Gaming Guide

Order of the Sinking Star: All Heroes and Light, Advanced Puzzle Solutions

Heroes and Light, Advanced has 22 puzzles across six screens and ends at the Antipode Hell achievement.

Heroes and Light, Advanced has 22 puzzles across six screens and ends at the Antipode Hell achievement.

Image: Thekla, Inc.

Heroes and Light, Advanced is the harder half of the Heroes and Beamcasters crossover in Order of the Sinking Star. It sits on the surface layer north of the Crossroads and holds 22 puzzles spread over six screens. Each room asks you to move heroes, crystals, gems and goblins so that a colored beam reaches its receiver. You use five heroes here, the Thief, Bard, Wizard, Warrior and Druid, and most rooms only open after you finish an earlier one.

Quick answer: Clear the Bard’s memory rooms and the outer courtyard, then finish the burned “Hell” town. That activates the Hell teleporter to the Antipode and unlocks the Antipode Hell achievement.


Heroes and Light, Advanced location and requirements

The Advanced rooms come after the base Heroes and Light area, which sits in the north-west of the map above Heroes and Artifacts. On the world map, Heroes and Light, Advanced is its own labeled zone. When you walk into its courtyard, the arena has a portal emblem you step on to start.

  • Area type: Heroes and Beamcasters crossover, surface layer
  • Size: 22 puzzles across 6 screens
  • Heroes used: Thief, Bard, Wizard, Warrior, Druid
  • Beam colors you will route: purple, gold and green
  • Reward for finishing the Hell chain: the Antipode Hell achievement, held by about 7.1 percent of players

A game update on October 14th changed some levels and checkpoints. If your starting board does not match a solution, check the layout before you follow any moves.


Beam and hero rules in Heroes and Light, Advanced

Every room follows the same two layers of rules. Each hero keeps their normal Heroes ability. When a hero stands inside a beam, they also get that beam’s power. Crystals and goblins count as living things, so beams act on them as well.

Beam colorWhat standing in it does
YellowBreaks rocks and crystals
CyanLets you push
RedOpens red energy blocks
GreenWalks through walls
OrangeJumps two tiles at a time
PurpleCarries you to the beam’s far end
HeroOwn ability
WarriorPushes
ThiefPulls
WizardSwaps places
BardSong drags a crystal along
DruidTurns creatures into crystals

Some edge cases come up again and again in these rooms. They explain most moves that seem odd at first.

  • With a yellow beam active, pushing takes precedence over breaking. To shatter a crystal, approach from a direction that leaves it no room to slide.
  • Purple stops at walls, stones and energy blocks. It passes through crystals.
  • If a purple beam points toward an open map edge, you are launched off the map and die. A goblin pushed that way disappears permanently.
  • A jump or a teleport is not a step, so the Thief lets go of whatever he was pulling.
  • Energy blocks act like pistons. They shove whatever sits on their tile in the direction of their point, and they only crush it if the push is blocked.

The Wizard shows the basic setup in the base Heroes and Light rooms. You slide blocks so a beam crosses the chamber without hitting the wrong surface, then use the hero’s own ability to finish the line.

Blue Mage Chamber 125:48Blue Mage Chamber 1
A Wizard room with sliding blocks. The blocks decide where the beam can pass. Shown at 25:48 in Game Guides Channel’s video. Image: Thekla, Inc.

Mirrors and heroes can also block or redirect light. The town rooms use this a lot. A hero placed on the right tile changes the beam’s path, and a mirror turns it 90 degrees down another street.

Town Market Beam Routing28:22Town Market Beam Routing
A market street route. The mirror above the hero bends the purple beam down the street. Shown at 28:22 in Game Guides Channel’s video. Image: Thekla, Inc.

Heroes and Light, Advanced puzzle order and unlocks

Puzzle numbers do not match the order you can play them in. On screen 2, puzzle 3 only opens after puzzle 6, and puzzle 2 only opens after puzzle 3. Plan your route around these links instead of following the numbers.

