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Big Walk Puzzles: All 45 by Tower, Hints Before Solutions

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How many puzzles are in Big Walk?

KeenGamer's walkthrough by Ali Amir, published August 13, 2026, counts 45 puzzle challenges for full completion: 30 rewards on the main route, 8 additional red challenges and 7 purple puzzles that only appear after the first ending. You do not need all 45 to finish — the main route and a final cooperative sequence at the Black Sphere lead to the first ending. Full completion means finishing the red and purple challenges as well, then reloading the same host world.

The route: opening area and five towers

Both published walkthroughs — KeenGamer's and Destructoid's August 12 guide by Arka Sarkar — organise the main route around five towers. KeenGamer suggests the order Red, Green, Yellow, Blue, Black and notes that other orders work; Destructoid marks its guide as a work in progress. The two guides assign several Blue and Yellow puzzles to different towers, so use the tower colour on your own map as the reference.

Puzzle route and unlocks (KeenGamer, cross-read with Destructoid)
AreaPuzzlesWhat it unlocks
Opening areaBlue Room, Green Structure, Mechanical Arm, Cave — any orderFour collectibles → a key → the Drawbridge to the main island
Red TowerGreen Room, Yellow Maze, Train Station Cannon, Basketball Court, Mountain GestureRoof key → the Map Room and its foldable map
Green TowerOrange Barn, Blue Signal, Yellow Stands, Beach House, the 4166 / 1899 coordinates puzzleThe Chairlift to the eastern side of the island
Blue TowerFive rewardsThe island's train network
Yellow TowerFive of its six puzzlesThe Tunnels
Black TowerSix rewards, including Blue Locked Room, Green Room Red Light, Golden Mask Obstacle Race, Double Green BarnThe Black Sphere and the first ending
After the ending8 red challenges + 7 purple puzzles15 slots in the collection building → the white key → the true ending

How the hint ladder works

Every solved puzzle below is shown as three columns — Nudge, Approach, Solution — matching how most Big Walk challenges are built: one player can see the answer, the others act. Read the Nudge aloud together; open the Approach only if the group is still stuck; open the Solution last. Before any of that, describe only what is visible (a symbol, sound, number or moving object), separate from your theory about what it means — and let one player interact while another watches, so you know which action mattered.

Opening area: four puzzles

Each opening puzzle gives a gourd-like collectible, and all four together produce the key that opens the Drawbridge. You can do them in any order; each needs at least two players.

Opening-area puzzles behind the hint ladder
PuzzleNudgeApproachSolution
Blue Room pegboardOne of you can see something the other cannot. Decide who is the describer before the door closesAgree on names for the tile shapes and a reading order, such as rows from top-left, so positions cannot be confusedThe player inside the Blue Room describes the tile pattern one position at a time; the player outside places matching tiles on the pegboard until the two patterns are identical
Green Structure switchesPressing the switches one after another does nothing. Count them, then count your groupPut one player at each switch and agree on a spoken countdown so nobody presses earlyEvery switch has to be activated at the same moment — station one player per switch and press on the same beat
Mechanical ArmNobody can reach the switch above head height alone. Look at what you can stand on, including each otherLine up directly under the switch and let the lightest climber go lastStack players on top of one another until the top player can reach the switch, then press it
Cave and telescopeThe sealed box only opens while something else is being held. Two places matter here, not oneSend one player to the telescope and keep in voice contact; the other waits at the boxOne player holds the telescope's button, which keeps the box open and marks its location; the second player takes the collectible out while it is held

How do you open the Drawbridge?

Place all four collectibles to receive a key. Destructoid's guide says the key then has to be run through five key cutters — three to the north, two on the beach — before it fits. Once it opens you can reach the main island and the Map Room door, which stays locked until you finish the Red Tower.

Red Tower: Green Room and the Yellow Maze

The Red Tower is the first tower after the Drawbridge — follow the hill path marked by a red key cutter. Its five puzzles give the collectibles for a roof key, and that key opens the Map Room. Two of the five are solved in full below.

