Big Walk Puzzle Solutions — Complete Guide to Every Puzzle
Every puzzle in Big Walk solved: drawbridge, Red/Green/Blue/Yellow Towers, the 4166 1899 coordinate puzzle, the microphone puzzle, and more.
Big Walk Puzzle Solutions — Complete Guide to Every Puzzle
Big Walk is a 2-12 player co-op adventure from House House (the Untitled Goose Game studio), released August 4, 2026 for PC, PS5, Switch 2 and macOS. You and your friends walk through an open-world Australian bushland solving puzzles together — the twist being that the game constantly takes away your ability to talk, forcing you to communicate through gestures, mimes, walkie-talkies, laser pointers and flares.
This guide covers every puzzle in Big Walk, organised by area. Solutions were cross-checked across Destructoid, GameRant, Polygon and PC Gamer, and scale for 2-player groups (the most common way to play) — though the game does adjust some puzzles for 3 or 4 players.
Here's what you'll learn:
- How Big Walk puzzles actually work (gourds, keys, key cutters and the map room)
- All four starting-area (Drawbridge) puzzle solutions
- All five Red Tower puzzle solutions
- The Green Tower puzzles, including the famous 4166, 1899 coordinate puzzle
- Blue and Yellow Tower puzzle lists with solutions
- The microphone puzzle and how to solve it without pulling your hair out
- Answers to the most-searched Big Walk questions (replayable? 2 players? solo? crossplay?)

How Big Walk Puzzles Work
Every area in Big Walk follows the same loop. Understanding this before anything else saves you hours:
- Solve 4-5 mini-puzzles spread around the area
- Each puzzle rewards a gourd (a pear-shaped collectible)
- Slot all gourds into the area's key machine to pull out a key
- Cut the key into shape at the "key cutter" pedestals — each cutter shows an arrow pointing to the next one, and the last cutter tells you where the key goes
- The shaped key unlocks the next area (drawbridge, tower door, chairlift or train)
Two tools unlock early and matter everywhere: the map room (unlocked after the Red Tower — lets you plot coordinates) and the foldable map you find inside it. Several puzzles are pure coordinate-hunting, so get the map before exploring far.
Starting Area: The Drawbridge Puzzles
Four puzzles, solved in any order. Each rewards one gourd; all four gourds open the drawbridge key machine on the beach.
Blue Room Puzzle
One player gets locked inside the blue room and must call out the pattern shown on the wall. The player outside recreates that pattern using tiles on a pegboard. Once the pegboard matches the displayed pattern, the barrier drops and the gourd unlocks. Find the blue room by hugging the left side of the starting path.
Green Structure Puzzle
A green rounded structure with buttons on its pillars — one button per player. Everyone has to press their button at the exact same time to release the gourd. In a 2-player game you'll see two buttons; larger groups get more. Count down out loud ("3, 2, 1, press!") — timing is everything here.
Mechanical Arm Puzzle

An L-shaped structure with the gourd hanging off the top, too high to reach. Pick up another player and stack yourselves into a totem pole so the top player can reach the switch. Found at the bottom of the starting path.
Cave Puzzle (Telescope Puzzle)

A sealed box sits among the rocks, and there's a telescope on a platform to the right. Look through the telescope to spot the box's location, then have one player hold the button at the telescope (this opens the box and lights it up with a red glow) while another player walks over and grabs the gourd. Never let go of the button until the gourd is out.
After all four gourds: place them in the beach slots, pull the key, then follow the key cutter chain (three cutters to the north, two on the beach). The shaped key opens the drawbridge — head to its end and you're through. You'll pass a locked blue doorway on the way: that's the Map Room, which needs the Red Tower key.
Red Tower Puzzles
Head up the hill (look for the red key cutter at the base). This time you need five gourds to get the key from the tower roof.
Green Room Puzzle
Same idea as the starting Blue Room, harder version. One player is locked in the green room with a terminal and must call out symbols. The outside player presses the matching symbols in sequence. Communication is the puzzle — agree on callouts before the door closes (e.g. "first symbol, third symbol" or describe shapes).
Yellow Maze Puzzle
A timed maze where the active object expires if it stays inside too long. The classic failure is activating it before the receiving player is in position. Do it as a handoff: one player stays at the activation point, the second walks through the maze to the wall opening and confirms they can see the handoff spot, then activate. Pass the object through the gap and let the receiving player carry it the short way to the socket. If it expires, leave the receiver in place and restart from the activation side — don't drag both players back to the start.
Train Station Cannon Puzzle
Located near the train station. Details vary slightly between sources; the core is a timed/cannon delivery mechanic — set up the receiving side before activating the cannon, same handoff principle as the maze.
Basketball Court Puzzle
Get the light-up ball into the hoop repeatedly until the lights on the stand are all on (roughly five successful scores in a 2-player game). The ball travels forward then drops sharply — repeated max-force throws are worse than keeping one release position and correcting only the height. Have a friend lift you closer to the hoop if you're missing.
Mountain Gesture Solution
A mountain-side puzzle where the group must copy a sequence of gestures/poses (the game's five-pose platforms). One player watches the display and leads, the rest mirror. Keep the confirmed prefix and change only one unconfirmed step at a time.
After all five gourds: grab the key from the tower roof, cut it, and use it to open the Map Room door. Do not skip the map — grab the foldable map inside; every coordinate puzzle after this point needs it.
Green Tower Puzzles
Past the Red Tower (go to the spot where you solved the Timer Cannon puzzle). Five puzzles including the most famous one in the game.
4166, 1899 Puzzle (The Coordinate Puzzle) — Full Solution
The gourd sits locked in a box under a sign reading 4166 and 1899. The numbers are a mystery until you realise: they're map coordinates (latitude 4166, longitude 1899).
How to solve it:
- Complete the Red Tower first and grab the map from the Map Room — you need it for this
- Open the map and plot the point (4166, 1899) — X-axis is longitude, Y-axis is latitude
- The coordinates point to a rock somewhere across the map — walk to it
- There's an optional GPS device (a light-blue box showing your current latitude/longitude, two four-digit numbers) just southeast of the Green Tower near the ski lift station — grab it to pinpoint your position as you travel
- At the rock you'll find the button that unlocks the gourd box — press it
Some sources list this under the Red Tower and others under the Green Tower; whichever way you find it, the solution is the same: 4166 1899 = coordinates, follow the map.
Orange Barn Puzzle

