Heroes of Hauling: two opening puzzle solutions

Two worked boards: the two-crystal room and crystal hall. Match the initial state; reference numbers do not describe play order.

Last content check · Older source snapshots are dated below · Unofficial guide · Not hands-on tested by this site (see how we source)

Walkthrough and world order

Two opening-board solutions

For the narrow room with one Warrior and two crystals, move right, down, right three, up, right, up, right three, then down. The second worked room below is the 13 × 9 crystal hall. These are source-described routes, not playtests by this site.[1]

Match a room, not somebody else's puzzle number

This is a guide to two small starting-area boards in the Hearty Heroes of Hauling, not all 22 entries in a community catalogue. WikiTactics calls these rooms 21 and 20; the raw Joric identifiers are heroes1_1 and heroes1_2_v2. Numbering is not progression order.[1][2]

Compare the hero, walls, crystals and starting square before following directions. The routes use screen-relative directions. A fresh room and a board you have already rearranged are different starting states.

BoardRecognitionReference entry
Two crystals13 × 5, one Warrior; short horizontal chambersWikiTactics 21 / heroes1_1
Crystal hall13 × 9, one Warrior; two rows of chambers with a central openingWikiTactics 20 / heroes1_2_v2

Two-crystal room: the complete short route

Read one line at a time. “Right ×3” means three separate rightward moves, not a controller button.

  1. Right → Down → Right ×3.
  2. Up → Right → Up.
  3. Right ×3 → Down.

The published route has 12 inputs. If an early push stops differently, undo and recheck the starting board; do not add an extra move to force this sequence onto another room.[1]

Crystal hall: work through the chambers

Show the complete 27-input route
  1. Right ×4 → Up → Right ×2 → Down → Right ×2.
  2. Down → Right → Down ×2 → Left → Down.
  3. Left ×2 → Up → Left ×2 → Down → Left ×2.
  4. Up → Left → Down.

These line breaks are reading aids added by this site. They do not mark checkpoints. Continue from the end of each line.[1]

When the Warrior, Thief and Wizard share a room

Before committing to a push, check which hero will reach the object's far side afterward. Use the ability table to distinguish pushing, pulling and swapping. A route that leaves the next hero unable to act can fail even though the object moved toward its goal.

Keep the two examples separate from multi-hero rooms. Neither sequence above is a shortcut for Heroes 2, Heroes 3 or a mixed-world puzzle.

A fire-breathing beast on a tower across a gap from a hero
Official screenshot © Thekla, Inc. / Arc Games. Later Heroes hazards, not a screenshot of either worked board.

Sources & verification

Checked October 16, 2026. Both routes are SINGLE_SOURCE community material. WikiTactics labels the entries build 25882299, October 13; that is its verification claim, not testing by this site.

  1. WikiTactics — Heroes of Hauling (external site, opens in a new tab): entries 20/21, dimensions and move sequences.
  2. Joric/ootss — fixed-version name mapping (external site, opens in a new tab): internal identifiers and reference entries. Map numbering is not play order.

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