Progress · full route

Big Walk Walkthrough: Full Progression Guide

Opening the Drawbridge is the fixed start. After that, Big Walk is not completely linear: puzzle rewards can feed any accessible later tower. This page gives you one practical route—not a claim that the game hides a Quest Log.

Not sure what to do next?

Find the last thing your group unlocked, then jump to the following stage. Red → Map, Blue → Trains, Green → Chairlift, Yellow → Tunnel is a convenient order.

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How tower rewards work: the four opening-area pieces are mandatory because the Drawbridge blocks the rest of the island. After it lowers, a tower needs five pieces, but those pieces can come from other accessible puzzles. If you need to identify one first, use the Big Walk puzzle guide.
Stage 1
Verified

Tutorial

Choose the right host and learn the physical vocabulary the island expects.

What to do

  1. Choose a dependable host: automatic progress belongs to that player’s save.
  2. Choose the 2-player, 3-player or 4+ world for the minimum group likely to stay; up to 12 can join.
  3. In the Tutorial Hall, practice arms, carrying, throwing, crouching, sitting and player stacking. Test proximity voice or text before leaving.
What this unlocks
A stable shared save and the skills used by opening and silent puzzles.
Where to go next
Leave through the large arch and descend both stairs toward the beach.
Stage 2
Verified

Beach Control Panel

Inspect the four slots and establish the opening reward loop.

What to do

  1. Find the low circular panel on the sand behind the customisation structure (about 3550, 1100).
  2. Notice the four glass slots and the inaccessible raw gold key at the rear.
  3. This opening set is mandatory because the Drawbridge still blocks the wider island; later tower pieces are interchangeable.
What this unlocks
The group understands: solve four local puzzles → insert pieces → release the key.
Where to go next
Complete the four nearby opening puzzles in any order.
Stage 3
Verified

Four Opening Puzzles

Collect Crane, Spyglass, Blue House and Green Scaffolding rewards.

Wide view of the opening Green Scaffolding puzzle and separated stations
Wide view of the opening Green Scaffolding puzzle and separated stations

What to do

  1. Crane: stack players to reach the red button under the yellow arm.
  2. Spyglass: one player holds the button while another follows the beacon to the remote box.
  3. Blue House: the inside player reads five symbols; the outside player places matching tiles.
  4. Green Scaffolding: assign every active station and use a clean shared countdown.
  5. Carry pieces back directly or have a teammate attach one to a backpack.
What this unlocks
Four pieces fill the Beach Control Panel and release the opening gold key.
Where to go next
Insert the raw key into the cutter beside the panel.
Stage 4
Verified

Key Cutting

Shape the raw key through the five-machine beach chain.

Raw gold key inserted into the first beach key cutter
Raw gold key inserted into the first beach key cutter

What to do

  1. Use the first cutter beside the Beach Control Panel.
  2. Wait for its arrow, then follow the sandy path through the next two cutters.
  3. Continue to the water-edge machine and the last beach cutter.
  4. If a cutter rejects the key, return to the last successful machine; you probably skipped a cut or approached backward.
What this unlocks
A finished key that fits the Drawbridge lock.
Where to go next
Carry the key up the long stairs to the grey lock.
Stage 5
Verified

Drawbridge

Lower the opening gate—also called the Crosswalk—and enter the main island.

What to do

  1. Insert the fully cut key in the grey panel at the top of the beach stairs.
  2. Cross together and use the lowered bridge as the main landmark back to the starting area.
  3. After this point the world becomes nonlinear: any accessible puzzle reward can feed a later tower.
What this unlocks
The wider island, Red-region routes and a shortcut back to spawn.
Where to go next
Build a small field kit, then head for Red Tower.
Stage 6
Verified

Red Tower

Use a compact five-puzzle route to earn the Map Room key.

Field receiver below the Red-region Cannon Timer platform
Field receiver below the Red-region Cannon Timer platform

What to do

  1. Reach Red Tower around 3670, 1400 from the far side of the Drawbridge.
  2. A convenient local set is Silent Room, Beach Maze Timer, Heavy Ball Relay, Lantern Hoops and Cannon Timer—but any five accessible pieces work.
  3. Insert five pieces in the roof panel and take the raw key.
  4. Start at the cutter by the tower door and follow four more arrows down the mountain.
What this unlocks
The shaped Red key and access to the island’s navigation hub.
Where to go next
The final cutter is beside the long red Map Room stairs (about 3560, 1425).
Stage 7
Verified

Map Room

Unlock the 3D island model and take the portable navigation tools.

