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There is no in-game setting called Advanced Mode. Players usually mean Heroes and Light, Advanced, a 22-puzzle crossover area, or the multi-hero rooms where every exit must be occupied simultaneously. These boards are not combat encounters: monsters are rule objects, and a failed “team” usually means one movement, adjacency, beam, or weight rule was misunderstood.

The reliable solution is to stop patching a bad position forward. Undo to the last correct arrangement, identify the single missing idea, and leave the room after roughly three failed attempts or 20–30 minutes. This guide explains the rules behind the hardest rooms, the route to Antipode Hell, and how to recover when a puzzle appears broken.

What does “Advanced Mode” mean in Order of the Sinking Star?

It is community shorthand, not a menu option or difficulty slider. The closest named content is Heroes and Light, Advanced: 22 puzzles spread across six screens in the surface area north of the Crossroads. It belongs to the Heroes and Beamcasters crossover and uses Thief, Bard, Wizard, Warrior, and Druid.

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The same phrase is also used for “team” rooms such as Heroes Together and for late Gold Room and Antipode layers. A room is solved only when every exit has a hero standing on it at the same time. Switching between heroes is free; only a move that changes the board advances the world.

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The game has more than 1,000 hand-crafted puzzles, according to Thekla and Arc Games’ 2026 Steam listing. That scale explains why the difficulty is concentrated in rule discoveries rather than enemy statistics: once the missing rule is understood, a seemingly impossible board often becomes mechanical.

Order of the Sinking Star’s official site tracks campaign and ending progress, but those percentages are snapshots from particular dates and trackers, not a single global completion rate.

Why does my team keep failing?

Most failures come from verbs and positioning. The game does not give heroes combat builds, cooldowns, or damage rotations; each character changes what a tile, beam, monster, or gate can do.

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Learn the roster’s exact verbs

Hero Rule that matters Typical failure
Warrior Pushes any line and carries any load. Using another hero to hold a stack that only the Warrior can support.
Thief Cannot push. Every ordinary step pulls the object directly behind her into the tile she left; the pull is mandatory. Expecting a choice about whether to pull, or losing the object after a jump or teleport.
Wizard Swaps with the first object in the straight line ahead. A wall, closed gate, or tree blocks the line, so the move becomes an ordinary walk or does nothing useful.
Priest The gold-cloaked Priest and every hero orthogonally adjacent to her are safe from goblins and dragon breath. Leaving the protected tile before the monster’s attack, or assuming diagonal adjacency counts.
Bard Heroes, monsters, and crystals within two tiles copy her steps. Moving the Bard out of range or blocking her; a blocked Bard makes nothing copy her movement.
Druid Transmutes the blocker directly ahead into a crystal; crystals and trees can also be swapped where the board permits. Reading the transformation as a push rather than a replacement.

Use the developer tip, as restated by the community wiki, to treat the roster like a Swiss Army knife: arrange a chain in which one hero’s move enables the next instead of asking one character to do every job.

Respect weight and carrying

The Warrior can carry anything. A basic Hero or a monster can carry one thing. Any other hero is crushed by anything placed on top of them. A stack may look visually legal and still kill a non-Warrior underneath it. When a late sequence fails without an obvious animation, inspect the load order first.

Understand the goblin timing

After every real move, a goblin kills every unprotected hero or monster on an adjacent tile. “Adjacent” includes the tile above and below; facing does not matter. Two goblins standing next to each other kill one another, which is often the intended way to clear a finale.

Separate dragons from goblins

A dragon never moves. Its breath travels any distance in the direction it faces and kills the first thing reached. A gem, tree, block, beam source, or stone floating in the beam stops the breath; the beam itself does not. The Priest’s protection works against the breath only while the relevant adjacency is maintained.

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What should I do when I am stuck?

Leaving the room is the game’s practical hint system. There is no lockout, consumable hint, or permanently wrong save.

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  1. After about three failed attempts, or roughly 20–30 minutes on one idea, stop moving pieces.
  2. Undo back to the last placement you know was correct. If the opening arrangement is wrong, use a full restart instead.
  3. Name one bottleneck as a question: for example, “How can I get behind that mirror?” Do not brute-force every combination while that question is unanswered.
  4. Work backward from the exit, gate, or teleporter. Determine what must be true immediately before completion, then identify the previous move that creates it.
  5. Rotate to another world if the question has become guesswork. Unsolved pink or violet stars are a useful to-do list.

The tutorial already teaches individual undo, restart, pushing, running, slowing time, and cage unlocking. The designers removed much of the “tedious Sokoban just to test an idea” pattern; if a board feels like blind bookkeeping, the current interpretation is probably wrong.

Undo or restart?

Undo preserves a correct prefix, so it is the default recovery tool. Deep-rewind to the move where a crystal, mirror, or hero was placed incorrectly; patching forward from a late mistake usually creates an invisible contradiction. Restart only when the first arrangement or first move is itself the error.

A 17 October 2026 patch note (r67271) documented a reset issue: after an update, Reset could fail to return a level to its start. The developer’s workaround was to use Undo until the start position was restored, after which Reset worked again. This is separate from a puzzle solution and should not be treated as evidence that a room is unwinnable.

