Big Walk Walkthrough: Complete Puzzle Solutions

Big Walk Walkthrough: Complete Puzzle Solutions

You sprint to the drawbridge and the chain snaps—then nothing happens. The team freezes, a single gourd-shaped prize glinting just out of reach. I remember that tight quiet; the moment when four people either solve the room or fumble it away.

I’ve spent hours with Big Walk on Steam and poked at every puzzle loop you’ll face. I’ll guide you through each sector, tell you who should stand where, and how to keep momentum so the session doesn’t collapse into trial-and-error. You won’t need to guess what the game keeps quiet about.

On the ground the main gate reads like a test: the drawbridge is closed, the map room sealed, and a dozen gestures waiting.

The starting area is your training ground. You collect four gourd-shaped items to feed the drawbridge mechanism, and each one asks for coordinated roles, timing, and a single moment of trust. I’ll break the map into sectors—so you can move methodically rather than wandering until someone accidentally solves a switch.

You can spot the drawbridge from the path: its chains sag and five key cutters gleam near the gate.

The drawbridge requires four gourds before the key appears on the pedestal. Take them in any order, but assign tasks—someone always stays on support duty so nothing times out. The gourd locations test communication more than mechanical skill: you either coordinate or you waste time.

How do you solve Big Walk puzzles?

Most puzzles force information flow across players. One person will be the observer, one the actor, and the rest the builders. Treat each puzzle as a small theatrical scene: props (timers, bulbs, gourds), an audience (teammates), and a single cue that moves everything forward.

Do you need four players in Big Walk?

No rule forces four, but the game is balanced so puzzles feel simple with four and awkward with two. The mechanics reward split responsibilities; when everyone has a role, solutions unfold quickly. If you’re on Discord or a public Steam lobby, call roles before you start.

Where is the drawbridge key in Big Walk?

After you place all four gourds the key becomes available—then you must cut it through five key cutters scattered north and along the beach. Three cutters sit north of the bridge; two sit on the sand. Rotate players through the cutters so the key doesn’t expire mid-cut.

Screenshot by Moyens I/O

Blue Room puzzle

One player is locked inside the Blue Room where a tile pattern appears. You must describe the pattern verbally while your teammate outside reproduces it on a pegboard. Short, specific commands win: “Top row, middle, blue tile; bottom row, right one blank.” Practice a shorthand before you start—time is the enemy.

You’ll find the Blue Room by hugging the starting path and turning left. If you’re streaming on Twitch, keep chat quiet; a distracted caller makes the pattern take twice as long.

Green Structure puzzle

Screenshot by Moyens I/O

The Green Structure has switches mounted on platforms across a wide span. All switches must be active simultaneously to free the gourd. Spread your team so each switch is covered; if your group uses voice comms on Discord, call “set” and “hold” to avoid accidental drops.

Mechanical Arm puzzle

Screenshot by Moyens I/O

The L-shaped mechanical arm sits at the bottom of the starting path. This is a literal stacking problem: players climb on each other to reach the switch. Assign a base, a middle, and a top. If you stream the run, set your camera to the side so viewers can follow the stacking sequence like a short physics lesson—the arm triggers instantly when someone reaches the switch.

Cave puzzle

Second gourd in Big Walk
Screenshot by Moyens I/O

The cave hides its gourd inside a sealed box near some rocks. A telescope on the right side of the map marks and keeps the box active. One player must man the telescope to keep the box open while another runs in, grabs the gourd, and races back. This is a two-person choreography—assign a backup in case the timer slips.

Cutting the drawbridge key
Screenshot by Moyens I/O

After you place the gourds and process the key, put the key through the five cutters. Then cross the bridge—now the starting area is open and the Map Room door (the blue doorway) can be accessed after you finish the Red Tower sequence.

From the hill the Red Tower stares down: a red key cutter marks the path and five challenges ring the roof.

The Red Tower gives a roof key only after five distinct puzzles are solved. These tasks are shorter than they feel if you keep roles clear and timers in hand. Bring binoculars or a telescope for gesture matching; Discord and Twitch viewers can help if you stream the gestures live.

Green Room puzzle

Green Room puzzle in Big Walk
Screenshot by Moyens I/O

Someone will sit inside the Green Room with a terminal displaying symbols. That player reads the symbols aloud while the outside teammate presses the same icons. Use precise language: “Top-left star, middle row cross” beats poetic descriptions. If you’ve used a Moyens I/O guide as reference, tally your symbols—patterns repeat.

Yellow Maze puzzle

Screenshot by Moyens I/O

Split the maze: one player goes left, another right. The left runner hands over the timer to the right runner, who places it on a green pot. It’s a handoff exercise: practice the throw so the timer lands on the pot and not in the shrubs.

Train Station Cannon puzzle

Screenshot by Moyens I/O

Fire the cannon, chase the timer, return it to the platform, then toss it to the partner on the pot. This one is frantic—use voice cues like “go” and “catch” and rehearse the throw angle if you have stream viewers on Twitch helping with aim tips.

Basketball Court puzzle

Screenshot by Moyens I/O

Pick up light bulbs, throw them through baskets, and turn every light green. Two players can finish this in a few throws if you assign one as shooter and one as rebounder. Keep count—missed throws cost time when the roof key hangs in the balance.

Mountain Gesture solution

Screenshot by Moyens I/O

One player stays on the overlook and scans five platforms with a telescope. The other visits each platform and performs gestures with arms and body while the lookout uses binoculars to confirm. Then the lookout chooses matching gesture cards. This is body-language work; rehearsed signals cut the time in half.

Screenshot by Moyens I/O

Claim the Red Tower key from the roof, run it through the cutters, and open the Map Room. From there you can press further into the Green and Blue Towers; those puzzles need the same principles: clear roles, short commands, and a calm backup plan.

On your setup table you probably have Discord and OBS open while Steam runs the lobby.

If you stream or record runs, label roles before you start and pin the call in Discord. Use Twitch chat as an extra pair of eyes if you want viewers to call gestures or angles. I’ve seen pickup groups on Steam gel into a flawless run after two failed attempts—practice is the hidden cost, and it pays in speed.

The puzzles in Big Walk are a Rubik’s cube passed among friends; the map is a spiderweb of narrow choices that reward crisp calls. Use Moyens I/O and community guides for screenshots, but practice the handoffs in a calm lobby before you try a timed run—what will your team do differently next time?