Red walkway above the island-scale 3D model inside the Map Room
Red walkway above the island-scale 3D model inside the Map Room

What to do

  1. Use the finished Red key at the blue tunnel-like building below the long red staircase.
  2. Take the portable paper map and compass from the table on the right; the 3D floor model does not show the paper map’s coordinate grid.
  3. Read the first two digits as a broad band, then the last two as a finer position inside it.
  4. Use tower colors, railway, chairlift cables and coastlines as shared landmarks.
What this unlocks
Paper map, compass, laser pointers, whiteboards and coordinate navigation.
Where to go next
Solve 4166, 1899 now, or continue to Blue Tower.
Stage 8
Needs more confirmation

Blue Tower

Collect five pieces and shape the key that starts the railway.

What to do

  1. Reach the high Blue Tower at about 3540, 1850; do not confuse it with the low blue Map Room.
  2. A useful nearby set is Turnstile Symbol House, Wait Five Minutes, Cooperative Obstacle Course, Golden Head and Charades.
  3. Return any five pieces to the roof panel.
  4. Follow the Blue key cutters down the mountain toward the main station. Exact cutter geography remains less well verified.
What this unlocks
A finished key for the main train station.
Where to go next
Go to the mountainside station around 3380, 1740.
Stage 9
Needs more confirmation

Trains

Start the red, yellow and green trains on their shared loop.

What to do

  1. Insert the fully cut Blue key at the main train station.
  2. Wait on a platform and board a moving train; this is not menu-based fast travel.
  3. Station boards show the next train’s progress. A first-car lever can reportedly pause the train briefly.
  4. Use the railway as a landmark even when you are not riding.
What this unlocks
The circulating rail loop and Big Ride achievement route.
Where to go next
Ride toward Green Tower or walk there directly.
Stage 10
Verified

Green Tower

Use regional communication puzzles to earn the Chairlift key.

Wide view of the separate Green Arena Head Count puzzle
Wide view of the separate Green Arena Head Count puzzle

What to do

  1. Reach Green Tower around 3930, 1900 beside the large blue lift station.
  2. A strong local set is Light/Tannoy Symbols, Coastal Crane, Invisible Ink, Minesweeper Yellow Stands and Head Count.
  3. The coordinate button is a separate optional reward and is not Head Count.
  4. Insert any five pieces, take the key and follow all five cutters around the tower/lift supports.
What this unlocks
A finished key for the Main Chairlift Station.
Where to go next
Use it at the station beside Green Tower.
Stage 11
Verified

Chairlift

Activate the aerial route beside Green Tower.

What to do

  1. Insert the finished Green key at the blue station with a red floor, about 3950, 1950.
  2. Wait for chairs to begin moving and board carefully.
  3. Use the lift as a shortcut toward later colored regions.
  4. The light-blue GPS sits in a red frame nearby and can replace the paper map for coordinate hunts.
What this unlocks
Chairlift travel, Big Sit achievement route and easier late-game crossings.
Where to go next
Head for Yellow Tower or clear any missing pieces.
Stage 12
Needs more confirmation

Yellow Tower

Choose five Yellow-region rewards and shape the Tunnel key.

What to do

  1. Find Yellow Tower around 3310, 1560.
  2. Regional options include the 36-Piece Hunt, Headphone Sound Check, Music Room, Mirrored Stage, Aerial Seat and Two-Cliff Button Room.
  3. Return any five pieces to the roof panel.
  4. Begin with the cutter at the tower door and follow the arrows across cliffs and boulders.
What this unlocks
A completed Yellow key.
Where to go next
The last cutter and tunnel are around 3500, 1620.
Stage 13
Needs more confirmation

Yellow Tunnel

Open the south-side passage into the late-game route.

What to do

  1. Find the entrance along the rock face opposite a blue bag building.
  2. Use the final Yellow cutter nearby if the key is not complete.
  3. Insert the finished key in the slot on the right of the tunnel.
  4. Public guides associate the far side with a secret/final radio-channel route, but exact story gating still needs original capture.
What this unlocks
A route toward the Black Tower phase.
Where to go next
Finish outstanding colored-tower requirements and approach the Black Tower/Wall.
Stage 14
Needs more confirmation

Black Tower / Ending

Open the Black Wall, travel to the sphere and complete the first ending.

What to do

  1. Finish the remaining colored-tower and Black Tower requirements, shape the relevant key and open the wall.
  2. Travel toward the huge black sphere visible from much of the island.
  3. Before the final gate, make sure everyone knows each teammate’s three painted body colors.
  4. Match the displayed three-color combination and send the identified player through alone; repeat for the group.
What this unlocks
First credits/ending, Big Wall and Big Goodbye achievement routes.
Where to go next
Continue the host save for post-game completion.
Stage 15
Needs more confirmation

Post-game / 100%

Clear all remaining ordinary puzzles and seven harder purple variants.

