Puzzles are the engine of Big Walk: they produce the prizes that power the island's towers, and the towers unlock everything from the train to the map. This page explains how the whole system fits together, then walks through the best-documented individual puzzles.
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:
- 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.
- 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.
- 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.
- 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.
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 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 map guide.
More individual puzzle solutions
Two mid-island puzzles with well-documented solutions, both from Quest Daily's guides:
- The heavy golf ball ("Hole In Many"). At the mini-golf course, the red ball is too heavy to carry far and only one player can hold it at a time — so the group relays it from tee to hole, passing it player to player. Two players can do it by tossing it back and forth. Sink it for confetti and a prize.
- The directional microphone ("Big Talk"). A stage holds six microphones, a chair and sound-cancelling headphones. One player sits wearing the headphones while the rest spread across the mics. Only one mic is live each round; when the seated player hears a teammate, that mic'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" — those are map coordinates, and solving it takes the map room's paper map plus a hidden button. Covered in the map guide.
To be confirmed: Step-by-step solutions for the remaining island puzzles — including the seven post-game purple remixes — are still being verified. This page will keep expanding; the sections above cover every puzzle that gates a major unlock.
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 ending guide.