Order of the Sinking StarThe player’s atlas

Order of the Sinking Star: The Mechanics of the Puzzles

The quick answer

Look up Hero abilities, mirrors, skipping stones, lily pads, colored beams, and tools before testing a puzzle idea.

Check the action before the outcome

Ask four questions: Who moved? Is the object living? Was it pushed or teleported? What supports it now? Similar-looking actions can produce different results.

Characters

Character Basic ability Watch for
Warrior Pushes a line of multiple objects A push does not make every stacked position safe
Thief Pulls an adjacent object into the tile just vacated when moving away Cannot use an ordinary push
Wizard Swaps along a straight line toward a target Walls, closed gates, and trees block target lines
Druid Can turn blocking living objects into living rock, and change them back Some plant walls can also transform
Bard On a successful active move, nearby living objects try to move in the same direction The usual neighborhood is 5×5; do not assume being pushed triggers the same effect
Cleric / Priest Protects nearby characters against monster threats Support over water requires the relevant protection and threat; it is not unconditional water-walking
Ordinary character Pushes one object at a time Do not borrow another Hero’s ability

Mirrors, stones, and water

Object Rule to use
Magical mirror Activate performs the reflected swap. Distance from the first mirror matters
Ordinary mirror Redirects the reflected path; it does not initiate the swap
Copies Living objects can be copied or merged. Every exit must be occupied correctly
Skipping stone A push into water gives it skipping motion. If blocked and stopped over water, it sinks into a support tile
Teleported stone A teleport alone does not give a stationary stone new skipping momentum
Lily pad Carries objects with the current; a stone hitting or passing its edge can give it motion
Button Usually needs an object to remain on it; same-color sets must be satisfied together

Timed water routes require the correct moving-pad position as well as the right direction. Follow the waits in Skipping Stones.

Colored beams and tools

Beam / tool Basic effect Practical caution
Red — Open Opens or breaks the relevant gate Not every wall is a red gate
Green — Through Lets an illuminated character enter wall tiles Check support and escape before redirecting the beam
Blue — Strong Increases pushing strength Do not assume a universal stacking formula
Yellow — Smash Can destroy an object that cannot be pushed during movement Multiple-beam behavior needs its own check
Orange — Double Changes the movement step into a leap Combinations with other movement effects can change the result
Purple — Endpoint Moves along the beam toward its endpoint Mirrors can redirect the endpoint path; a blocked endpoint matters
Torc Activate redirects beams hitting its holder toward the facing direction Activate may also operate a held tool
Rod Sends the object ahead to the next occupiable position, possibly through a chain This is not an ordinary push and does not automatically restart a skipping stone

Why move order matters

Movement, protection updates, monster attacks, stone stopping, falling, and mirror swaps can occur in an order that changes the result. Pushing a monster into water does not guarantee it sinks before it attacks. Keep a protected character safe until the threat and support changes have resolved.

If you are comparing an older solution, first match its layout and check the starting state after Reset. Use a small Undo experiment to test a specific interaction rather than assuming an untested combination.

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