Big Walk gives every player a small set of hands, then fills the island with tools that make those hands more useful. This is a quick reference for what each item does and when to bring it. Names and broad uses come from Screen Hype's all-items guide; exact spawn points can move or still need community verification.

Carrying and storage
| Item | What it does | Best use |
|---|---|---|
| Backpack | Adds a second carried slot while worn | Carry a puzzle object without dropping your current tool; see the beginner FAQ for the early backpack route |
| Carrier bag | Lets a player carry several prize pieces together | Move red prizes between puzzles and tower consoles |
| Hip bag | Wears a small tool on your hip | Keep a walkie-talkie or another utility item available while your hands solve a puzzle |
| Waist Bag / belt | Adds a second slot for small tools only | Keep a radio or walkie-talkie on you while your hands are busy; see the belt guide |
The backpack is a team item: a teammate puts it on you, and the bag keeps its contents safer than the item in your hands when you fall. Search the blue circular buildings when your group needs another copy. Do not assume every building contains a fresh bag in every session; compare notes with the map if one is empty.
Finding your way
| Item | What it does | Good habit |
|---|---|---|
| Map | Shows the island and its coordinate grid | Read the four-digit coordinates out loud before a runner leaves |
| Compass | Gives a simple directional reference | Agree on north/south before splitting up |
| GPS / coordinates tracker | Helps a player follow a coordinate call | Pair it with the paper map for boxes such as 4166, 1899 |
| Binoculars | Lets a lookout inspect distant towers, lights and buildings | Use from rooftops to spot the next puzzle landmark |
| Item scanner | Helps locate nearby interactive or collectible items | Sweep a room before deciding a prize is missing |
The map guide explains the coordinate convention and the hidden box at 4166, 1899. Treat coordinates copied from community maps as approximate until someone in your group confirms the landmark in-game.
Light, signals and pointing
| Item | What it does | When to reach for it |
|---|---|---|
| Lantern | Lights dark paths and rooms | Keep one with the player carrying a key through tunnels |
| Directional torch | Projects a visible directional beam | Point a teammate toward a tower, switch or meeting place |
| Flare / flare gun | Creates a bright long-range signal | Mark a regroup point when the team has split |
| Laser pointer | Marks a precise object or direction | Identify the correct lever, screen or teammate from a distance |
| Megaphone | Makes a short-range call easier to hear | Coordinate a countdown or call people back to a console |
| Cowbell | Creates an audible attention signal | Use when voice chat is lost or a player is out of view |
Signals are often faster than explaining a landmark. A flare means “come here,” a directional beam means “look there,” and a laser dot means “this exact button.” See communication tools for a complete team vocabulary.
Communication and puzzle props
| Item | What it does | Important note |
|---|---|---|
| Handheld radio / walkie-talkie | Talks to a teammate outside proximity-chat range | Switch channels together; the radio guide lists the known channel route |
| Radio transmitter / receiver | Extends or relays radio communication from fixed island stations | Bring a handheld radio and activate both ends; see the radio transmitter guide |
| Paintbrush | Paints another player's body sections | The metallic palette in the tunnels is tied to Big Makeover |
| Golden key | Opens a major route after its key-cutting chain | Never leave it behind between cutters; follow each arrow |
| Golden head | A novelty/collectible item used for exploration and secrets | Carry it to the relevant interaction rather than assuming it is a tower prize |
The red prize pieces themselves are not permanent inventory: they are physical puzzle rewards. Put them in the correct tower console, or hand them to the next player in the chain. Five prizes fill a colored tower; the resulting blank key still has to pass through its cutters.
A simple four-player loadout
For a normal tower run, split responsibility instead of giving every player the same tool:
- Navigator: map, compass and binoculars.
- Runner: backpack or carrier bag for prizes.
- Signal player: handheld radio, flare or megaphone.
- Puzzle lead: scanner, lantern and the current object.
Swap jobs whenever a puzzle changes. Big Walk rewards passing an item to the player who can use it, not hoarding a perfect inventory.
Sources and confidence
- Screen Hype: all items and how to use them
- Official Big Walk FAQ
- Screen Hype: radio transmitters and receivers
To be confirmed: some individual spawn points and whether a future patch changes an item's interaction. If your session differs, send the coordinate and landmark rather than treating an empty building as a bug.