The Map Room is one of Big Walk’s most useful early unlocks because it gives your group access to the island map. The building sits below the Red Tower, but its door needs a golden key created by the control panel at the top of that mountain.
To release the key, complete five co-op puzzles and place their red pieces into the Red Tower panel. Then carry the key down the mountain and run it through five cutters before using it at the Map Room door.
Big Walk Map Room solution at a glance
- Unlock the crosswalk so your group can reach the Red Tower region.
- Find the Red Tower at approximately 3670, 1400.
- Complete five puzzles and collect their red control-panel pieces.
- Insert all five pieces into the panel on the Red Tower.
- Take the golden key that comes out of the panel.
- Use the five key cutters in the order shown by the arrows.
- Insert the finished key into the Map Room door at approximately 3560, 1425.
The five puzzles below are the closest convenient set, but the control panel is not tied to these exact challenges. Pieces earned from other puzzles can also work. If your group has already solved challenges elsewhere, check the Red Tower panel before repeating anything.
Where to find the Red Tower and Map Room
The Map Room is a large blue building with a long red staircase. After crossing into the region, look for two large red circular platforms and the blue building beyond them.
The Red Tower is on the mountain above that building. When you approach the Map Room area, turn back toward the path you just used. A second path climbs the mountain and leads to the tower.
- Map Room: around 3560, 1425
- Red Tower: around 3670, 1400
You will not have the in-game map yet, so coordinates are mainly useful if you return later. On your first visit, follow the crosswalk, red platforms, red staircase, and mountain path.
All five Red Tower puzzles
- Silent Room — 3760, 1430 — Signal the correct buttons through soundproof glass
- Beach Maze — 3840, 1350 — Pass a timer between two separated paths
- Heavy Ball — 3740, 1620 — Move a ball by taking it from player to player
- Basketball Hoop — 3830, 1560 — Throw lanterns through the hoop until the meter fills
- Cannon Timer — 3880, 1520 — Fire, catch, return, and insert the timer before it expires
The game changes some puzzle requirements depending on whether the host selected the 2-player, 3-player, or 4+ player version of the world. The logic stays the same, but you may see more targets or a larger requirement.
Puzzle 1: Silent Room solution
The Silent Room is in the green building near the bottom of the path leading away from the Red Tower. Its approximate coordinate is 3760, 1430.
Inside the building, you will see a glass room with a semicircular panel. Five buttons are mounted outside the glass.

- One player enters the glass room.
- The door locks behind that player.
- Watch the semicircular panel until one stone lights up.
- The player inside points toward the matching button.
- A player outside presses that button.
- Repeat until the black progress display is full.
With the glass blocking normal communication, pointing is the safest method. Agree on a simple left-to-right numbering system before the inside player closes the door. If there are five buttons, calling them one through five with hand gestures prevents confusion.
The nearby guide route requires 10 correct inputs. If your world version presents a different requirement, keep following the same pattern until the display completes and the red panel piece appears.
Puzzle 2: Beach Maze solution
The maze is southwest of the Silent Room and Red Tower at approximately 3840, 1350. It divides two players onto separate routes.
One path begins beside a timer, while the other ends beside a holder for that timer. A small window near the far end lets the players pass the object between paths.
- Put one player on each side of the maze.
- The first player picks up the timer and follows their path.
- The second player follows the opposite path toward the window.
- Meet at the window and pass the timer through.
- The second player carries it to the holder and inserts it.
Do not start the timer before both players understand their routes. Walk the paths once without the object if necessary, then reset and make the timed attempt. Keeping both players moving at the same pace makes the handoff much easier.
Puzzle 3: Heavy Ball solution
The heavy-ball challenge is southeast of the Red Tower at approximately 3740, 1620. Look for a dark blue-purple platform in the forest and a large ball resting on a spike.
The important rule is that the player holding the ball cannot walk. Your group moves it by passing control from one stationary player to another.
- One player takes the ball from the starting point.
- A second player stands several steps ahead.
- The second player takes the ball from the first player.
- The first player moves ahead and takes it back.
- Continue leapfrogging until the ball reaches the goal platform up the mountain.
Do not throw the ball. Treat the puzzle like a relay where possession changes every time the group wants to move forward. In a larger group, form a short chain and pass possession along the route.
Puzzle 4: Basketball Hoop solution
The basketball challenge is in the same forest region at approximately 3830, 1560. It has a hoop and a meter that fills when the group scores with lanterns.
Bring at least one round lantern. Stand close enough to control the arc, then throw it through the hoop and repeat until the meter fills.
In a 2-player world, one documented solution required eight successful baskets. Treat the meter as the final authority because the requirement can change with the world version chosen by the host.
If your shots keep hitting the rim, move slightly closer and use a gentler throw. A second lantern lets two players shoot in quick succession, but one lantern is enough if you retrieve it after each attempt.
Puzzle 5: Cannon Timer solution
The cannon challenge is visible from the Red Tower and sits near a small train station at approximately 3880, 1520.
This puzzle needs at least two clear roles:
- the launcher activates the device on the left side of the yellow platform;
- the catcher waits in the field where the tomato-shaped timer lands.
When the launcher fires the timer, the catcher grabs it and throws it back up. The launcher then inserts it into the hole on the green pedestal at the right side of the platform.
Position the catcher before firing. The timer gives you limited time, and running into the field after the launch wastes the easiest part of the attempt. If the throw back is difficult, have the launcher stand close to the platform edge and use a short, controlled pass.