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How do water, gold cloaks, and monster attacks interact?

Ordinary heroes cannot walk into open water, and a hero pushed or carried into it drowns. The important exception is the gold-cloak Priest: while a fire monster’s continuous flame is actively hitting the protected hero, that hero can stand on water or a gap and move with the flame. Walk out of the stream and the crossing ends; melee contact is not enough.

Walkthroughs call this “follow the flame.” The Heroes and Water half-screen introduces it in Top screen 3, Puzzle 1, and all 11 puzzles on that half-screen reuse the rule. Park the Priest so the correct ally is orthogonally adjacent, then choreograph the fire monster’s line rather than trying to cross water normally.

How do Beamcasters work in Heroes and Light, Advanced?

Beamcasters add colour-based movement rules to the roster puzzle logic. A beam passes through walls, but closed gates, gems, boulders, other beamcasters, and the back of a mirror stop it. Heroes, monsters, and crystals standing in a live beam gain its colour for as long as the beam remains active.

Colour Effect used in Advanced rooms
Yellow Breaks rocks and crystals. If pushing is possible, pushing takes priority over breaking, so approach from a side without room for a slide.
Cyan Allows pushing.
Red Opens red energy blocks.
Green Allows walking through walls.
Orange Jumps two tiles.
Purple Carries a character to the far end of the beam.

A beamcaster lights only when every gem slot in its room is filled. Purple beams stop at walls, stones, and energy blocks but pass through crystals. A purple beam aimed at an open map edge launches its occupant off the map, so confirm that a solid far end exists before stepping in. A jump or teleport is not a normal step; the Thief drops whatever she was pulling and must re-grab it after landing.

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How do I reach Antipode Hell?

You do not need to clear all 22 Advanced rooms. The Antipode Hell achievement fires when the burned-town Hell teleporter turns on.

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  1. Enter the Heroes and Beamcasters crossover through the portal emblem north of the Crossroads.
  2. Clear the Bard memory chambers.
  3. Route through the outer courtyard and its purple-beam section.
  4. Complete the town memory streets and align the Bard’s outer beams.
  5. Enter the burned Hell town, move its pedestals, and use purple routing to send goblins off the map.
  6. Activate the Hell teleporter. That activation, not a 22-room completion count, unlocks Antipode Hell.
  7. Continue through the two-sided mirrored courtyard and the greenhouse or garden statues if you are following the full route.

The quick-answer route is summarized by AllThingsHow: clear the Bard’s memory rooms and outer courtyard, then finish the burned Hell town. Loose stones that fall into the burned town from the world above are a loading bug, not puzzle objects.

Do not trust the screen numbers blindly

On screen 2, puzzle 3 opens after puzzle 6, while puzzle 2 opens after puzzle 3. Follow the unlock chain rather than assuming numerical order. A board’s current layout may also differ from an older solution after the 14 October update, so match any published route to its build number.

What are the documented Advanced puzzles like?

These examples show the kind of idea each board is testing. They are not action-game boss strategies.

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Puzzle 1: Thief and the purple endpoint

The documented 160-step route, build 25882299, pulls boulders into the purple beam as stoppers. The Thief then jumps down so the beam’s far end lands on the exit inside the wall band. The key is using a pulled boulder to control where the endpoint terminates, not trying to drag the exit itself.

Puzzle 2: Bard and a shortened beam

This 42-step room opens after puzzle 3 in the screen-2 unlock chain. Put a crystal on one button and the Bard on the other. The gate shortens the upper beam, allowing the Bard to ride it to the exit. If the copied movement appears to desynchronize, check whether the Bard was blocked or whether the copied object left her two-tile aura.

Puzzle 3: seven goblins, 18 gems, and 54 gates

This is the famous coordination exam: a 68-by-23 board in older descriptions, with a shortest documented route of 417 steps on build 26006400. An earlier build listed 528 steps, while another guide still lists 529, so do not mix input sequences between versions.

The idea is more important than the input list. The Thief slides the Endpoint source along the bottom. The Bard charms goblins and uses each new beam column to jump them past gate walls. Send the first five goblins off the board; bring the last two together so they kill each other and open the exit gates. The documented finish moves only the beamcaster and two of the seven goblins. For a verified step list, use the build-labelled route on WikiTactics rather than copying hundreds of inputs from an unlabelled video.

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How do I solve Heroes Together?

Heroes Together is a concentrated test of simultaneous exits and mixed rules, not a combat arena. The verified surface room uses Thief, Hero, and Warrior, plus crystals, skipping stones, a Dragon, and a Goblin; the shortest published route is 382 steps on build 26006400.

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Its central trick is to place the goblin beside the dragon so both disappear and every gate opens. Sink skipping stones as bridges, then use the Warrior and Thief to finish on the left exits. The Gold HxS achievement is tied to solving Heroes Together 1.

Some guides describe a separate six-robe exam above Heroes 3: green pull, red push, purple swap, Bard aura, gold protection, and Druid transmutation, ending with a button that clears an HxS barrier. Treat that as a separate or interior fusion description until the exact board matches; do not combine its sequence with the 382-step surface solution.