Red Tower puzzles behind the hint ladder
PuzzleNudgeApproachSolution
Green Room symbolsThe terminal inside and the symbol panel outside show the same kind of thing. Only one of you can read the terminalGive each symbol a short name both players agree on, and call them strictly in the order shownThe player inside reads out the symbols in order; the player outside presses the same symbols on the panel in that order
Yellow Maze timerOne runner cannot carry the tomato timer the whole way in time. The maze has more than one way inSplit up before starting the timer so someone is already waiting at the hand-over pointOne player goes left and one goes right; pass the timer across at the hand-over, and the second player sets it on the green pot before it expires

The other Red Tower puzzles

After all five puzzles, climb to the top of the tower, take the key, run it through the key cutters and use it on the Map Room door. Inside is the foldable map, which Destructoid notes is needed for puzzles in the Green and Blue Tower areas, including the coordinates puzzle below.

The other Red Tower puzzles, one line each
PuzzleWhat it asks
Train Station CannonThe cannon fires a timer away from the platform — station a runner in the landing area to catch it, bring it back and get it onto the green pot before it expires
Basketball CourtThrow the glowing light bulbs through the hoops until every court light has turned green
Mountain GestureOne player copies the pose on a distant platform; the other watches through a telescope and picks the matching gesture card

Green Tower: the 4166, 1899 coordinates puzzle

Bring the foldable map from the Map Room. Finishing the Green Tower unlocks the Chairlift. Two of its five puzzles have answers that are random each time, so no fixed number works — copy the numbers exactly as your game shows them.

Green Tower puzzles behind the hint ladder
PuzzleNudgeApproachSolution
4166, 1899 coordinatesThe numbers on the locked glass box are a place, not a code to type in. You need the foldable mapLeave one player at the box and send another to navigate to those coordinates, which are in the south of the mapThe navigator reaches 4166, 1899 — near the curved railway and the ski-lift tunnel — and holds a camouflaged button found behind a rock, which unlocks the box for the first player
Yellow StandsNot every stand in the circular room is safe to pick. Look closely at what each one holdsMark the stands you have confirmed as correct — leaving light bulbs beside them — so a reset does not cost you everythingStart the puzzle with the switch by the collectible, then activate only the stands with a green, glowing element; wrong or red stands reset progress. Keep going until the meter reaches 100%

The other Green Tower puzzles

Place the tower's collectibles, take the key from the top and run it through the five key cutters nearby; the shaped key activates the Chairlift, opening the eastern side of the island.

The other Green Tower puzzles, one line each
PuzzleWhat it asks
Orange BarnOne player is trapped on the collectible side and reads a tile pattern from a pillar; using only gestures or knocks, they guide the other to rebuild it on the pegboard
Blue SignalCount the faces shown across all the blue signals after the entrance switch and enter the total — the count is random every attempt
Beach HouseOne house displays images to count; the other has a telescope and the keypad — build the number from tiles (triangle 10, asterisk 5, line 1) and read it across

Blue and Yellow Towers: solutions by puzzle name

The two walkthroughs sort these puzzles differently between the towers, so find the puzzle in front of you by name and use your own map's tower colour. Each tower needs five rewards; KeenGamer counts six Yellow puzzles, of which five are required. Blue unlocks the train network; Yellow's key opens the Tunnels. Note one disagreement kept from the sources: KeenGamer lists the six-microphone puzzle under the Yellow Tower, while Destructoid describes the same puzzle as the Red Arena Microphone under the Black Tower.

