Big Walk Puzzles — Solutions & Mechanics Guide
How puzzles work
Big Walk puzzles are designed around communication between players. The official FAQ states: "Big Walk gives you fun challenges and situations that can enable or restrict your talking in different, and interesting, ways." Most puzzles require at least two players, and the puzzle layouts change based on the session's player count (2-player, 3-player, or 4+ player versions).
Completing puzzles rewards physical items (community terms: gourds, nubbins, Heads) that you place at tower receivers to free progression keys. You need about five items per tower. The items are not color-locked — a completed physical Head can be used at any active receiver.
Starting area puzzles
The tutorial area contains four puzzles that must be solved to lower the red drawbridge and access the main island. Destructoid and games.gg confirm this, and the SolveBase YouTube guide describes them as the "Crown Puzzle" set.
- Blue Room: One player enters a locked room and sees a pattern. They describe it verbally while the outside player recreates it on a pegboard using tiles. Tests verbal description skills.
- Green Structure: Players must synchronize switches from different positions. Requires timing and coordination.
- Mechanical Arm: Players stack on top of each other to reach elevated components. Uses the "pick up and carry each other" mechanic the official FAQ confirms exists.
- Cave: An exploration-based puzzle in the cave area near the starting beach.
Communication puzzles
These are Big Walk's signature challenge type. whisperofthehouse.com documents several in detail:
- Green Communication Room: One player enters a soundproof glass room while another stays at outside controls. The door removes normal communication at the moment the inside player needs help. Players must establish a code system — e.g., one jump means "yes," repeated jumping means "change it."
- Counting and Symbols Room: The inside player counts groups of Heads that appear in sequence. Symbols map to values (e.g., star = 10, triangle = 5, slash = 1). The inside player communicates the total to the outside player.
- Blindfold Panel: Placing a large face mask on a player removes their vision and can knock off their backpack. The blindfolded player handles movable panels while the sighted player gives movement instructions from outside.
Timed & physical puzzles
Several puzzles add time pressure or physical coordination requirements:
- Timed Maze: Navigate a maze under time constraints while communicating with teammates outside.
- Basketball Challenge: A sports-style physical coordination puzzle.
- Projectile Relay: Players pass objects across distances using game mechanics.
- Five-Minute Countdown: A complex multi-step puzzle with a strict time limit.
Coordinate puzzles
PC Gamer's detailed guide covers the famous 4166, 1899 puzzle: players use the portable map (or the GPS device from the Green Tower area) to locate a specific grid coordinate. A small button is camouflaged behind a rock — one player holds the button while another grabs the reward item when the glass container opens. Walkie-talkies are essential here.
The map's longitude lines (numbered on the sides) and latitude lines (numbered on top/bottom) provide the grid reference. The GPS device shows real-time coordinates and can be stuck on someone's backpack.
Tower gate puzzles
Each tower requires collecting about five reward items, placing them at the tower's receiver console, obtaining a key, then running the key through a series of key cutters outside the tower. The key is progressively cut down as you follow arrows/markers from one cutter to the next until a blue tunnel/door opens.
Challenge skipping
The official FAQ confirms: "Certain challenges in Big Walk require particular abilities to complete, including the ability to hear/read, speak/type, react quickly, or use fine motor skills. Big Walk has an in-game setting that can allow you to skip any challenge that might otherwise be inaccessible to you." The host enables this via the accessibility menu when starting a session.
