Before You Start the Walkthrough
Choose one person to remain the host for the full playthrough because progress belongs to that host’s save. The host should choose the 2-player, 3-player, or 4+-player world version that matches the minimum group expected to remain. Other friends can join later through the platform friend list or a Join Code.
Use the built-in voice or text chat instead of an outside call. Several puzzles deliberately limit speech, hearing, sight, or distance, and their solutions depend on the group learning gestures and using in-game equipment. If a challenge is inaccessible, the host can enable challenge skipping rather than abandoning the save.
The broad progression is flexible once the main island opens. This walkthrough groups objectives by unlock because the resulting map, chairlift, tunnels, and trains change how efficiently the team can travel. You do not need to clear every optional activity before moving to the next tower.
Step 1: Leave the Starting Area
Leave the tutorial room, head downhill toward the beach, and find the key mechanism with four empty slots. The four nearby challenges provide the rewards you need:
Viewing platform
Follow the sandy path uphill. One player holds the platform button while another follows the red light across the valley and removes the reward from the opened box.
Yellow scaffold
Stack the required number of players beneath the high beam. The top player presses the button to release the clamped reward.
Blue symbol house
Close one player inside to see the randomized symbol layout. Players outside place the five matching white symbol blocks in the same positions, then press the submit button.
Green structure
Assign one player to each pillar button and press them at roughly the same time. Wait for any inactive button to reset before trying again.
Return all four rewards to the beach mechanism and remove the released key. Use all five cutter pedestals in the arrow order: the first three lead uphill and the last two return to the beachfront. Place the finished key at the top of the red stairs to lower the drawbridge, then step onto it to trigger the Big Walk achievement.
Before everyone scatters, agree on a simple regrouping method. Cowbells, flares, laser pointers, radios, and recognizable landmarks can all help, while proximity chat becomes quieter as players separate. The first radio and the Map Room route provide useful orientation soon after the bridge.
Step 2: Complete the Four Colored Towers
Each Red, Green, Yellow, and Blue Tower is surrounded by five related puzzles. Complete those puzzles, bring their rewards to the matching tower, and release its Golden Key. A useful order is Red → Green → Yellow → Blue, though only Red needs to come first for this route; the other three can be rearranged.
Red Tower — unlock the Map Room
Use the prepared Red Tower key at the large blue Map Room below the tower. Take the handheld paper map, compass, and other planning tools inside. Doing this early makes the remaining routes easier to read.
Green Tower — start the chairlift
Carry the Green Tower key to the lift station beside the tower. Insert it into the station keyhole, then ride the chairlift to connect high ground and the southern region.
Yellow Tower — open the tunnels
Use the Yellow Tower key at the Yellow Door southeast of the tower. Entering opens the tunnel network and its colored doors, creating fast routes between major areas.
Blue Tower — activate the trains
Take the Blue Tower key to the mountainside station northwest of the tower. Three trains begin running around their loop; hold the lever in the first car when the group needs to stop.
Activating a facility is not always enough to trigger its achievement. Enter the Map Room, sit on the chairlift, enter the tunnel, and step onto a moving train when each route becomes available. These actions cover Big View, Big Sit, Big Tunnel, and Big Ride.
Step 3: Open the Black Obelisk and Western Wall
The Black Obelisk route opens after the five earlier key routes: the starting drawbridge plus the Red, Green, Yellow, and Blue Tower facilities. Complete the six Black Obelisk-area puzzles, return their six rewards to the structure, and take the resulting Black Key to the far-west wall gate.
Use the Black Key at the bridge or gate built into the wall, then continue beyond it. Crossing into the next region marks the transition from the open island’s tower loop to the final story route. This is the progression associated with Big Wall.
Finish unfinished errands before moving on if your group wants a cleaner post-game checklist, but full completion is not required for the first ending. The official FAQ confirms that the adventure has a defined beginning, middle, and end while still allowing players to return and explore.
Step 4: Complete the Giant Sphere
Follow the long route beyond the wall toward the giant Sphere visible in the distance. The rooms inside separate information from the player who must act, so agree on short names for positions, shapes, and objects before starting.
Symbol cards
One player reads the reference arrangement while the others display the available cards. Call the requested row, column, or symbol so the input player can activate the matching position.
Blue markers
Number the blue markers from left to right. The player who sees the target calls its number, and the runner activates that marker.
Yellow controls and doors
Leave one player at the controls while another moves through the changing route. Use consistent calls such as near or far, top or bottom, and left or right.
Red kettle
Keep track of the shared kettle, communicate the displayed icon sequence, and move or place the kettle where the mechanism requires while another player operates it.
Colored magnetic shapes
Call every requested piece by both color and shape. Move the matching magnetic object into place and confirm that it registers before starting the next one.
Near the end, enter the dark red room with the suspended orb mechanism and press the nearby button. Wait for the shutdown and opening sequence to finish, then look outward from the opened Sphere instead of returning toward the main island.
After leaving the Sphere, follow the path toward the final structure. Continue past the small red gates and across the red bridge to the building surrounded by water. The final sequence leads the group through a turnstile and white exit.
Passing through completes the first ending and unlocks Big Goodbye. This is not the end of the save file. Load the same host save again to reveal the remaining completion work.
Step 5: Continue Toward Big Game
After Big Goodbye, reload the same host save and finish any standard puzzles the group skipped. Also complete the seven harder purple-reward challenges in the southern region. They can be encountered earlier, but their markers do not initially appear on the 3D map.
Take the final eight red rewards and seven purple rewards to the separate green completion building near the Tutorial/Map Room area and red train line. Do not return to the Green Tower: the correct building has 15 empty slots. Fill all 15 to receive the White Key.
Carry the White Key to the initial tutorial area and insert it into the small black sphere split open around a key slot. Go downstairs, remain through the hidden sequence, and walk through the bright white opening when it appears. This registers Big Game and the additional ending without starting a new world.
Frequently Asked Questions
What order should you complete the towers in Big Walk?
There is no required order. A practical route is Red → Green → Yellow → Blue: Red gives you the map, Green opens the chairlift toward distant high ground, Yellow connects regions through tunnels, and Blue starts the trains. You can swap the last three if you prefer another travel system.
How many puzzle rewards does each tower need?
The opening beach mechanism needs four rewards. Each Red, Green, Yellow, and Blue Tower needs five matching rewards, while the Black Obelisk needs six. Deposit the full set at its control panel, take the released key through the marked cutters, and carry the finished key to that route’s facility or gate.
Can you continue after the first Big Walk ending?
Yes. Reload the same host save after Big Goodbye rather than starting a new world. You can finish skipped standard puzzles, complete the seven purple challenges, and continue toward Big Game.
Can challenges be skipped?
Yes. The host can enable challenge skipping from the accessibility menu when starting a session.
Sources and Verification
Gameplay details were checked against the sources listed below. Game behavior may change after updates.