Puzzle Guide

Big Walk All Puzzles

Track 24 main-route Big Walk puzzles by tower, coordinates and unlock, then open full solutions for the drawbridge, map, trains, chairlift and tunnels.

Looking for one solution, a list of puzzle locations, or a way to see what your group has missed? Start with the tracker below. It covers 24 documented main-route puzzle stops: the four fixed beach puzzles and five convenient puzzles around each colored tower. Big Walk has additional optional island puzzles, so 24 is not presented as the total number in the game.

Big Walk players working together on a coastal puzzle
A cooperative puzzle scene from the site's visual guide.

Choose the kind of help you want. Use the spoiler-light hint ladder if you only want a nudge, the route links in the tracker for full solutions, the map room guide to check completed flags in-game, or the 100% checklist for post-game cleanup.

Saveable checklist

24-puzzle main-route tracker

Check off the documented puzzle stops that feed the five major unlock routes. Progress stays in this browser.

0/24 completed
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide
Open route guide

This is not a claim that the island has only 24 puzzles. Optional island puzzles and the seven post-game purple remixes are tracked separately.

Which puzzle route should you do first?

RouteDocumented stopsMajor unlockFull solution
Starting beach4 fixed puzzlesDrawbridge and Big WalkBeach and drawbridge route
Red Tower5 nearby puzzlesMap room, map, compass and Big ViewRed Tower guide
Blue Tower5 nearby puzzlesAll island trains and Big RideBlue Tower guide
Green Tower5 nearby puzzlesChairlift and Big SitGreen Tower guide
Yellow Tower5 nearby puzzlesTunnel network and late-game routesYellow Tower guide

Only the four starting puzzles are tied to a fixed unlock. After the bridge, tower consoles accept puzzle prizes rather than requiring one exact set, so the tower pages recommend nearby routes instead of pretending there is a single mandatory order.

How puzzles work

  • Puzzles dispense red prizes. Solve a puzzle and it hands out a red prize — a physical reward your group carries.
  • Prizes power tower consoles. Each of the island's colored towers has a console (or rooftop cases) that takes five prizes. Fill it, and the tower produces a key.
  • Each tower unlocks a system. Red tower → the map room; yellow tower → the tunnels; blue tower → the trains; green tower → the chairlift.
  • Keys must be cut before they fit. Every tower key comes out blank and has to be run through a chain of key-cutting machines — as All Things How's walkthrough puts it, an uncut key simply won't seat in a lock. Follow the arrow each cutter reveals to find the next one.
  • Any prizes count for the blue tower. Quest Daily confirms any five red prizes on the island will fill the train tower's cases. Game Rant documents a fixed set of five shoreline puzzles for the red tower — treat that as the canonical route there.

The four starting-area puzzles

The starting area contains four puzzles, and they're mandatory: their prizes release the golden drawbridge key from the beach control panel, and lowering the bridge earns the Big Walk trophy (per Screen Hype's drawbridge walkthrough). All four are built for at least two players:

  1. Crane puzzle. One player hoists a teammate onto their head; the lifted player presses the red button under the yellow crane, which drops the first prize piece.
  2. Spyglass puzzle. One player holds a button on the telescope platform, revealing a distant red light; a partner follows the light to a glass box on the mountainside. The box is only reachable while the button is held.
  3. Blue house puzzle. One player locks themselves inside the blue house and presses a button, lighting five screens with symbols; the outside player recreates the sequence with the wooden puzzle pieces and hits the wall button. Screen Hype notes the symbol layouts may be randomized per session.
  4. Green scaffolding puzzle. Two players stand on opposite sides of the green scaffolding and press their two buttons in quick succession — the timing window is finicky, so count each other down.

The golden key then goes through five key cutters — starting beside the control panel and winding along the path and beach, each revealing an arrow to the next — before the finished key lowers the drawbridge at the panel at the top of the stairs. See the full drawbridge puzzle route for coordinates and role assignments.

The blue tower: train key

The blue tower — in the area past the red bridge, roughly north-east of the starting base — takes 5 prizes in its rooftop cases and gives you the key that starts every train on the island. The full chain, including the five key-cutting stations strung down the mountainside, is in the blue tower puzzle guide and the shorter train puzzle guide.

The red tower: map key

The red tower waits across the drawbridge on the ocean side of the island. Its console takes 5 prizes, produces a key, and that key opens the map room next to the tower. Game Rant's red tower solution documents the five puzzles that feed it: the yellow maze, a green button room, the train station's timer cannon, the basketball court and a mountain-overlook gesture puzzle. Full steps are in the red tower puzzle guide and the map guide.

The other two tower routes are now documented too: use the green tower guide for the chairlift and the yellow tower guide for the tunnels.

More individual puzzle solutions

Big Walk golf ball puzzle (“Hole In Many”)

At the mini-golf course, the red ball is too heavy to carry normally. The solution is a relay rather than a perfect golf shot:

  1. Put one player near the tee and another farther along the route to the hole.
  2. Pick up or toss the ball only far enough for the next player to take control.
  3. Keep passing it forward instead of trying to carry it across the whole course.
  4. Sink the ball in the hole; confetti confirms the puzzle and a prize appears.

Two players can finish it by repeatedly tossing the ball back and forth. With a larger group, space players along the route before the first throw. If the ball rolls away, reset your relay positions and use shorter passes rather than restarting the world.

Big Talk directional microphone puzzle

A stage holds six microphones, a chair and sound-cancelling headphones. One player sits wearing the headphones while the rest spread across the microphones. Only one mic is live each round; when the seated player hears a teammate, that microphone's player presses their button. Correct calls fill a green meter to finish the puzzle.

The “4166, 1899” coordinate box

A locked box with a plank reading only “4166, 1899” uses map coordinates rather than a combination. Solving it takes the map room's paper map plus a hidden button: one player reads the coordinate off the paper map and travels south to a camouflaged rock button while another waits by the box to collect the prize. The route and landmark checks are covered in the dedicated Big Walk 4166, 1899 puzzle guide and the map guide. The south-side button sits near the railway line where a train is broken down, with a blue structure beside the track used as a starting landmark. Having the train unlocked shortens the trip, but the button is reachable on foot past the mountain via the trail.

The five colored-tower routes have individual pages now. The seven post-game purple remixes remain a separate cleanup route; use the purple puzzle tracker rather than mixing post-game spoilers into a first-run guide.

Can you skip a puzzle?

Yes. Big Walk's accessibility options let you skip any challenge — nobody in your group has to hard-wall on a puzzle they hate. The official FAQ also lists rebindable controls, an FOV slider and motion-sickness options alongside it. One caveat: according to Insider Gaming, anything you skip still has to be finished if you later chase the complete ending.

Post-game: the purple puzzles

Finishing the colored towers and the main walk isn't the end of puzzling. Post-game adds seven harder "purple" remix puzzles, and clearing them is required for the complete ending and the Big Game achievement. Details (with spoiler warnings) are in the purple puzzle tracker and ending guide.

Sources and coverage notes

Coordinates in the tracker come from the individually sourced route guides linked above. Puzzle names are descriptive because the game does not give every challenge a formal name.

Related guides