Puzzle Guide

Big Walk Blue Tower Puzzles

Solve five Blue Tower puzzles in Big Walk, shape the train key through five cutters, and start all three island trains with role tips and coordinates.

The Blue Tower is the railway route. It sits around 3540, 1850, while the main train lock is northwest of it at 3380, 1740. Fill the rooftop panel with five prizes, cut the key, and all three trains begin their loops.

Big Walk gameplay screenshot from Game Informer's preview
Gameplay screenshot; use the blue tower coordinates below to turn the scene into a route. · Game Informer preview

These five nearby puzzles are a practical route. Other red prizes can also be useful for tower progress; the tower's real gate is the five-piece panel.

1. Turnstile House — 3505, 1960

Each player enters through a yellow turnstile and drops whatever they are carrying. The right-hand room shows five symbols that the left-hand player cannot see. Describe them from left to right, place the matching five pieces on the left panel, and press the black-screen button.

If proximity chat is too quiet through the wall, use the rear opening, a walkie-talkie or the communication tools in the team guide.

2. Locked Room — 3590, 2020

Find the red house with a large countdown clock. Everyone presses a button to lock the room. Then wait out the five-minute timer. It is intentionally simple; the puzzle is the patience check.

3. Obstacle Course — 3700, 1950

Use one player's head as a step to get over the first wall and open the door. Hold the door button while the group leapfrogs up the block stairs, crouches under the low wall and reaches the red planks. Finish by pressing the final switches together. The timer piece then needs to be passed to the player waiting on the far side and placed in its holder.

4. Blindfolded Obstacle Course — 3360, 1930

One player wears the Golden Head and sees only blurred colours. A guide outside the course gives short, literal instructions: forward, jump, crouch, stop. Move around the outside wall when the course blocks the guide's view. The goal is the red button at the far end.

Do not use complicated compass directions. “Two steps forward, jump, stop” is easier to follow than a long route description.

5. Charades Locked Room — 3250, 1940

This locked-room variant shows actions instead of symbols. The player inside performs a five-action sequence by the window. The outside player chooses the matching action pieces in order and checks the panel. The sequence is static for a retry, so write it down if the first attempt fails.

Start the trains

After five prizes, take the key from the top of the Blue Tower and run it through five arrow-linked cutters down the mountain. Insert it at the station lock at 3380, 1740. The red, yellow and green trains start moving, and boarding one earns Big Ride.

For the full train operation guide, see how to start and use the train.

Where to go next: confirm the railway loop in the train guide, use the map to mark any puzzle you skipped, then continue to the Green Tower and chairlift. If one Blue Tower interaction still will not complete, open the stuck-puzzle rescue guide before restarting the host world.

Sources

Related guides