Complete Big Walk Puzzle Solutions: A Full Walkthrough for Every Tower and Challenge
Master every challenge in Big Walk with our comprehensive guide to all puzzle solutions, from the Drawbridge to the Blue Tower.
Big Walk is a cooperative adventure that thrives on teamwork, communication, and sharp observation. Navigating its sprawling landscape can be daunting, especially when your progress is halted by a complex mechanical obstacle or a cryptic logic gate. If you and your friends find yourselves stuck, having a reliable set of Big Walk puzzle solutions is the best way to keep the momentum going and uncover the secrets of the island. This guide breaks down every major encounter, providing the Big Walk puzzle solutions needed to unlock the Drawbridge, the Red Tower, the Green Tower, and the Blue Tower.
Opening the Drawbridge: The Starting Area
Before you can explore the wider reaches of the map, you must lower the drawbridge. This requires finding four gourd-like collectibles hidden throughout the starting zone. These puzzles can be tackled in any order, but they all require at least two players to coordinate effectively.
The Blue Room Challenge
To find the Blue Room, follow the starting path and hug the left wall. Once there, one player must enter the room and become locked inside. The player inside will see a specific pattern. They must verbally describe this pattern to their partner outside, who will recreate it using tiles on a pegboard. Success releases the player and grants the first collectible.
The Green Structure and Mechanical Arm
The Green Structure is located on the left side of the map. It features multiple switches placed at different points. To unlock the gourd, all players must hit their assigned switches at the exact same time.
Further down the starting path, you will encounter a large, L-shaped mechanical arm. This puzzle utilizes the game's stacking mechanic. Players must stand on top of one another to reach a high-altitude switch. Once activated, the collectible is yours.
The Cave and the Telescope
The final gourd is encased in a sealed box near a cluster of rocks. To open it, locate the telescope on the right side of the map. One player must stay at the telescope to keep the box activated and marked. While they maintain the "lock," another player must run to the rocks and retrieve the gourd.
Key Cutting and the Drawbridge
Once all four collectibles are placed, you will receive a key. However, this key is not yet ready for use. You must take it to five different key cutters located around the area.
After the key is shaped, use it to open the drawbridge. This grants access to the Map Room, which is essential for later stages of the game.
Red Tower Puzzle Solutions
The Red Tower is accessible via the uphill path marked by a red key cutter. To reach the roof and claim the tower key, you must complete five distinct challenges.
Yellow Maze and Basketball Court
In the Yellow Maze, players must split up. The player on the left path must navigate the corridors to hand a timer to the player on the right. The second player then places the timer on a green pot to finish.
The Basketball Court is a test of coordination. Players must gather light bulbs scattered around the court and throw them through the baskets. The puzzle concludes once every light on the court has turned green.
Train Station Cannon
At the train station, one player operates a cannon that launches a timer into the distance. The second player must sprint to catch the timer before it expires. Once they have it, they must return to the platform and throw the timer back to their partner, who places it on the green pot.
Mountain Gesture Logic
This is one of the more complex Big Walk puzzle solutions to execute. One player acts as the spotter at an overlook point equipped with telescopes. The other player heads to distant platforms.
The spotter uses the telescope to see which gesture the platform requires. The field player must then perform the correct gesture with their body. The spotter then selects the matching gesture card from their deck to confirm the solution.
Green Tower and the Coordinate System
After completing the Red Tower and obtaining the foldable map from the Map Room, you can proceed to the Green Tower. This area introduces puzzles that rely on coordinates and non-verbal cues.
The Orange Barn
The Orange Barn is unique because it often restricts direct verbal communication. One player enters an area with a switch that reveals a tile pattern. They must then use gestures or sound-based signals (like hitting barriers) to guide their partner in placing tiles on a pegboard.
Coordinate 4166, 1899
This puzzle requires the use of your foldable map. One player stays at the locked collectible box, while the other travels to the specific coordinates (4166, 1899) located in the southern part of the map. Activating the switch at these coordinates unlocks the box for the first player.
