Index

Big Walk Puzzles — Types & Challenge Index

Every puzzle type in one place — by where it sits in the story, by the tower that holds it, by the co-op mechanic it teaches, and by difficulty. Your map to the whole brain-teasing island, with a progress tracker you can tick off as you play.

By Story Stage

The island's puzzles are sequenced so each one builds on a skill you already learned. The through-line is: tutorial basics → four tower quests → the silent finale → the post-game purple challenges. Think of it as a curriculum in how to talk to your friends without words, and you'll rarely get stuck.

StageWhat's thereGuide
Tutorial Area4 blorb puzzles + the 5-station key-shaping. Teaches describing, stacking, splitting duties and sync.Tips
Four TowersEach tower needs 5 blorbs + a key shape; unlocks a movement tool. Order: Red → Green → Yellow → Blue.Tower Order
EndgameBlack Obelisk → wall → Black Sphere, then a no-communication final zone.Secret Ending
Purple Challenges7 post-game puzzles in the east-ridge area; required for the 100% true ending.Secret Ending

By Tower

Each of the four coloured towers is its own self-contained set of five blorb puzzles, and the post-game adds the seven purple challenges plus the tutorial drawbridge. Because players search for these by tower name ("red tower puzzles", "blue tower puzzles"), each one now has its own dedicated guide — click through for the unlock, the co-op mechanic it drills, difficulty and co-op tips:

TowerBlorbsUnlocksAchievementGuide
Red Tower5Map RoomBig ViewRed Tower Puzzles
Green Tower5Chairlift (cable car)Big SitGreen Tower Puzzles
Yellow Tower5Tunnels + main-area coloured doorsBig TunnelYellow Tower Puzzles
Blue Tower5MonorailBig RideBlue Tower Puzzles
Purple Challenges7 (post-game)100% true endingPurple Challenges
Drawbridge1 (tutorial)Opens the open worldDrawbridge Puzzle

The per-blorb step-by-steps for each tower are still being documented by the community from 100% walkthrough videos; the tower pages reflect the verified structure (unlock, mechanic, difficulty) rather than fabricated solutions.

Named Puzzles With Their Own Guides

A few puzzles are searched for by name so often they deserve a dedicated walkthrough. Full co-op solutions live on their own pages:

  • 4166, 1899 Puzzle — the south-island coordinate button hunt (two numbers = map coordinates, not a password). Verified two-player solution: 4166, 1899 Puzzle guide.
  • Peg Puzzle — both the Blue Room pegboard (describe & rebuild) and the Colored Pegs terrain rebuild. Verified solutions: Peg Puzzle guide.
  • Beach House Tile Puzzle — near Green Tower; encodes numbers with tiles (Triangle = 10, Star = 5, Slash = 1). Covered within Green Tower Puzzles.

These are the puzzles players most often stall on. The rest of the island's brain-teasers are covered by story stage and tower above.

Puzzle Progress Tracker

Tick off what you've cleared as you play — your progress is saved in this browser on this device, so you can pick up where you left off:

Big Walk Puzzle Tracker

Progress saves in this browser on this device only.

By Co-Op Mechanic

Big Walk's design is really a taxonomy of how friends work together. Knowing the mechanic helps you pre-plan your communication before you're stuck — most "hard" puzzles are just a missing description away from easy:

MechanicExamples
Describe / RelayOne player sees info and describes it for another to act on. (Tutorial blorb 1, 36 Drawings)
Stack / PhysicsPlayers climb on each other to reach high switches and walls. (Tutorial blorb 2, over-the-wall, platforming)
Split / ViewpointDifferent players see different info and must combine it. (Tutorial blorb 3, Many Lights)
Sync / TimingMultiple players act at once or on a beat. (Tutorial blorb 4, platforming jumps, the drawbridge)
Memory / GestureSpeech is taken away; signal by hand. (9 Speakers, 9 Symbols, the finale, Blue Tower)
Timed / ActionPressure under a clock. (Platforming, But Do It Fast)
Wait / IdlePure patience. (Wait 30 Minutes House)
Transport / ChainPass an object hand-to-hand across distance. (Golf)

The Seven Purple Challenges

Post-game and required for 100%, these live in the east-ridge challenge area (reachable only via the Green Tower's chairlift). Ordered roughly by difficulty — full detail on the Purple Challenges page:

  • Wait 30 Minutes House — easiest; lock in and wait.
  • 9 Symbols But You Can't Talk — a gesture primer.
  • Golf — daisy-chain a ball across the map.
  • 36 Drawings — describe-and-place grid.
  • Many Lights Everywhere — binary yes/no signalling.
  • Platforming, But Do It Fast — timed human-stack run.
  • 9 Speakers But You Can't Talk — hardest; memorise and gesture.

Difficulty at a Glance

  • Easy: Wait 30 Minutes House, the tutorial drawbridge.
  • Medium: tutorial blorbs, 9 Symbols, Golf, Red Tower.
  • Hard: 36 Drawings, Platforming, Many Lights, Yellow & Green Towers, the silent finale.
  • Hardest: Blue Tower, 9 Speakers But You Can't Talk.

Per-tower internal puzzle steps (each tower's five blorb puzzles) are still being documented by the community from 100% walkthrough videos; this index reflects the verified structure (towers, finale, purple challenges). The Big Walk Puzzle Tracker above saves your progress locally as you clear them.

Ready to actually solve them?

The full walkthrough strings every stage together in play order.

Read the Walkthrough