Guide
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.
| Area | Puzzles | What it unlocks |
|---|---|---|
| Opening area | Blue Room, Green Structure, Mechanical Arm, Cave — any order | Four collectibles → a key → the Drawbridge to the main island |
| Red Tower | Green Room, Yellow Maze, Train Station Cannon, Basketball Court, Mountain Gesture | Roof key → the Map Room and its foldable map |
| Green Tower | Orange Barn, Blue Signal, Yellow Stands, Beach House, the 4166 / 1899 coordinates puzzle | The Chairlift to the eastern side of the island |
| Blue Tower | Five rewards | The island's train network |
| Yellow Tower | Five of its six puzzles | The Tunnels |
| Black Tower | Six rewards, including Blue Locked Room, Green Room Red Light, Golden Mask Obstacle Race, Double Green Barn | The Black Sphere and the first ending |
| After the ending | 8 red challenges + 7 purple puzzles | 15 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.
| Puzzle | Nudge | Approach | Solution |
|---|---|---|---|
| Blue Room pegboard | One of you can see something the other cannot. Decide who is the describer before the door closes | Agree on names for the tile shapes and a reading order, such as rows from top-left, so positions cannot be confused | The 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 switches | Pressing the switches one after another does nothing. Count them, then count your group | Put one player at each switch and agree on a spoken countdown so nobody presses early | Every switch has to be activated at the same moment — station one player per switch and press on the same beat |
| Mechanical Arm | Nobody can reach the switch above head height alone. Look at what you can stand on, including each other | Line up directly under the switch and let the lightest climber go last | Stack players on top of one another until the top player can reach the switch, then press it |
| Cave and telescope | The sealed box only opens while something else is being held. Two places matter here, not one | Send one player to the telescope and keep in voice contact; the other waits at the box | One 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.
| Puzzle | Nudge | Approach | Solution |
|---|---|---|---|
| Green Room symbols | The terminal inside and the symbol panel outside show the same kind of thing. Only one of you can read the terminal | Give each symbol a short name both players agree on, and call them strictly in the order shown | The player inside reads out the symbols in order; the player outside presses the same symbols on the panel in that order |
| Yellow Maze timer | One runner cannot carry the tomato timer the whole way in time. The maze has more than one way in | Split up before starting the timer so someone is already waiting at the hand-over point | One 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.
| Puzzle | What it asks |
|---|---|
| Train Station Cannon | The 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 Court | Throw the glowing light bulbs through the hoops until every court light has turned green |
| Mountain Gesture | One 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.
| Puzzle | Nudge | Approach | Solution |
|---|---|---|---|
| 4166, 1899 coordinates | The numbers on the locked glass box are a place, not a code to type in. You need the foldable map | Leave one player at the box and send another to navigate to those coordinates, which are in the south of the map | The 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 Stands | Not every stand in the circular room is safe to pick. Look closely at what each one holds | Mark the stands you have confirmed as correct — leaving light bulbs beside them — so a reset does not cost you everything | Start 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.
| Puzzle | What it asks |
|---|---|
| Orange Barn | One 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 Signal | Count the faces shown across all the blue signals after the entrance switch and enter the total — the count is random every attempt |
| Beach House | One 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.
| Puzzle | Nudge | Approach | Solution |
|---|---|---|---|
| Stage lights | One player sees which of seven lights is on; the other faces seven buttons laid out as a mirror image of the lights | Call the light's position, then translate it before pressing | Apply 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 microphones | Only one microphone is live at a time, and only the seated player with the headphones can tell which | Number the microphones one to six, left to right, and test them in order | A 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
| Puzzle | What it asks |
|---|---|
| Five-minute room | Lock 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 house | Describe a sequence of five symbols left to right; the other player rebuilds it on the pegboard — the sequence is random |
| Scaffold House course | Climb the timed obstacle course together, throwing the timer across to a player waiting at the far machine |
| Golden head blindfold course | The player in the golden headpiece crosses using single-word directions called by teammates, to the red button at the end |
| Charades locked room | The player behind glass acts out each pose in order; the others choose the matching pose tiles in the same order |
| Locked Yellow Room | Each 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 room | Read tile markings through an inside telescope, then recreate the pattern on the outside panels once the door closes |
| Beach Tower switches | Two switches on separate rocks: count down over walkie-talkies and press both at the same moment |
| Cliffside double telescope | Spot a second telescope through the blue one uphill, send a teammate to it, and press both buttons at the same time |
| Easter egg hunt | Collect all 36 wooden wheel pieces — four visual types — from trees, rocks and rails, and return every one |
| Music Room | Move each yellow speaker next to the booth playing the same sound as its reference |
| Aerial seat shape sequence | Memorise the finished five-piece sequence on one side, ferry pieces across on the crescent chair, rebuild it exactly |
| Two houses with lights | The 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.
| Puzzle | Nudge | Approach | Solution |
|---|---|---|---|
| Green Room red light | One room shows the target pattern; the other has tiles and a one-way board. The only way to answer back is a single red light | Agree on a flash code first: how many flashes mean which slot, and what means no | The 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 race | One player wears a mask that blinds them; the guide's view gets blocked partway through | Use single-word commands, and have the guide move to the far side when the red walls get in the way | Send 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
| Puzzle | What it asks |
|---|---|
| Blue locked room | The 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 Barn | The 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.
| Challenge | What it asks |
|---|---|
| Heavy golf ball | You 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 box | Carry the box to each set of coordinates it displays, then press the required buttons together |
| Green flare gun | Fire 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 counting | Count the flashing figures, build the number from symbol tiles, and let a teammate read and enter it through the telescope |
| Blue Slope music blocks | Study the four designs at the house, fetch the matching blocks from nearby puzzle areas, slot each one in |
| Dome microphone | The six-microphone method again, with one listener in the headset chair |
| Green seat | One 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.
| Challenge | What it asks |
|---|---|
| Wait 30 minutes house | Lock yourselves in and stay the full 30 real-time minutes — leaving early does not count |
| Golf ball challenge | Walk 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 talking | One player knows the answer and speech is disabled — agree on hand signals pointing to rows and positions |
| Nine speakers, no talking | Lay 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 drawings | Spread all 36 squares out so all are visible, then ask very specific questions about each drawing's details |
| Platforming challenge | Relay the egg timer through the scaffold course against a tight timer, boosting each other over gaps and walls |
| Many lights everywhere | The 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
- KeenGamer — Big Walk walkthrough, all 45 puzzle solutions by area (Ali Amir, August 13, 2026)Media coverage · 2026-10-10
- Destructoid — Big Walk puzzle guide by tower (Arka Sarkar, August 12, 2026, marked work in progress)Media coverage · 2026-10-10
- Common Sense Gamer — Big Walk purple post-game challenges (Calin Ciabai, August 8, 2026)Media coverage · 2026-10-10
- Official Big Walk FAQ — players, hosting, crossplay, same-screen co-op and in-game chat answersOfficial · 2026-10-08