What to do

  1. Continue after the first ending and use the Map Room display as the safest solved/unsolved checklist.
  2. Complete Wait 30 Minutes, Long-Distance Golf, 36 Drawings, Nine Speakers, Nine Symbols, Purple Platforming and Many Lights.
  3. Deliver remaining pieces to the green dome structure. Public reports conflict between 15 required pieces and 16 visible slots, so do not rely on a fixed count yet.
  4. Use the final key at the reported secret room near spawn/broken sphere wall only after island-wide completion.
What this unlocks
The 100% ending and Big Game achievement route.
Where to go next
No further required progression; revisit the island or help another group.
Find your bearings

Island landmark directory

Use visible structures before relying on community coordinates. Coordinates are aids, not official place names.

Tutorial Hall / Gym

Recognize it: Colorful indoor hall with signs, loose objects and a huge exit arch.

Why it matters: Movement practice, reunion point, cowbell and access to customisation/Lost & Found.

Customisation Room / Paint Area

Recognize it: Oversized paint-palette/brush language and a mirror below the Tutorial Hall.

Why it matters: Friends repaint body sections; distinct colors help at the final gate.

Lost & Found

Recognize it: Starting-area recovery point; reported as a beige platform with a Lost & Found sign in the gym complex.

Why it matters: Check here after searching a drop site, teammates and bags. Exact return timing remains uncertain.

Needs more confirmation
Starting Beach / Beach Control Panel

Recognize it: Low circular four-slot structure on sand, about 3550, 1100.

Why it matters: Receives the four opening pieces and releases the first gold key.

Drawbridge / Crosswalk

Recognize it: Broad raised bridge at the top of long beach stairs.

Why it matters: The opening key lowers it to expose the main island.

Red Region and Red Tower

Recognize it: Two huge red circular platforms, long red Map Room stairs and a separate tower path; tower about 3670, 1400.

Why it matters: Five pieces release the key that opens the Map Room.

Map Room

Recognize it: Low blue tunnel-like building with a very long red staircase, about 3560, 1425.

Why it matters: 3D model, paper map, compass, laser pointers and whiteboards. It is not Blue Tower.

Blue Tower

Recognize it: High blue mountain tower around 3540, 1850.

Why it matters: Its key starts the trains at the main station.

Needs more confirmation
Main Train Station

Recognize it: Mountainside platform and key slot around 3380, 1740.

Why it matters: Insert the Blue key to start all three trains.

Railway / Train Loop

Recognize it: Elevated rails and colored station boards circling the island.

Why it matters: Navigation landmark before unlock; travel loop after Blue Tower.

Needs more confirmation
Green Tower

Recognize it: Green tower beside a large blue chairlift station around 3930, 1900.

Why it matters: Its key activates the chairlift; GPS frame is nearby.

Main Chairlift Station

Recognize it: Blue station with a red floor and giant cable supports, about 3950, 1950.

Why it matters: Green key starts the aerial route toward later regions.

Green Arena Head Count Site

Recognize it: Green arena with ten blue striped lamps, white globes and a blue counter near 4100, 1880.

Why it matters: Count flashing heads. This is not the 4166, 1899 coordinate puzzle.

4166, 1899 Coordinate Sites

Recognize it: A signed beach box plus a distant button camouflaged on joined rocks in the 41/18 grid.

Why it matters: One player holds the coordinate button while another takes the box reward.

Yellow Tower

Recognize it: Yellow tower around 3310, 1560 near cliffs and later lift/tunnel routes.

Why it matters: Its key opens Yellow Tunnel.

Needs more confirmation
Yellow Tunnel

Recognize it: South-side rock-face entrance around 3500, 1620, opposite a blue bag structure.

Why it matters: Yellow key opens the late-game passage.

Needs more confirmation
Blue Bag Buildings

Recognize it: Large blue circular/basket structures with bag racks inside.

Why it matters: Field-supply stops for backpacks and hip bags. Public counts conflict between nine and ten.

Needs more confirmation
Radio Stations

Recognize it: Seven distributed music sites with station equipment and an audible local song.

Why it matters: Discover all seven handheld-radio channels and support the music-chair puzzle.

Needs more confirmation
Black Tower and Black Wall

Recognize it: Late-game dark tower/wall between colored regions and the sphere route.

Why it matters: The remaining tower/key phase opens access to the first-ending area.

Needs more confirmation
Black Sphere / Ending Area

Recognize it: Massive black orb visible from much of the island.

Why it matters: Late communication sequence and Final Three-Color Gate.

Needs more confirmation
Green Dome / Post-game Delivery Building

Recognize it: Lime circular dome near station geography with many piece slots and a reported music-note icon.

Why it matters: Receives post-game pieces; 15 required versus 16 visible slots remains unresolved.

Needs more confirmation
Secret Room / 100% Ending Room

Recognize it: Reported near spawn and the broken black-sphere wall section.

Why it matters: Use the final key here after all normal and purple puzzles are complete.

Needs more confirmation