Big Walk purple puzzles: all 7 locations

Find the seven Big Walk purple puzzles beyond the far chairlift ridge, prepare for each harder remix, track the purple rewards and finish the Big Game route.

Updated Aug 21, 20269 min readPost-game spoilers, ending collapsed
The Big Walk island at sunset beyond the beach

Quick answer

Big Walk has seven purple challenges on the ridge beyond the far end of the chairlift, reached through the purple tunnel near that station. They are harder remixes of normal puzzles and form the post-game route to 100% completion. Finish Big Goodbye on the same host save, return to the island, clear all seven plus every normal puzzle you skipped, and use the Map Room to confirm nothing is still unfinished.

Purple puzzles
7
Intended timing
After Big Goodbye
Main landmark
Far chairlift ridge
Completion goal
Big Game

Where the purple puzzles are

Use the chairlift opened through the Green Tower and ride it to the far ridge station. Near the station, look for the purple tunnel leading into the separate challenge area. The seven purple puzzles are grouped beyond that route rather than scattered across the main tower path.

Players have reached the ridge early by climbing the mountain, following narrow terrain or using the chairlift as soon as it is available. That is why one thread can say the puzzles are post-game while another shows someone standing there before the credits. Both observations can be true: the ridge is physically reachable, but the purple set is the intended completion layer after Big Goodbye.

For a clean run, keep the original host, finish the main ending, load that save again and approach by the chairlift. The updated map then gives the group a much clearer completion state.

Prepare before the group enters the ridge

The purple challenges reuse ideas the island already taught, but remove the easiest communication shortcut or make the physical route much longer. Agree on signals before entering instead of inventing them after the doors mute somebody.

Bring the whole completion group back on the same host save. Several challenges are possible with two people, but a party should open the world size it can actually sustain for the session rather than the size it hopes will arrive later.

  • Assign one person to track the Map Room and reward delivery.
  • Agree on gestures for yes, no, repeat, higher, lower, left and right.
  • Use headphones so rhythm and pitch do not leak through speakers.
  • Remove unnecessary backpacks before timed movement sections.
  • Budget one long transport job instead of treating every stop as a room puzzle.

The seven purple challenges at a glance

The game does not give these stable public names, so the labels below describe what players see. World-size variants can change the exact role count, but the seven reported challenge families remain recognisable.

  • Long wait house — start the extended timer and do not reset the exit while it runs.
  • Long-distance golf ball — relay the heavy ball across the island instead of carrying it normally.
  • Many-lights rooms — divide the button field into named zones before anyone starts calling positions.
  • Silent speaker match — turn rhythm and pitch into gestures because normal voice is restricted.
  • Silent pose or symbol match — draw shapes with arms and hands instead of trying to name them.
  • Thirty-six drawings or signs — agree on reading order and describe one feature at a time.
  • Timed obstacle route — stage players and equipment before starting the clock.

How to solve the silent speaker and symbol remixes

Do not try to recreate speech with frantic pointing. Build a tiny shared vocabulary first. A flat hand can mean repeat, height can represent pitch, tapping can carry rhythm, and tracing a shape on a window is clearer than acting out what the shape resembles.

For the speaker match, separate rhythm from pitch. One player taps the beat, then moves a hand up or down for the relative pitch. For symbols, agree where the drawing starts and trace its direction slowly. The purple versions reward a system the whole group understands, not the cleverest description one player can invent.

Treat the purple golf ball as a route, not a carry

The heavy ball does not become easier because it is purple content. It still moves by changing hands, so the efficient plan is a relay with people already standing uphill and along the transport route.

Groups report using the train and chairlift to turn the job into a tour of the island. Before moving it, identify the destination arrow and agree on the route; the expensive mistake is spending twenty minutes taking the ball down the wrong side of the mountain.

What the purple rewards are for

Each completed purple challenge produces the same kind of physical completion reward as a normal puzzle, but in purple. They do not belong in a coloured tower. Keep them for the late completion structure near the starting and map area.

Community completion reports describe that final hand-in as fifteen remaining rewards: all seven purple rewards plus eight red rewards left over from normal puzzles that were not consumed by the main tower route. If the final key does not appear, return to the Map Room instead of assuming one purple reward failed to register.

Track the seven without replaying them

After each purple completion, check the Map Room model. A completed and delivered location gains its finished marker; a reward lying sideways still needs to be carried where it belongs.

The safest checklist is therefore seven confirmed purple state changes, every leftover normal marker cleared, and no sideways reward waiting for delivery. A verbal count is not enough when people have been joining and leaving the host save across several evenings.

Spoiler controls

Hint: what all seven purple rewards unlockShow a hint

They are only part of the final requirement. The host save also needs the normal puzzles the group skipped before the first ending.

Full Big Game completion routeShow the full solution

Complete Big Goodbye, reload the same host save, clear all seven purple challenges and every unfinished normal puzzle, then deliver the remaining fifteen community-documented rewards at the green completion structure near the beginning — seven purple and eight red. Collect the final key that appears, return to the broken black-sphere doorway near the starting area and use it to enter the hidden completion sequence. Finishing that route unlocks Big Game. The fine details come from player reports rather than an official walkthrough, so use the Map Room state as the final authority on your save.

Frequently asked

How many purple puzzles are in Big Walk?

Seven. They are harder remixes of puzzle ideas from the main island and form the dedicated post-game challenge set.

Where are the purple puzzles in Big Walk?

Ride the chairlift to its far ridge station and look for the purple tunnel beside that route. The seven challenges are grouped beyond it.

Do purple puzzles unlock only after the ending?

They are intended as post-game content and are easiest to track after Big Goodbye, but players have physically reached the ridge early by climbing or opening the chairlift. Continue on the original host save for the reliable completion route.

What do purple gourds or purple rewards do?

They count toward the final completion hand-in rather than a coloured tower. Community reports describe using all seven purple rewards together with eight remaining red rewards to produce the final key.

Do you need all seven purple puzzles for Big Game?

Yes, plus every normal puzzle the group skipped before Big Goodbye. The purple set alone is not the full 100% checklist.

Can two players complete the purple puzzles?

The reported set can be approached in a two-player world, though the exact roles and layouts can change with the host’s 2-, 3- or 4-plus world choice.

Which Big Walk purple puzzle is hardest?

Many groups single out the silent speaker match and the long heavy-ball route. The first needs a shared gesture system; the second needs transport planning and patience.

Sources and verification

Official pages are the primary reference. Player reports are labelled as community samples and never presented as official facts.