Big Walk gives your group an island and very few instructions. You are supposed to explore, notice landmarks, and work out problems together. These tips explain the opening without spoiling the major solutions.

Pick a Reliable Host

The host owns the save and must start every future session for that journey. Choose the person who is most likely to return. When the host starts, select the lowest realistic world setting: two players, three players, or four-plus. A lower setting is safer when someone may leave early.

Use the Opening Area to Learn the Controls

The gym teaches running, jumping, crouching, sitting, grabbing, throwing, ringing bells, pressing buttons, moving each arm, and carrying another player. Spend a few minutes trying everything. Later puzzles expect the group to use these actions without a long tutorial message.

A group of Big Walk characters stands together near the ocean.
The opening teaches movement, gestures, carrying, and object interaction. Image: House House / Panic.

Practice pointing with one arm and holding an item with the other. Learn how far you can throw an object. Try lifting a friend. These actions are useful when voice chat is limited or when an item must cross a gap.

Stay Close Until You Have a Plan

Voices and text fade as people move apart. In the first hour, keep the group within sight while everyone learns the island. If you split up, agree on a landmark before leaving and carry a light or signaling tool after dark.

Avoid Discord or console party chat for the first session. Big Walk uses distance and barriers as part of its puzzles. If everyone can always speak clearly, several challenges lose their purpose.

Follow Structures, Not a Quest Marker

Large towers, unusual buildings, lights, cables, roads, and machines usually lead toward something useful. Walk around a structure before touching every button. Work out what information each player can see and which objects can be moved.

Big Walk players help each other climb a yellow structure.
Look for large structures and test how the group can reach or operate them. Image: House House / Panic.

The first major objective is near the beach and teaches the basic progression loop. Solve nearby challenges, collect the required pieces, shape a key, and use it to open the next route. Later areas repeat parts of this process with different communication and movement problems.

Name Symbols Before Everyone Gets Confused

Many groups create simple names for shapes, signs, colors, and machines. Keep the names short and literal. If one player says 'red spiral' and another says 'curly sun,' stop and agree on one name before the next instruction.

Do Not Carry Every Object Forever

Hands are limited, and many tools are easy to find again. Carry what helps with the current area: a light at night, a walkie-talkie when splitting up, or a navigation tool when exploring farther from known landmarks. Bags increase carrying space, but the group still needs to decide what is useful.

Use the Accessibility Settings

Big Walk supports full control rebinding, field-of-view changes, motion-reduction overlays, alternate crosshairs, hold or toggle controls, highlighted interactive items, and player carrying. The host can also enable challenge skipping at the start of a session.

Challenge skipping can help with tasks involving hearing, speaking, typing, reading, reaction time, or fine motor control. Turn it on if anyone may need it. Using an accessibility option does not stop the rest of the group from solving other challenges normally.

There Is No Need to Rush

The game has an ending, but it is not a timed run. There is no combat or health management. Stop to look around, test an object, or sit with the group. If progress feels stuck, change who is describing the clue or let another player handle the controls.

When you want direct solutions, the Big Walk tower walkthrough covers the main progression areas with clear spoiler warnings.