Big Walk Guide: Beginner Tips, Puzzles & Walkthrough
A big walk guide helps you and your friends make sense of this cooperative puzzle adventure, where progress comes from solving environmental puzzles together and freeing keys that open up new parts of the island. The game is built around exploration and communication rather than a fixed quest line, so the best approach is to learn the core systems early and then wander with purpose.
Getting Started in the Starting Area
When you first start a game of Big Walk, you begin in a starting area where you can get to grips with the controls and the various ways you can interact with the world. This is the place to experiment with movement, arm gestures, and the objects around you before you walk out into the open world.
Once you leave the starting area, you are free to explore, solve puzzles, and generally have a great time. The main path is made up of a number of larger areas, each filled with various puzzles for you and your friends to solve. For players who want structured pointers right away, the Beginner's Tips and Tricks page covers how to interact with the world and details like the length of the day-night cycle.
How Progression Works
Soon after starting, you will discover a terminal with buttons and a key. Freeing keys like this helps you progress, both in the immediate area and in future areas to come.
A recurring loop across the game involves collecting "blorbs" and bringing them to specific towers or structures to unlock a key, which you then craft and place in slots to open new systems. Some of these unlocks are technically missable if you do not complete them during the right window.
Core Key Unlocks
The following progression steps come from the achievement breakdown of the game's main path:
- Big Walk – Find the 4 blorbs in the Starting Area and bring them to the key-unlocker. Unlock the key, then take it to the 5 key-maker slots. Each placed key shows an arrow on top directing you to the next one. Take the finished key to the Red Bridge / Drawbridge and place it to drop the bridge; the achievement unlocks when you step onto the Drawbridge.
- Big View – Bring 5 blorbs to the Red Tower to unlock the key, then take it to the large stairs next to the tutorial area to unlock the Map Room. (Technically missable.)
- Big Sit – Bring 5 blorbs to the Green Tower, make the key, and take it to the lift station near the Green Tower to turn on the chairlift. Sit on the chairlift to unlock. (Technically missable.)
- Big Tunnel – Bring 5 blorbs to the Yellow Tower, make the key, and take it to the Yellow Door to unlock the tunnel system and the other main area colored doors. (Technically missable.)
- Big Ride – Bring 5 blorbs to the Blue Tower, make the key, and take it to the Monorail Station near the Blue Tower to turn on the monorail. Step onto a moving monorail to unlock. (Technically missable.)
- Big Wall – After the five prior unlocks, the Black Obelisk door opens. Bring 6 blorbs to the Black Obelisk for the Black Key, then take it to the bridge / gate at the Wall (far west) to unlock the Wall Gate and continue beyond.
- Big Goodbye – Past the wall, take the big walk to the giant Sphere, complete its puzzles, exit the other side, and head to the end. Exit through the final turnstile and the white door; the achievement unlocks when you exit the game.
- Big Game – Bring the final 15 blorbs to the green building near the Tutorial / Map area. After using 30 blorbs to unlock all the keys, there are 8 additional red blorbs. A challenge area beyond a purple door at the far East chairlift station gives purple blorbs; these also appear on the map after completing the game. Earning the white key returns you to the initial Tutorial area, where the small black sphere is now split with a key slot.
Other Achievements
- Big Pack / Big Help – Across the island you will see blue spiral structures like parking garages. Inside are wearable devices: backpacks (mostly early) or belts (mostly late). Have someone place a backpack on you for Big Pack and a belt on you for Big Help.
- Big Climb – From the chairlift-unlock station, take the chairlift one station West to the highest point, then climb to the top.
- Big Makeover – Visit the salon inside the tunnel system (available after Big Tunnel), near the Red / Blue connection and the Rave. Cross a green bridge, go down red Escher-like stairs into a purple area, pick one of three bottom shiny colors, and have someone paint you.
General Gameplay Tips
The community 100% achievement guide and advanced play breakdowns surface a few habits that make the whole experience smoother:
- Communicate constantly. Always be talking to your teammates, and agree on specific gestures or gesture sequences mapped to specific symbols so you can reuse them across similar puzzle types without new verbal solutions.
- Use the Weather Balloon item. North of the Green and Blue towers there is a unique item at the base of the Weather Balloon that lets you carry +1 blorb and slots onto your backpack.
- Chain grabs to reach high places. Have a teammate grab you, then chain grabs back and forth to climb up and over walls or barriers you otherwise could not reach.
- Travel smart. The tunnels are the fastest way to move between areas, and the shortcut through the mountain (right near the golf blorb) is useful. The monorail is often unhelpful because it moves slowly and has few trains.
These same guides note 7 challenging post-game purple blorb puzzles for groups that want extra challenge after the main path.
Communication and the Proximity-Chat Rule
One of the most important things to understand is that Big Walk was designed entirely around proximity chat. The game itself warns on first startup not to use Discord, Steam Voice, or any external chat. House House's official FAQ states this is not allowed; even though the game does not technically punish you, using external chat makes you miss the most interesting parts of the experience, since many puzzles depend on the limitation of not communicating when far apart.
The in-game proximity chat is high quality, with noise cancellation and a dedicated mute button. Respecting it pushes your group to develop its own language through pointing, arm gestures, sitting, jumping, and spinning. In puzzles with soundproof glass, traditional communication is cut off, and only those who trained gestures can keep moving. Combining gestures with a flashlight, laser pointer, or flare lets you build simple codes.
Day-Night Cycle and Stacking
Understanding the day and night cycle changes how you play. By day the map is legible and confident walking is easy; at night the game gets genuinely dark, so prioritize flashlights and lamps early. Placing lamps and receptacles along the way marks what you have already explored, which helps the group return or decide which route is still worth checking.
Falling from a height causes no damage, but you drop everything you are carrying. Treat night as a phase that demands discipline: walk with light, mark the path, and avoid risky falls while carrying essentials.
The player-stacking mechanic turns into one of the most important tools in the game. When a button or interaction is out of reach, the game is effectively asking you to organize. The person at the bottom truly controls everything; if the base is not firm, the whole structure collapses. The person on top needs to be fast and precise. With two players it already works, but with three or four the balance gets more chaotic and the challenge shifts toward pure communication.
Playing in Larger Groups
In a large lobby of 6, 8, up to 12 people, the worst move is having everyone walk together as a block. Splitting into squads of two or three lets each group explore a different area, test paths, and share information, as long as you agree on meeting points like a high tower, a flare, or the megaphone. The main puzzles are still designed for up to four players, so even with ten people it is better to leave a smaller group focused on the solution while others explore or prepare for the next stage.
Remember that the host is not just whoever opened the lobby. They save progress and define how the world works, so choosing a consistent host matters. At the start, deciding whether the game is for two, three, or more players changes the puzzle layout and environment interaction itself, so starting with a smaller, stable configuration avoids problems later if someone leaves.