Puzzle Guide

Big Walk All Puzzles

How Big Walk puzzles work: red prizes, the 4 starting-area puzzles, tower consoles, keys and skip options — with links to the train and map solutions.

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

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.

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:

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.

Related guides