The Blue Signal Faces
Near a broken-down structure, you will find blue signals. After activating the entrance switch, a random number of faces will appear across several signals. Players must position themselves so they can see every signal at once, count the total number of faces, and input that number into the console.
The Beach House Math Puzzle
Near the Green Tower, a red platform displays coordinates leading north toward the beach. Here, you will find two buildings. One player enters the beach house to find a switch that displays a series of images. They must then go upstairs and use tiles to "write" the number of images they saw for their partner to see.
The partner uses a telescope from the second building to read the tile "code" and enter the correct number to unlock the collectible.
Blue Tower: Parkour and Memory
The Blue Tower puzzles focus on physical movement and sequential memory. You can reach this area by taking the path to the left of the Map House.
The Heavy Ball
You will find a pedestal and a very heavy ball. Because the ball is too heavy to carry while walking, players must stand in a line and pass the ball to one another. By "leapfrogging" positions—passing the ball, running ahead, and waiting to receive it again—you can slowly transport the object back to its pedestal.
Locked Yellow Rooms
This puzzle requires four players (or very fast movement). Each player is locked in a separate room. A sequence of tiles is revealed, but it must be passed from Room 1 to Room 2, then Room 2 to Room 3, and so on. Only after the message reaches the end can all players submit the full sequence simultaneously.
Scaffold House and Color Tiles
The Scaffold House is a parkour-heavy area. Players must help each other over walls and through narrow passages to reach a timer cannon. Similar to the Train Station puzzle, you must launch and catch a timer to activate the final machine.
Nearby, the Color Tile puzzle involves a room of empty tiles. Community reports suggest that using a telescope to look at the tiles while another player holds them reveals hidden markings. You must memorize these markings, close the door to reveal a pattern on the exterior display, and then recreate that pattern using the tiles you just identified.
Beach Tower Conclusion
The final collectible for the Blue Tower is found by locating two switches on rocks on either side of the Beach Tower. Once both are flipped, the collectible appears on the roof.
After shaping the Blue Tower key at the nearby cutters, take it to the train station to power up the rail car, allowing for even faster travel across the island.
Essential Tips for Big Walk Success
- Use Your Binoculars: Many Big Walk puzzle solutions require seeing things from a distance. If you don't have binoculars or a telescope, many puzzles (like the Mountain Gesture or Beach House) become nearly impossible.
- Check the Map Room: The foldable map isn't just a prop; it provides the coordinates needed for the Green Tower puzzles. Always refer back to it if you feel lost.
- Master the Stack: Stacking players is a core mechanic. If a switch looks too high to reach, the answer is almost always building a "player tower."
- Listen for Audio Cues: In puzzles like the Orange Barn where you can't speak, hitting walls or using specific emotes can create a makeshift language for your team.
FAQ
How do I open the Map Room in Big Walk?
To open the Map Room, you must first complete the Red Tower. This involves solving five puzzles: the Green Room, Yellow Maze, Train Station Cannon, Basketball Court, and the Mountain Gesture. Once these are finished, you can obtain the Red Tower key, shape it at the key cutters, and unlock the Map Room door.
Where can I find the coordinates for the Green Tower puzzles?
The coordinates, such as 4166, 1899, are used to locate remote switches. You can find the foldable map inside the Map Room after you have unlocked it using the Red Tower key. This map is essential for finding the Big Walk puzzle solutions associated with the Green Tower area.
Can I solve Big Walk puzzles solo?
Most puzzles in Big Walk are specifically designed for cooperative play. Mechanics like the Blue Room (where one person is locked in), the Heavy Ball (which requires passing), and the simultaneous switches at the Green Structure require at least two players to complete.
What do the symbols in the Beach House puzzle mean?
In the Beach House puzzle, you use tiles to communicate a number to a partner with a telescope. The Triangle tile represents 10, the Asterisk represents 5, and the Single Line represents 1. By combining these, you can relay the code needed to unlock the collectible.
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