Big Walk Puzzle Guide

The five red tower puzzles that gate the map, the sound puzzle everyone searches under three different names, the post-game purple puzzles, and a method that works on all of them.

Updated Aug 14, 20269 min readHints first, solutions collapsed
A Big Walk room with a wire fence and notes pinned to the wall

Quick answer

Almost every Big Walk puzzle is a communication problem wearing a puzzle costume: one player can see something another player has to act on. Assign one observer and one operator, describe inputs precisely instead of announcing conclusions, and change one thing at a time. The five puzzles around the red tower are the first real gate — clearing them opens the map room.

Red tower puzzles
5
Post-game puzzles
7 purple
Core skill
Precise description
Answer style
Direction before solution

A method that works on every puzzle here

Before looking anything up, run the same routine. One player observes and does not touch anything. One player operates and does not theorise. Everyone else stays quiet until they are asked for something specific.

Then describe rather than conclude. Shape, colour, count, order, position, direction, and sound all survive a trip down a walkie-talkie. "I think it is the third one" does not, because the two of you may not be counting from the same end.

Change one input, then check the result. Groups that change three things at once and get a new state learn nothing from it, and this game punishes that harder than most because the person changing things often cannot see the result.

The five puzzles around the red tower

The red tower sits on the hill just past the starting area, and the key you need is on its roof. Getting it means clearing five separate puzzles scattered around the tower rather than one big one, which is why groups often think they are stuck when they have actually only found three of them.

Community guides name them the Green Room, the Yellow Maze, the Train Station Cannon, the Basketball Court, and the Mountain Gesture puzzle. Those names are not official, but they are what your group will find if someone searches mid-session, so they are worth knowing.

If you are stuck, the useful question is usually not "what is the answer" but "which of the five have we actually finished". Split up and confirm the count before anyone opens a browser.

  • Green Room — an enclosed space where what one player sees is not what the other can reach
  • Yellow Maze — navigation where the person with the route is not the person walking it
  • Train Station Cannon — an aiming problem that needs a spotter
  • Basketball Court — a physical task that goes badly if two people act at once
  • Mountain Gesture — the one that uses pointing and waving rather than words

The microphone, headphone, and sound puzzle

Players search for this one under at least three names — microphone puzzle, headphone puzzle, and sound puzzle — and often mean the same challenge. Before assuming you have found a different puzzle, check the location and the equipment in the room rather than the name someone used in a thread.

The practical setup matters more than the answer. Use headphones so the listening player is not hearing their own group through a speaker, keep everyone else off voice while the listener is working, and have them report rhythm, pitch, direction, and gaps rather than guessing at a sequence.

This is also the puzzle where copying an unverified sequence from another site most often fails, because what the listener hears depends on where they are standing.

The number puzzle

There is a code-entry puzzle where the digits are not written down anywhere convenient — they have to be assembled from what different players can see. It has become one of the most searched single puzzles in the game.

The reason it stalls groups is almost always transcription, not deduction. Two players read the same symbols in different orders, or from different sides. Agree on a reading direction out loud before anyone calls out a digit.

The seven purple puzzles

There is a set of seven additional puzzles that only appear after the main ending, and they are the reason the rarest achievement sits near one percent. They are optional in the sense that the story is over, and mandatory in the sense that full completion runs through them.

If your group intends to do these, say so before the ending session. They need the same people, the same host, and the same save, and reassembling a co-op group after the credits is the hardest part of Big Walk completion.

How this page handles answers

Section titles above never contain solutions, so you can read the whole page while stuck without being spoiled. Anything that gives a puzzle away sits in the collapsed block below and needs a deliberate click.

Where a solution comes from player reports rather than from official material, we say so. House House publishes the systems, not the sequences, so anyone claiming an official walkthrough is repackaging community work.

Spoiler controls

Hint: when the group is genuinely stuckShow a hint

If two players can see different things and neither can act on what they see, that separation is the puzzle rather than an obstacle in front of it. The instinct to walk back to each other and look at the same thing is usually the wrong move. Ask instead who can reach the mechanism, and give that person a description precise enough to act on blind.

Where full solutions stand right nowShow the full solution

We publish exact sequences only after hands-on verification in the current build, and that verification is not finished. What is confirmed: the red tower gates the map room behind five puzzles; the map room unlocks the Big View achievement; and seven purple puzzles exist after the ending and feed the Big Game achievement. For step-by-step answers to individual puzzles right now, press coverage and the Steam community guide are ahead of us, and we would rather point you there than invent steps.

Frequently asked

Is the microphone puzzle the same as the sound puzzle?

Usually yes. Players use microphone, headphone, sound, and music puzzle for the same or closely related challenge. Compare the room and the equipment before concluding you have found a second one.

How many puzzles does the red tower have?

Five, scattered around the tower rather than stacked inside it. The key on the roof needs all five, so a group that has done three will feel stuck without being stuck.

What does clearing the red tower actually unlock?

The map room, which is also the Big View achievement. Only about 57% of Steam owners have reached it, so it is the first real difficulty step in the game.

Are the purple puzzles required to finish the game?

No. The story ends without them. They are required for the rarest achievement, which is a different goal and needs the group to come back after the credits.

Why does this site not just post every answer?

Because we have not verified them hands-on in the current build, and posting an unverified sequence for a puzzle that depends on where you are standing wastes more of your evening than having no answer at all.

Sources and verification

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