocking job instead. (No English video · 塞德莎 P29 21:28)

Heroes and Water puzzle 32: four small glass platforms in a row in front of an arcade of statues, orange crystals in the water and yellow pads
Puzzle 32 · Frame from 塞德莎's video
  1. Send the crystal over. The Cleric holds the button at the bottom left, which lowers the energy gate on the left so the Bard can climb on. (21:33)
  2. Release it and move left: two tiles at once, and she’s across. (21:44)
  3. Bring both crystals over and stack them. The Cleric presses the button again so you can get on. (21:55)
  4. Stand on the rightmost crystal and go left two tiles, then carry the crystal on and line it up in the same row as the left one. (22:05)
  5. No button this time, but you still get up: going left, the third crystal is out of the song’s range, so it blocks and the two below don’t move. (22:35)
  6. Then two tiles, two tiles, two tiles to the exit. (22:56)

Puzzle 33

Key idea: the statues stop the crystals, so park a crystal between two statues and you can step onto it and ride two tiles at a time. (No English video · 塞德莎 P29 23:13)

Heroes and Water puzzle 33: small glass platforms among two dark statues in purple water, the Bard on a platform at the bottom left
Puzzle 33 · Frame from 塞德莎's video
  1. Move the crystal to the tile between the statues. The statue holds it, so you can climb on and go right two tiles. (23:20)
  2. Keep ferrying: bring this crystal right and the other one down. (23:35)
  3. Put the two crystals side by side, stand here, move up, then move both right together. The statue above lets you onto a crystal, and you go right two tiles. (23:45)
  4. The crystals are right but you aren’t; adjust, then up, down and right to the exit. (23:55)

Overworld puzzle 5

Key idea: on the area map, build a three-tile bridge. The third column is out of the song’s normal reach, so stack one crystal on another and send the top one two tiles out. (No English video · 塞德莎 P29 24:03)

Heroes and Water overworld: a long glass-tiled platform with stone arches and a fence over blue water, crystals and white star flowers on the tiles
Overworld puzzle 5 · Frame from 塞德莎's video
  1. Pull one crystal over and stack another on it. Send the stack right: the top crystal moves two tiles and lands in the third column. (24:15)
  2. Shuffle the crystals into one row and walk across. (24:35)

Puzzle 34

Key idea: the big star room for this corner. First drop a crystal into the left-hand water and stack another on it to slide over to the button. Then work backwards from the exit at the far top right: the Bard has to arrive by two-tile steps (right, right, up, up), so four crystals must sit in a staircase, and the two far ones can only be placed by stacking. (No English video · 塞德莎 P29 24:53)

Heroes and Water puzzle 34: a large glass-tiled platform in purple water, the Bard in the middle beside orange crystals and a raised plant box with a yellow button at the left
Puzzle 34 · Frame from 塞德莎's video
  1. Step one: throw a crystal into the water on the left, stack another on it and move left two tiles to press the button. (24:58)
  2. The top right is very far. You’ll need four crystals. (25:09)
  3. Work backwards: the Bard ends on the exit, and before that she was two tiles back each time. The crystals under her move right, right, up, up, so they start in a staircase; 塞德莎 marks all four spots. (25:21)
  4. Two of those spots are three tiles from the shore, beyond normal reach. Carry out two crystals and drop both into the water. (26:54)
  5. Carry out another, keep it in this row with every crystal under control, move up (nothing falls), then right: the top one lands at the far spot. Do the same for the last one. (27:08)
  6. Push this crystal into place, line the last two up in a row, step on and go: one, two, three, four. (27:33)

That is the second extra star room in this corner (the other is in Heroes, Doubled). 塞德莎 checks what they are for: nothing beyond the all-puzzles achievement. (28:00)

Heroes and Water, North

Heroes and Water, North is the one corner of Heroes and Water that belongs to the north-south crossing, which is why it gets its own name. It is the Druid’s part (the hero missing from the main area): the Druid turns a plant, a goblin or a dragon next to it into a crystal and back. A crystal dragon no longer breathes fire, and a crystal makes a block that soaks up fire. One detail matters in North puzzle 3: a plant growing over water floats, with its roots hanging in the water, while the same thing as a crystal sinks.

Where it is: you reach it with the skipping stone unlocked in the north-south crossing, coming down from the right-hand branch (塞德莎 P20 from 6:06). The fire line you followed up from the Cleric rooms ends here too. The numbers follow The Flying Chungus’s Part 2; Postmode’s Heroes and Water, North covers North puzzles 1–4. 塞德莎’s part 20 also covers 1–4. North puzzles 5 and 6 are only in Chungus’s video, so their steps are read from his footage.