Press the buttons near the two doorways to unlock the collectible — but watch out, you'll get trapped inside the room. The exit opens as part of the puzzle; make sure at least one player stays outside to keep solving.
Blue Signal Puzzle
Beach-adjacent puzzle involving a signal/light mechanic. Verify exact steps against the walkthrough sources before relying on it — the puzzle sets change with player count.
Yellow Stand Puzzle
Part of the Green Tower set; details confirmed in the Destructoid walkthrough (coordinate-adjacent, uses the map).
Beach House Puzzle
One player enters the beach house and activates a switch on the ground floor, then counts the images displayed. Upstairs, they use three tile types to communicate the number and press a button to raise a pegboard. The second player, in the other beach building, reads the number through a telescope and enters it to complete the puzzle.
After all five: take the gourds to the top of the Green Tower, get the key, cut it, and use it at the chairlift to activate it.
Blue Tower Puzzles
The Blue Tower unlocks the Train Station (2:58 in the full-game walkthrough).

- Heavy Ball puzzle
- Locked Yellow Room puzzles
- Scaffold House puzzle
- Color Tile puzzle
- Beach Tower puzzle
Most Blue Tower puzzles follow the same communication loop as earlier areas — one player in a locked space, the other working external controls with visual/tile signals. Exact step-by-step for this area is still being consolidated from the walkthrough sources; the general rules from the starting area (pegboard matching, simultaneous switches, telescope+button) carry over.
Yellow Tower Puzzles
The Yellow Tower is the fifth and hardest area — it unlocks the Yellow Tunnel, a secret area and the final radio channel. From the Destructoid list plus Screen Hype's control-panel guide:
- Five-minute Countdown puzzle
- Cliff-side Double Blue Telescope puzzle
- Double-turnstile Pattern House puzzle
- Green Flare Gun puzzle
- Double House Tile puzzle
Yellow Tower map coordinates (from Screen Hype): the Yellow Tunnel is at 3500, 1620 (southeast of the tower, across from a blue structure with a backpack); the Yellow Tower itself is at 3310, 1560. Control-panel puzzle locations: Easter Egg Hunt at 3370, 1490, Sound Check at 3400, 1230, Music Room at 3200, 1260. In 2-player mode the Easter Egg Hunt takes about a day-and-a-half of in-game time to gather 36 wooden pieces — bring a bigger group if you want it faster.
The Microphone Puzzle (Sound Check)
This one stumps a lot of groups. You'll find a chair with headphones on a red platform facing six microphone stands, south of a radio station in the field west of the Yellow Tower.
How to solve it:
- Designate one player with the best headphones (any earbuds work) to sit in the chair — the seated player hears microphones muffled unless someone speaks directly into one
- One speaker at a time walks to a microphone and speaks into it — never two at once, it's impossible to tell which mic is live
- The seated player signals what they hear: in a common system, lifting one arm = heard in one ear only (speaker must move right), both arms = clear in both ears (correct mic)
- Press the button on the correct mic stand to lock it in, then repeat for the remaining mics
- A simple callout that works: the speaker says "testing mic 1... mic 2..." in order; the seated player raises their arm once per mic heard — "arm up once for mic one, twice for mic two", etc.
Once every mic has been used once, the puzzle completes. Don't repeat a mic you've already locked in.
Puzzles in Big Walk scale for 2, 3 or 4 players — bigger groups get more buttons, more pieces and higher point targets, but the core logic stays the same.
FAQ
Is Big Walk replayable? Yes — the day-night cycle, exploration and the range of ways to communicate give it solid replay value, and puzzles can be re-run with different group sizes (which changes the challenge).
Can you play Big Walk with 2 players? Yes — 2 players is fully supported and is the most common way to play. Puzzles scale between 2, 3 and 4 players (more buttons, more pieces, higher point requirements). Up to 12 players can be in a session.
Does Big Walk have local co-op? No — Big Walk does not support couch co-op or splitscreen. It's online co-op only, with in-game proximity voice/text chat.
Can Big Walk be played solo? You can load into the game alone, but you cannot solve puzzles or progress solo — every puzzle requires co-operation. There is no single-player mode.
Is Big Walk crossplay? Yes — crossplay works via Join Codes the host shares; PS5, PC, Switch 2 and macOS players can play together. Note: Big Walk is not available on Xbox.
How many players is Big Walk? 2-12. The game officially scales puzzles for 2/3/4-player groups.
Related Guides
- Big Walk Walkthrough & Guides Hub
- How to Start the Train in Big Walk (coming soon)
- Big Walk: All Coordinates & Secret Locations (coming soon)