Big Walk is open-ended, but the unlocks have a natural rhythm. This route minimizes backtracking while leaving room for the group to wander, split up or skip a puzzle when accessibility requires it.

Recommended order at a glance
| Phase | Goal | Page |
|---|---|---|
| 1 | Finish the tutorial and four beach puzzles | Drawbridge puzzles |
| 2 | Fill the red tower and open the map room | Red tower puzzles |
| 3 | Fill the blue tower and start the trains | Blue tower puzzles |
| 4 | Fill the green tower and ride the chairlift | Green tower puzzles |
| 5 | Fill the yellow tower and enter the tunnels | Yellow tower puzzles |
| 6 | Explore coordinates, radios, bags and trophies | Map · Items |
| 7 | Enter the black tower and reach the credits | Ending |
| 8 | Return for seven purple remixes and the full ending | Purple puzzles |
Phase 1: tutorial to drawbridge
Do the tutorial once, then keep the four starting-area prizes together. The crane, spyglass, blue-house and green-scaffolding puzzles are the cleanest introduction to item passing, split roles and countdowns. Cut the golden key through all five stations before taking it back to the beach control panel.
Phase 2: red tower and map
The map changes the rest of the run. Put five red prizes into the red tower, cut its key and open the map room. Mark the train loop, tower consoles and any coordinate box your group finds. Use a screenshot or shared note so a late joiner can orient themselves.
Phase 3: blue tower and trains
The blue tower is the best mobility unlock. Fill it, follow the five cutters and start the train system. Send one player ahead to identify the next station while the key carrier stays with the group; do not leave the key on a platform.
Phase 4: green tower and chairlift
The chairlift gives the group a fast route to high ground. Bring a lantern or radio for the mountain team, and leave one player at the station to guide anyone who falls behind. The green tower guide lists the puzzle roles and cutter route.
Phase 5: yellow tower and tunnels
Unlock the tunnel network after the yellow tower. It is both a shortcut and a cleanup hub: the metallic paint salon, radio stations and hidden rooms are easier to revisit once the group knows the tunnel entrances.
Phase 6: exploration pass
Before the black tower, check the trophy list, collect a backpack and hip item, ride the train and chairlift, visit the map, and mark any puzzle you skipped. This is the least stressful time to solve coordinate boxes and test every communication tool.
Phase 7: normal ending
The black tower is a natural point of no return. Confirm that everyone who wants the story ending is present, then follow the final key to the wall and credits. You do not need every puzzle for Big Goodbye.
Phase 8: 100% cleanup
After the credits, solve the seven purple remixes, finish skipped puzzles, gather the remaining trophies and return the final key to the tutorial-area black sphere. Use the 100% completion checklist so the group does not confuse Big Goodbye with Big Game.
This is a recommendation, not a lock. Big Walk supports detours, team splits and accessibility skips; the multiplayer tips page explains how to keep a large group synchronized.