PuzzleHeroesKey piecesSolution length
1 (screen 1)Thief2 gems, beam source, 3 boulders160 steps
2 (screen 2)Bard2 beam sources, 2 crystals, gate42 steps
3 (screen 2)Thief, Bard7 goblins, 18 gems, 54 gates529 steps
4 (screen 2)Bard3 crystals, 3 buttons, 3 gates77 steps
5 (screen 2)Bard1 crystal, 2 gems, 2 beam sources64 steps

Puzzle 1 is mostly about the Thief pulling the beamcaster into place. Start by pulling the top beamcaster up. Then pull the bottom-right block 3 tiles left, and pull the beamcaster right. The Bard rooms on screen 2 move only crystals. In puzzle 2 both crystals change position, in puzzle 4 all three do, and in puzzle 5 only the single crystal moves. Everything else in those rooms stays where it starts.

Puzzle 3 is the long one, at 68 by 23 tiles. You use the Thief first, then switch back and forth with the Bard. Only the beamcaster and 2 of the 7 goblins need to move. To open it, pull the left beamcaster 2 tiles right, 7 tiles down, then 3 tiles left. To finish, pull it 5 tiles right. Then lead the second bottom-right goblin 4 tiles right, and pull the beamcaster 4 more tiles right before you leave.


Route through the Advanced courtyard, town and garden

Step on the portal emblem in the arena to enter the Bard’s first memory chamber. Inside, push the glass blocks so the purple beam reaches its target. Solving this room powers beams in the outer hub.
Go back outside and route the purple light across the main courtyard. Use hero abilities and the mirror devices to make each turn. Glass and crystal blocks either let the beam pass or reflect it at 90 degrees, depending on the block.
Advanced Courtyard Beam Alignment01:12Advanced Courtyard Beam Alignment
The outer courtyard. Each mirror device passes the purple beam on to the next leg. Shown at 01:12 in Game Guides Channel’s video. Image: Thekla, Inc.
Solve the large town memory scene that opens next. Here the beam has to cross buildings and awnings, so plan its full path through the streets before you move anything.
Use the Bard to bring the outer beams into alignment and energize the main node. Once the purple beam links both crystal nodes, you have completed the first courtyard section.
Completing Advanced Courtyard Section 110:49Completing Advanced Courtyard Section 1
The first courtyard section is complete when the beam links both crystal nodes. Shown at 10:49 in Game Guides Channel’s video. Image: Thekla, Inc.
Enter the dark, burned version of the town. This is the Hell courtyard, where you move light-focusing pedestals while goblins block the streets. Purple beams can launch goblins off the map, which clears them for good.

Loose stones can appear in the burned town even though they are not part of the puzzle. This is a loading bug. Objects from the world above fall into the area when the game loads.

Finish the Hell sequence to activate the Hell teleporter. The Antipode Hell achievement unlocks at this point.
Cross the two-sided transition chamber. Mirrored barriers split this courtyard, so the beam has to work on both halves.
Inside the greenhouse, move the colored blocks and hero statues to clear a beam path. Then work on the outdoor beams, which must pass through the garden gates before they can reach the greenhouse.
Greenhouse Puzzle20:18Greenhouse Puzzle
The greenhouse room. The colored blocks and statues have to be moved before any beam can pass. Shown at 20:18 in Game Guides Channel’s video. Image: Thekla, Inc.
Rearrange the blocks and statues in the garden so the light bounces into the target node. This powers the last floral receiver and opens the gated path to the next map regions.
Garden Statue Alignment22:25Garden Statue Alignment
The garden statue room. The statues are placed so the beam reaches the target node. Shown at 22:25 in Game Guides Channel’s video. Image: Thekla, Inc.

Antipode Hell achievement: Trigger and confirmation

The achievement has one condition, shown in its description as “Activate the Hell teleporter to the Antipode.” You do not need to clear all 22 rooms. It fires as soon as the burned-town chain is finished and the teleporter turns on.

You will know it worked when a notification reading “Achievement unlocked” appears with Antipode Hell and its 7.1 percent unlock rate. The Antipode is labeled on the world map next to Heroes and Light, Advanced. Once the remaining garden rooms are done, the gate on the sector’s far side opens and returns you to the overworld map, with new paths open to the neighboring regions.