North puzzle 1

Key idea: a pure routing room for the Druid. Never walk into a dragon’s line; keep a tile of space in front of each dragon and crystallize things as you pass them. At the end, crystallize a dragon to open the last stretch. (YouTube 0:00 · 塞德莎 P20 7:03)

Heroes and Water, North puzzle 1: a patch of tall reeds over dark water with red dragons around it and a cyan exit pad at the bottom right
North puzzle 1 · Frame from 塞德莎's video
  1. Find a way through without being burned by the dragons. (P20 7:05)
  2. Leave a tile free in front of a dragon so it can’t hit you, and crystallize the thing beside it as you walk past. (P20 7:15)
  3. Go up, right, right to clear this part, come across, then right and down. (P20 7:25)
  4. You can’t walk straight to the exit, but crystallizing the dragon there opens the way. (P20 7:35)

North puzzle 2

Key idea: the dragon at the top right blocks the exit completely, so it has to die. Make the lower channel two tiles longer on the right, then push an upward-facing dragon along it so it burns the top one. (YouTube 0:28 · YouTube 1:40 · 塞德莎 P20 8:14)

Heroes and Water, North puzzle 2: a white tiled platform in purple water with green hedges, several red dragons and two cyan pads at the top right
North puzzle 2 · Frame from 塞德莎's video
  1. Getting in: on the area map you have to crystallize things twice to get through. (P20 8:06)
  2. In the room, crystallize the first obstacle and come down. Push the next dragon one tile right so you can reach it, crystallize it, and push it into the water. The right-facing dragon goes into the water too. (P20 8:22)
  3. Push the remaining dragon down one tile and turn it to face up. With the channel two tiles longer, push it down once more: its fire reaches and kills the top-right dragon. Walk to the pads. (P20 8:46)

North puzzle 3

Key idea: the crystal has to ride up on pink blocks that drop whatever is on them when a button is pressed. Turn the crystal into a plant while it is over the water: the plant floats with its roots in the water, so it survives the block switching off. (YouTube 0:57 · YouTube 5:00 · 塞德莎 P20 9:26)

Heroes and Water, North puzzle 3: sandy platforms in green water joined by a zig-zag of pink blocks, reeds at the bottom left and an exit at the top right
North puzzle 3 · Frame from 塞德莎's video
  1. Getting in: on the area map, crystallize a plant so it sinks, use the dragon above to burn the one below, change it back and use it on the dragon to the left. (P20 9:05)
  2. Go to the middle and press the buttons so the Druid can come over. The Druid changes the plant first, then comes back to press this button, since it can’t carry the crystal. Don’t let it press the button too early. (P20 9:28)
  3. Pressing the button would drop the crystal, so the Druid turns it into a plant. It roots in the water and stays put. (P20 9:52)
  4. Turn it back into a crystal and swap it up, loop round, and finally let the crystal hold the last button. (P20 10:16)

North puzzle 4

Key idea: three small rooms in one. In each corner, every monster has to end up as a crystal or dead, and the Cleric’s shield is what lets the Druid get close enough. 塞德莎 finds the bottom-left corner the hardest. (YouTube 1:43 · YouTube 7:00 · 塞德莎 P20 10:56)

Heroes and Water, North puzzle 4: a pink-lit room with a pink gate at the top left, rows of tiles over water, plants, dragons and goblins
North puzzle 4 · Frame from 塞德莎's video
  1. Let the Cleric out first. Bottom left: under the Cleric’s protection, crystallize the goblin. Go in and crystallize the plant, which opens the dragon’s line of fire, and let the dragon burn the goblin. (P20 10:58)
  2. Still bottom left: stand the Cleric next to the Druid, turn that crystal back into a goblin and it dies in the fire. With the Cleric on the marked tile, the Druid can stand beside the dragon and crystallize it. (P20 11:22)
  3. Bottom right: the Cleric blocks in front of the dragon while the Druid crystallizes it, then the Cleric moves aside. (P20 11:46)
  4. Top right: the Cleric starts on the left, the Druid crystallizes from its spot and steps aside, the Cleric moves to the front, and both loop round. Every monster is gone and the gate opens. (P20 11:58)

North puzzle 5

Key idea: a sandy room with a dragon, two green bushes and three heroes, among them the Druid and the Cleric. The room turns on the pink switch tile in the middle of the water and on a row of dragon fire that the Cleric floats along. No narrated walkthrough covers this room yet, so these steps are read from Chungus’s footage. (YouTube 2:36)

Heroes and Water, North puzzle 5: a sandy platform with a dragon and two green bushes, a pink tile in the open water, wooden walkways and two cyan pads at the top
North puzzle 5 · Frame from The Flying Chungus's video
  1. One of the green bushes is moved out onto the pink tile in the middle of the water. (YouTube 2:42)
  2. The dragon is brought down and turned to fire right across the lower part of the water. The Cleric floats along that fire line to the right-hand walkway. (YouTube 2:50)
  3. The bush on the pink tile is turned into a crystal, and the pink tile switches off. (YouTube 2:57)
  4. Everyone walks round to the two cyan pads at the top. Watch the clip from 2:36 for the exact order.

North puzzle 6

Key idea: a dark square room. A purple pool fills the middle, and four dragons sit behind yellow gates, one on each side. Their fire lines cross over the pool, and the Cleric ends up standing in the middle on the fire. These steps are read from Chungus’s footage too. (YouTube 3:17)

Heroes and Water, North puzzle 6: a dark room lit in the middle, a square purple pool, yellow gates and dragons on all four sides and heroes at the bottom
North puzzle 6 · Frame from The Flying Chungus's video
  1. Early on, the bottom dragon’s fire runs straight up across the pool. (YouTube 3:21)
  2. A second fire line from the left crosses it, and the Cleric stands in the middle of the pool, floating in the fire. (YouTube 3:27)
  3. The rest is a long back-and-forth between the heroes at the bottom and the gates; watch from 3:33 to 4:03 for the order. (YouTube 3:33)