How do Skipping Stones failures differ?

Skipping Stones is real-time rather than turn-based. Hold Ctrl to slow time to quarter speed and Shift to make the hero run. A stone skips across water until it reaches ground or a lily pad; a blocked skip sinks and becomes a bridge.

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  1. Park the receiving character before throwing.
  2. Adjust only one moving part during each timing window.
  3. Use slow time for the pass, then release it once both positions are stable.
  4. If both sailors were moved between windows, undo the throw rather than trying to correct the timing downstream.

Skipping Stones Level 2, screens 3–4, is one of the game’s concentrated walls because two characters share one clock. It also has the lowest completion in the dated initial-campaign samples, so a slow section is not evidence that your save is defective.

Why is the gold room bugged?

Usually it is not bugged. There are six Gold Rooms: HxM, HxB, HxS, MxS, MxB, and SxB. Each requires specific progress in both parent worlds and in the intended order. Doing a step early may register as nothing, which creates the impression that the door is broken.

Inside each Gold Room is a 10-star meter. The white line between stars 7 and 8 marks the threshold for that room’s Antipode teleporter; the remaining stars are completionist content. The first ending needs any four of the six Gold Room teleporters, not all six and not every fusion puzzle.

Among the mid-October 2026 tracked samples, HxM opened most often, followed by HxB, HxS, MxB, SxB, and MxS. That is a crowd-progress snapshot, not a required order. HxB’s exact opening steps were still undocumented in text in the cited guide, so do not invent a checklist for it.

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Which world should I play next?

All four paths open from the Crossroads, and the game does not enforce one route. North → East → South → West is a common recommendation; another completion-based route is North → East → West → South because more players had finished Beamcasters than Skipping Stones in the 14 October snapshot. If colours are difficult to distinguish, doing South before West avoids postponing the more colour-dependent Beamcasters work.

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Grab the map immediately above the hub. It enables camera zoom in some areas, and unsolved rooms blink pink or violet. Persist in one world while you still have one concrete bottleneck question. Rotate worlds when you are brute-forcing combinations or repeating the same failed timing.

What do red signs and fogged areas mean?

Red stone plaques and red signs mark later-layer content. A red door that seems impossible is generally not the current exam: later progression after the first Endgame builds the purple beam toward Crossroads High and Ascend.

Most fogged squares from the first stage open in the second stage when you drop from Antipode High. They are not required for the first ending. Fog that returned after a reload was fixed in a 15 October 2026 patch, so update before treating persistent fog as a puzzle clue.

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What are the endings and the hardest puzzle?

The first ending begins after any four Gold Room teleporters are active and leads to The Antipode; play continues afterward. The second ending, Endgame High, follows Ascend or Antipode High and lets you design levels before playing them.

A bonus room described by 塞德莎 after the second ending uses a lone Wizard, a ring of crystals on buttons, one empty button, and a 116-move solution. That is the strongest documented candidate for “the hardest puzzle,” but it is an optional late-game room, not a universal difficulty ranking. Endgame Low is a separate red-door route at Antipode Low involving a red beam around Crossroads Low’s four corners and a 3-by-4 goblin-and-mirror room.

What should I update before troubleshooting?

Launch-month patches changed checkpoints, saves, transmutation swaps, reset behavior, fog, and some Advanced-adjacent layouts. Update the game before following an old route, then compare the board with the solution’s build number.

  • Minimum PC specification: Windows 10 64-bit, Intel Core i5-6600K or AMD Ryzen 5 1600, 8 GB RAM, GTX 1050 Ti, RX 580, or Arc A380, DirectX 12, and 14 GB storage.
  • The digital Steam edition was listed at $29.99 when checked in October 2026 and is Steam Deck Verified.
  • PlayStation and Nintendo eShop versions were announced alongside the Steam release. A PS5 disc and Nintendo Switch 2 cartridge edition is planned for 2027 in North America and Europe; retailer availability and final collector details were not specified.

How we picked the practical fixes

The recommendations above prioritize rules that explain multiple failure modes: adjacency protection, mandatory Thief pulls, Bard range, weight, beam endpoints, and exact unlock order. They also distinguish verified build-labelled routes from older step counts, separate tracker dates, and prefer undo or a world rotation over blind forward experimentation.

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Frequently Asked Questions

Does switching heroes use up a turn?

No. Switching is instantaneous and free. Only a move that changes the board advances enemy behavior, so you can inspect the board and choose the next hero without triggering a goblin or dragon response.

Is there a color-blind mode for Beamcasters?

The October 2026 coverage did not list a color-blind mode. If colour separation is difficult, use the in-game shapes, beam behavior, and route order rather than relying on hue alone, and consider completing the South path before Beamcasters.

How many hours does a complete run take?

A community wiki estimate puts one run at roughly 250 hours and solving everything at more than 500 hours. Those are secondary estimates, not an official playtime figure, and they include optional rooms and alternate routes.

Can I solve every Gold Room before the first ending?

You can continue opening rooms after reaching the first ending, but you do not need all six. Any four Gold Room teleporters satisfy the first ending requirement; the remaining rooms are optional progression and completion content.

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