Big Walk Puzzle Guide — Communication Puzzles Explained

✔ Last checked: 2026-08-12

How puzzles fit into the game

Puzzles in Big Walk are called challenges, and they’re the currency of progress. Each coloured tower region hides five of them; clear all five, return the collectibles to the tower, and the key on its roof opens the way onward (full route here). Most groups report individual challenges taking five to ten minutes — they’re designed to be solvable in one go by a group that’s talking, not to stonewall you for an evening.

The puzzle language of Big Walk

Every Big Walk puzzle is ultimately about information flow between players. The game bends your ability to communicate in a few recurring ways:

  • Distance — voices and even text chat fade as you separate. Many puzzles are solved by placing people correctly before talking.
  • Barriers — soundproof glass and similar obstacles create rooms where someone can see something but can’t tell you directly.
  • Channels — items like walkie talkies restore a limited line of communication. Working out who should hold what is often the actual solution.
  • Silence — some challenges take speech away entirely, leaving you to mime, gesture, wave, or signal. Game Informer’s reviewer singled these out as the most inventive ones in the game.

The single most common shape: one player can see the information, and someone else has to act on it. A terminal displaying symbols on one side of a wall, a panel to press on the other. Everything else is a variation on how the game degrades the channel between those two people.

The toolkit

Big Walk hands you gear precisely because some challenge downstream assumes you have it. Carry it:

Tool What it’s for
Walkie talkie Voice or text across the whole map, ignoring proximity falloff — the workhorse item
Telescope Reading distant detail so you can describe it to whoever’s standing next to the mechanism
Flare gun Signalling position, and pointing the group at collectibles
Backpack More carrying capacity, which matters when ferrying collectibles back to a tower

There’s also a recurring physical category of challenge — objects too awkward to carry solo, which the group moves by passing or throwing between teammates. Worth knowing that “this is too heavy” usually means “this needs more hands”, not “you’re in the wrong place”.

If you hit a wall, ask the group three questions:

  1. Who can currently see the important thing?
  2. Who can currently hear whom?
  3. What item or repositioning changes the answer to question 2?

That reframing solves most cooperative communication puzzles — in Big Walk and in the genre it draws from.

Why you shouldn’t brute-force with Discord

External voice chat dissolves these puzzles entirely — and with them, the game. The developers are open about this: nothing stops you, but the puzzle design assumes in-game chat. House House reinforced the point after launch, patching microphone volume in version 1.4.8 while pointedly refusing to extend how far your voice carries — the limited range, they said, is a deliberate part of the design. Our full explainer: voice & text chat.

Difficulty, region by region

Broad consensus from reviews and player reports, without spoiling specifics:

Region Character of its challenges
Drawbridge / opening Teaching the vocabulary — short and forgiving
Red Tower Straightforward; the reward (Map Room) is the point
Green / Blue Towers Step up in coordination; Blue leans on timing and teamwork
Yellow Tower Widely described as the hardest set
Black Tower / tunnels The finale

What we’re not publishing

We’re deliberately not posting step-by-step answers to individual challenges. Two reasons: solving them together is the game, and we won’t publish solutions we haven’t verified ourselves.

One open question we’re tracking: several community guides describe a set of harder endgame challenges on a continued save (often labelled “purple”), tied to full completion. Other established walkthroughs don’t mention them at all. Until that’s resolved, treat it as unconfirmed — see the walkthrough.

FAQ

What kind of puzzles does Big Walk have?

Cooperative communication puzzles: situations that restrict or reshape who can hear whom, forcing the group to relay, describe, or find alternative channels like in-game walkie talkies. A common shape is one player seeing information the others must act on.

How long does a Big Walk puzzle take?

Players typically report five to ten minutes per challenge. Each coloured tower is gated behind five of them.

Are the puzzles hard?

They're readable rather than obtuse — the difficulty is coordination, not logic. Reviewers and players broadly agree the Yellow Tower's challenges are the meanest, and that some later puzzles feel easier than the early ones.

Can puzzles be skipped?

Yes — the host can enable challenge skipping from the accessibility menu when starting a session, covering challenges that need hearing, speech, quick reactions or fine motor control.