Big Walk uses colored towers and nearby challenges to open major routes across the island. The details below include puzzle solutions. Stop after the tower order if you want to discover them with your group.

Spoiler-Free Tower Order

After the fixed Beach section, control-panel pieces can come from different challenges. Red, Blue, Green, then Yellow is a practical route because each unlock makes later travel and navigation easier. Puzzle layouts can change between the two-player, three-player, and four-plus world settings.

Big Walk players form a chain on a yellow crane structure.
Puzzle layouts and required teamwork can change with the selected group-size setting. Image: House House / Panic.

Crosswalk at the Beach

The opening area has four fixed challenges. One asks players to stack or carry each other to reach a control. Another separates a distant button from the case it operates. The symbol challenge requires one side to describe or point out the correct signs. The final setup uses switches that must be activated together.

Completing all four challenges gives the group a golden key. Follow the five cutter machines and pass the key through each one so its shape matches the lock. Insert the finished key to lower the Crosswalk and open the route away from the beach.

Red Tower and the Map Room

Collect five pieces from challenges around the Red Tower. The nearby tasks include silent pointing, a timed maze, moving a heavy ball between players, sending a lantern through a basketball-style target, and returning a launched timer.

For silent pointing, place players where they can see both the clues and the teammate giving directions. Agree on clear arm signals before starting. In the timer maze, study the path first, then send the player who is most comfortable with movement. For the heavy-ball and lantern tasks, position the receiving player before the object is released.

Install the five pieces in the Red Tower panel, collect the golden key, and shape it through the nearby cutters. The finished key opens the Map Room, where the group can collect the map, compass, and reported laser pointers.

A Big Walk player looks through binoculars toward friends in the distance.
The Map Room unlock gives the group better navigation and signaling tools. Image: House House / Panic.

Blue Tower and the Trains

The Blue Tower area includes symbol matching, a timed locked room, climbing routes, a blindfold-style course, and a charades challenge. You need five pieces for the tower.

For symbol matching, split the group so each side can report what the other cannot see. Use the same short names for every symbol. In the locked room, inspect the full space before starting the timer and assign one person to give directions. On the blindfold route, move slowly and use single-step commands such as forward, stop, left, and jump.

Charades works best when the person acting uses large, repeated movements and the guessing group agrees on one answer before pressing anything. After the five pieces are installed, shape the Blue Tower key and use it to activate the trains.

Green Tower and the Chairlift

The Green Tower challenges include split-room signaling, synchronized crane switches, symbol memory, a lamp puzzle that works like Minesweeper, and a task based on counting the group.

In the split-room task, decide how one side will communicate before the door closes. For the crane, place everyone at their switch and use a visible countdown. In the symbol-memory challenge, assign each player a small section instead of asking one person to remember everything.

Treat the lamp grid carefully. Use confirmed safe information first and avoid random presses when the group can compare nearby clues. For the counting challenge, make sure every active player is included and that nobody is standing where the game fails to register them. Install five pieces, shape the key, and unlock the chairlift.

Big Walk players approach the Green Tower across an open field.
Five control-panel pieces are needed to activate the Green Tower progression. Image: House House / Panic.