Big Walk checklist: find missing puzzles
Use the Big Walk Map Room to identify unfinished, solved-but-undelivered and completed puzzles, then audit towers, spare red rewards and seven purple challenges.

Quick answer
The Map Room is the checklist already built into Big Walk. A solved reward that has not been delivered lies sideways on the model; a delivered one stands with a small blue flag. Open the Map Room after the Red Tower, scan every unflagged location, and revisit only those markers. For 100% completion, also clear the seven purple post-game puzzles and every normal puzzle your group skipped before the first ending.
- Best tracker
- The Map Room model
- Blue flag
- Completed and delivered
- Sideways reward
- Solved, not delivered
- Post-game set
- 7 purple puzzles
Interactive tracker
Your Big Walk completion checklist
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On this page
- Read the Map Room before making your own list
- Main progression checklist
- The red puzzles most groups leave behind
- Add the seven purple challenges after Big Goodbye
- A ten-minute audit that prevents an hour of backtracking
- Do not mix achievements, equipment and puzzle completion
- Frequently asked
- Sources and verification
Read the Map Room before making your own list
Players keep asking for a numbered list because Big Walk never explains that the large model in the Map Room updates with the host save. Once the Red Tower opens that room, it becomes a live audit of the island rather than a static decoration.
Look at the state of each puzzle marker, not only whether you remember visiting it. A reward lying sideways means the challenge was solved but its reward has not been carried to a tower or completion structure. A small blue flag beside an upright marker means that work is fully banked. A location without that finished state is where the group should walk next.
This is more reliable than copying another group’s total. The host chooses a 2-player, 3-player or 4-plus world, and the exact puzzle arrangements can change with that choice.
Main progression checklist
Use this as the broad route, then let the Map Room provide the location-level truth. The individual challenges can be completed in different orders, so a rigid walkthrough is less useful than checking which gate the group is currently feeding.
- □ Opening area — clear the four cooperative challenges that open the drawbridge.
- □ Red Tower — deliver five red puzzle rewards to open the Map Room.
- □ Green Tower — deliver five rewards to open the chairlift route.
- □ Blue Tower — deliver five rewards to activate the train network.
- □ Yellow Tower — deliver five rewards to open the tunnel network.
- □ Black Tower and wall route — continue after all four coloured tower systems are available.
- □ Black sphere — finish the main cooperative finale and unlock Big Goodbye.
The red puzzles most groups leave behind
The coloured towers do not require every normal puzzle. They consume enough rewards to open the main route, leaving optional red challenges scattered across the island. Those leftovers are why a group can reach the credits and still be far from full completion.
After the ending, return to the Map Room and ignore places with blue flags. Visit every remaining normal marker, solve it, and confirm the model changes before walking across the island again. If a reward lies sideways, the challenge is done and the unfinished job is delivery rather than deduction.
Add the seven purple challenges after Big Goodbye
The purple set is the dedicated post-game layer: seven harder remixes reached around the far chairlift ridge and purple tunnel. They belong on a 100% checklist, not on the shortest route to the first ending.
Some groups physically reach that ridge early by climbing or following the chairlift route. That does not change the safest completion order: finish Big Goodbye on the original host save, reload that world, then use the updated map and the dedicated purple-puzzle guide to clear the seven as one set.
A ten-minute audit that prevents an hour of backtracking
Put one person in the Map Room and send the rest to the nearest unfinished cluster. The map reader calls one landmark at a time, records whether the marker changed, and does not redirect anyone until the current reward is either delivered or deliberately left sideways.
Before the host closes the session, take one final pass around the model. That creates a clean starting point for the next evening and stops the group arguing about whether a puzzle was solved on somebody else’s save.
- Choose one map reader and keep that role for the whole audit.
- Start with compact clusters instead of the farthest single marker.
- Separate “solved” from “delivered” when calling progress.
- Recheck the model after every completion rather than at the end of the night.
- Keep the same host: the checklist belongs to the host save.
Do not mix achievements, equipment and puzzle completion
Backpacks, hip bags, radio stations, cosmetic paint and landmark achievements are useful completion goals, but they are not all puzzle markers. Mixing them into one count is how guides produce totals that disagree while describing the same island.
Use the Map Room for puzzle completion, the achievement list for trophies, and focused item guides for equipment. Three short lists are clearer than one invented master number.
Spoiler controls
Hint: the most common reason 100% is not triggeringShow a hint
Return to the Map Room and look for two different unfinished states. An untouched challenge and a solved reward that has not been delivered are not shown the same way.
Full 100% audit orderShow the full solution
Finish Big Goodbye on the original host save, reopen the Map Room, clear every normal marker without a completed blue-flag state, deliver every sideways reward, then clear all seven purple post-game challenges. Community completion reports describe the final hand-in as fifteen remaining rewards — seven purple plus eight unused red — which produces the last key for the Big Game route. Because that final sequence is community-documented rather than an official walkthrough, verify each state change on your own Map Room model instead of relying on the count alone.
Frequently asked
How do you know which puzzles are missing in Big Walk?
Open the Map Room and inspect the live model. Completed and delivered locations have a small blue flag. A reward lying sideways was solved but still needs to be delivered; other unfinished markers are the places to revisit.
Does the Big Walk map update when you solve puzzles?
Yes. Players report that the Map Room model updates with puzzle and delivery state, which is why it works better than a fixed checklist copied from a different world size.
How many puzzles are in Big Walk?
House House has not published one fixed official total, and the host’s 2-, 3- or 4-plus world setting can change puzzle arrangements. Use the route structure and the Map Room state rather than trusting an unsupported total.
What does a blue flag mean in the Big Walk Map Room?
It marks puzzle progress that has been completed and banked. If the reward is lying sideways without that finished state, the puzzle was solved but the reward still needs to be delivered.
Do you need every puzzle for the normal ending?
No. The tower route reaches Big Goodbye without clearing every optional normal challenge. Full completion and Big Game require the cleanup afterwards.
Do skipped puzzles count toward 100%?
Community completion reports say no: the final completion route needs every remaining normal and purple challenge cleared. Use the Map Room to identify anything the group bypassed.
Why is my completed puzzle not showing a blue flag?
Check whether its reward is lying sideways. That state means the challenge is solved but the reward has not been delivered to the structure that banks it.
Sources and verification
Official pages are the primary reference. Player reports are labelled as community samples and never presented as official facts.