Route planning

Best Big Walk Tower Order — Red, Green, Yellow, Blue

The four towers can be done in any order — but one route hands you the best travel tools first. Here's the community's recommended sequence and the reasoning behind it.

Can You Do the Towers in Any Order?

Yes. After the tutorial drawbridge the world is open, and all four coloured towers are "technically missable" — you can skip or reorder them. You only need to complete all five progression nodes (tutorial + 4 towers) to reach the end-game. That freedom is intentional; your path won't match anyone else's. But because each tower grants a different movement unlock, the order changes how much backtracking you do.

The Recommended Order: Red → Green → Yellow → Blue

This sequence is an inference from what each tower unlocks (not an official dictum), and it lines the most useful travel tools up before you need them.

StepTowerBlorbsUnlocksAchievement
1Red Tower5Map RoomBig View
2Green Tower5Chairlift (cable car)Big Sit
3Yellow Tower5Tunnels + all main-area coloured doorsBig Tunnel
4Blue Tower5MonorailBig Ride

Why Red First

Red Tower unlocks the Map Room, which gives you the world map and compass. Having a map early makes every later blorb hunt and tower approach easier to plan, so it's the natural first stop.

Why Green Second

Green Tower unlocks the Chairlift. The cable car is the only way to reach the high country and, crucially, the east-ridge challenge area where the seven purple puzzles live. Getting it early means you're not blocked later when the true ending requires that zone.

Why Yellow Third

Yellow Tower unlocks the Tunnels — described by the community guide as the fastest movement option — plus all the main-area coloured doors. Once the tunnels are open, crossing the island between blorb hunts becomes dramatically quicker, so doing Yellow before your longest expeditions pays off.

Why Blue Last

Blue Tower unlocks the Monorail. The same guide calls the monorail slow and infrequent ("pretty unhelpful"), so it's the lowest-value unlock — best saved for last when you've already got the map, chairlift and tunnels.

Two Efficiency Notes

  • Weather Balloon: found north of the Green and Blue towers, it raises your blorb capacity. Grab it before big hunts so you carry more at once.
  • Major rewards gate on puzzles: "with every few puzzles, major new rewards become available" — so don't rush; let the unlocks come to you as you solve.

This order is a community recommendation based on the function of each tower's unlock. The game supports any order, and your group's size (2, 3 or 4+) slightly tweaks puzzles either way.

Need the map first?

Red Tower's reward is the Map Room — here's exactly how to get your map and compass.

How to Get a Map