Blue and Yellow Tower puzzles behind the hint ladder
PuzzleNudgeApproachSolution
Stage lightsOne player sees which of seven lights is on; the other faces seven buttons laid out as a mirror image of the lightsCall the light's position, then translate it before pressingApply the mirror swap — 1 and 3 trade, 2 stays, 4 and 7 trade, 5 and 6 trade — then press the button that corresponds to the lit light
Six microphonesOnly one microphone is live at a time, and only the seated player with the headphones can tell whichNumber the microphones one to six, left to right, and test them in orderA teammate speaks into each microphone in turn; when the listener hears a voice clearly, they signal the number and the teammate presses that button. Each correct press fills the meter; a wrong press restarts it

The other Blue and Yellow puzzles

The other Blue and Yellow puzzles, one line each
PuzzleWhat it asks
Five-minute roomLock the whole group in with both buttons pressed together and simply stay the full five minutes (KeenGamer: Blue Tower; Destructoid: Yellow Tower, near the Blue Balloon at roughly 3590, 2020)
Turnstile houseDescribe a sequence of five symbols left to right; the other player rebuilds it on the pegboard — the sequence is random
Scaffold House courseClimb the timed obstacle course together, throwing the timer across to a player waiting at the far machine
Golden head blindfold courseThe player in the golden headpiece crosses using single-word directions called by teammates, to the red button at the end
Charades locked roomThe player behind glass acts out each pose in order; the others choose the matching pose tiles in the same order
Locked Yellow RoomEach locked player sees one tile; pass them along the chain of rooms until everyone can submit the full sequence (Destructoid's version is written for four players)
Colour Tile roomRead tile markings through an inside telescope, then recreate the pattern on the outside panels once the door closes
Beach Tower switchesTwo switches on separate rocks: count down over walkie-talkies and press both at the same moment
Cliffside double telescopeSpot a second telescope through the blue one uphill, send a teammate to it, and press both buttons at the same time
Easter egg huntCollect all 36 wooden wheel pieces — four visual types — from trees, rocks and rails, and return every one
Music RoomMove each yellow speaker next to the booth playing the same sound as its reference
Aerial seat shape sequenceMemorise the finished five-piece sequence on one side, ferry pieces across on the crescent chair, rebuild it exactly
Two houses with lightsThe tile-house player calls which tile is glowing; the switch-house player presses the matching red switch — wrong presses restart the meter

Black Tower: six rewards before the ending

The Black Tower is the last tower before the first ending, and this is where ending spoilers begin. The walkthroughs agree on four of its puzzles and differ on the other two — both readings are kept in the table below.

Black Tower puzzles behind the hint ladder
PuzzleNudgeApproachSolution
Green Room red lightOne room shows the target pattern; the other has tiles and a one-way board. The only way to answer back is a single red lightAgree on a flash code first: how many flashes mean which slot, and what means noThe watcher flashes the red light once per slot number as the builder holds up each tile — two flashes mean slot two; a rapid burst means that tile is not in the pattern
Golden Mask obstacle raceOne player wears a mask that blinds them; the guide's view gets blocked partway throughUse single-word commands, and have the guide move to the far side when the red walls get in the waySend the masked player through the gate and call each move — jumps and climbs included — until they press the final button. There is no timer, so go slowly

The other Black Tower puzzles

The other Black Tower puzzles
PuzzleWhat it asks
Blue locked roomThe locked player signals the number of each lit symbol with gestures or jumps; the outside player presses the matching switch — the lit symbols are random
Double Green BarnThe player who sees the pose sequence acts it out from a narrow corner chamber; the partner selects the matching tiles in order
Chairlift shape sequence (KeenGamer)Memorise the shape order on one side, ferry pieces across by chairlift, rebuild it on the other
Deep Well (KeenGamer)The exit closes behind you — throw the collectible upward from platform to platform, player to player, until it reaches the top
Red Arena Microphone (Destructoid)The six-microphone puzzle above, which Destructoid places here instead of the Yellow Tower
Green Microphone (Destructoid)The seated player follows a tune heard at the green speaker; the other tracks the music through the Tunnels to a locked box the seated player opens

The Black Sphere and both endings

With the Black Tower done, the western wall opens onto the giant Black Sphere. KeenGamer describes five cooperative relays inside — a symbol card relay, a blue marker relay, a yellow control and door relay, a red kettle relay and a set of coloured magnetic shapes. They all work the same way: one player can see the target and the others act. Number the markers left to right, agree on words such as near and far, and confirm each placement aloud. Finishing the fifth relay gives the first ending, which KeenGamer calls the Big Goodbye.

