End to end

Big Walk Full Walkthrough

From the first blorb to the black sphere — the whole arc of a playthrough, including the post-game puzzles that lead to the true ending.

1. Tutorial Area — The Drawbridge

Everyone starts in the same tutorial zone. Your first job is to find four blorbs scattered around the area, each gated behind a small co-op puzzle that teaches a different way of working together: describing a pattern to a locked-out teammate, stacking up to hit a high switch, splitting duties between a telescope and a button, and pressing switches in sync. Drop the blorbs into their slots, then hunt down five key-maker stations (three near the key, two out on the coast rocks) to shape your key. Place it at the drawbridge and the new world opens. This opening earns the Big Walk achievement.

2. The Four Towers

The open world is yours to explore in any order, but progression runs through four coloured towers. Each needs five blorbs and a key shape, and each grants a movement unlock:

  • Red Tower — 5 blorbs → Map Room (achievement Big View). Your map and compass live here.
  • Green Tower — 5 blorbs → Chairlift (achievement Big Sit). The cable car to the high country and the challenge area.
  • Yellow Tower — 5 blorbs → Tunnels + all main-area coloured doors (achievement Big Tunnel). The fastest travel.
  • Blue Tower — 5 blorbs → Monorail (achievement Big Ride). A slow but scenic train.

The community's smooth route is Red → Green → Yellow → Blue. Each tower is "technically missable," but you must complete all five nodes (tutorial + 4 towers) to trigger the end-game. Top up your blorb capacity at the Weather Balloon (north of Green/Blue) before long hunts.

3. The Big Goodbye — Normal Ending

Finish the four towers and the Black Obelisk door opens. Carry 6 blorbs to the Obelisk to forge the Black Key, then take it to the wall gate in the far west. Passing through the wall, you walk toward the distant Black Sphere — a long, quiet trek that the game leans into ("still got a long way to go"). Beyond it lies the final puzzle zone, where communication is switched off: no voice, only gestures, lights and the rapport you've built. Clear it and the credits roll. This is the normal ending (achievements Big Wall and Big Goodbye).

4. Post-Game — The Seven Purple Challenges

After the normal ending, a purple door behind the east chairlift station opens onto the challenge area (far East ridge). Inside are seven purple puzzles that, once solved, lead to the 100% true ending. They are deliberately tougher and several forbid speech:

  • Wait 30 Minutes House — lock yourself in and wait (the easy one).
  • Golf — daisy-chain a ball from the Red-section golf course to the east hole; no throwing, only hand-to-hand.
  • 36 Drawings — a We Were Here-style grid where one player watches and describes, the other places.
  • 9 Speakers But You Can't Talk — memorise nine speaker positions and signal by gesture; widely considered the hardest.
  • 9 Symbols But You Can't Talk — the same gesture system, simplified.
  • Platforming, But Do It Fast — a timed run with an egg timer and human-stack jumps.
  • Many Lights Everywhere — one reads light positions (red only), one presses buttons, using 1-flash = yes / 2-flash = no.

Collect the purple blorbs, forge the white key, and return to the small black sphere back in the tutorial area to trigger the true ending. See the secret ending page for the exact steps and the achievements list for what each challenge unlocks.

Completion Checklist

  • Tutorial drawbridge + 5 key-makers (Big Walk)
  • Red / Green / Yellow / Blue towers (Big View, Big Sit, Big Tunnel, Big Ride)
  • Black Obelisk → wall → Black Sphere (Big Wall, Big Goodbye)
  • 7 purple challenges → white key → true ending (Big Game / Big Pack)
  • Optional flavour achievements: Big Help, Big Climb, Big Makeover

Stuck on a tower?

The tower-order page explains why one route is smoother, and the tools guide covers every gadget you'll meet.

See the Best Tower Order