The true ending: reload the same host world after the first ending — this is why who hosts matters — finish the eight red challenges and seven purple puzzles that have now appeared, and place their rewards in the collection building near the tutorial area, which has fifteen slots. Filling them produces a white key. Take it to the smaller Black Sphere back at the starting area; it opens a hidden route to a secret theatre with a last set of cooperative seating, card and memory interactions, and KeenGamer reports that completing them unlocks the true ending, Big Game.

The 8 red challenges

These are not needed for the first ending. KeenGamer counts eight red challenges around the island; the eighth reward is whichever Yellow Tower puzzle you skipped, since that region has six and the tower needs five.

Red challenges, one line each
ChallengeWhat it asks
Heavy golf ballYou cannot walk while carrying it — pass it to a teammate, move ahead, take it back, repeat until it is in the hole (Destructoid lists it as a Blue Tower delivery to a pedestal)
Moving coordinate boxCarry the box to each set of coordinates it displays, then press the required buttons together
Green flare gunFire the flare; a player standing under its landing point at the narrow bay reveals a hidden box — press the switch to open it (Destructoid: Yellow Tower)
Seaside countingCount the flashing figures, build the number from symbol tiles, and let a teammate read and enter it through the telescope
Blue Slope music blocksStudy the four designs at the house, fetch the matching blocks from nearby puzzle areas, slot each one in
Dome microphoneThe six-microphone method again, with one listener in the headset chair
Green seatOne player stays seated and listens for a cue; the other finds the remote speaker playing it and triggers the interaction

The 7 purple challenges (after the ending)

The purple challenges appear only after the first ending, in a purple tunnel on the far east ridge reached by Chairlift, in the same host world. The one-line summaries below follow Common Sense Gamer's guide by Calin Ciabai (August 8, 2026), with KeenGamer for comparison; the two use different names for some of them.

Purple challenges, one line each
ChallengeWhat it asks
Wait 30 minutes houseLock yourselves in and stay the full 30 real-time minutes — leaving early does not count
Golf ball challengeWalk the ball from the red golf course through the mountain pass into the Green section, ride the Chairlift east stepping off early, and pass it hand to hand through the purple tunnel to the hole
Nine symbols, no talkingOne player knows the answer and speech is disabled — agree on hand signals pointing to rows and positions
Nine speakers, no talkingLay the sounds out in rows of four, four and one; left hand for the top row, right hand for the middle, both for the last, one raise per position
The 36 drawingsSpread all 36 squares out so all are visible, then ask very specific questions about each drawing's details
Platforming challengeRelay the egg timer through the scaffold course against a tight timer, boosting each other over gaps and walls
Many lights everywhereThe talking player asks yes-or-no questions; the watcher flashes the red button once for yes, twice for no, and you narrow down to the exact light — five lights, and a mistake restarts

Sources & verification

Indie Game Wiki

  1. KeenGamer — Big Walk walkthrough, all 45 puzzle solutions by area (Ali Amir, August 13, 2026)Media coverage · 2026-10-10
  2. Destructoid — Big Walk puzzle guide by tower (Arka Sarkar, August 12, 2026, marked work in progress)Media coverage · 2026-10-10
  3. Common Sense Gamer — Big Walk purple post-game challenges (Calin Ciabai, August 8, 2026)Media coverage · 2026-10-10
  4. Official Big Walk FAQ — players, hosting, crossplay, same-screen co-op and in-game chat answersOfficial · 2026-10-08