All Puzzles
Solve puzzles for red beans and gourds, deposit them in towers for keys, and unlock new areas like the train and chair lift.
Big Walk's puzzles follow a clear loop: solve puzzles in the world's colored monuments to collect red beans and gourds, deposit them in towers to earn keys, and use those keys to unlock new areas like the train and the chair lift. There is no quest log or marker system — you find puzzles by exploring the open island and spotting their brightly colored structures. Here is the full breakdown of how Big Walk's puzzle system works, the tools you use, and the major puzzle areas reviewers have documented.
The Core Puzzle Loop
Every puzzle in Big Walk feeds into one progression system. You complete a puzzle, which rewards you with collectibles — described variously as red beans, red gourds, or "eggy things" depending on who you ask. The game never names them, so every group invents its own word — part of your group's private vocabulary. You then carry these to towers scattered across the island, where depositing them in the tower's console earns you a key.
The key has its own small ritual: a machine at the tower's entrance shapes it, and arrows point you to the next slot until the unlock completes. Those keys open new regions and modes of travel, such as the train and the chair lift — the entire island is gated behind puzzle progress, and the collectibles are the currency that opens it up.
There are four colored mountaintop towers — red, blue, green, and yellow — and GameSpot's advice is to focus on one tower at a time, starting with the red tower. The game nudges you there by placing you near it, each tower needs a set number of collectibles (five for the red one), and its reward makes the rest of the game easier; the order beyond that is up to your group.
This means there is no busywork or filler — every puzzle you solve meaningfully advances your access to the world. Reviewers describe this loop as tight and satisfying, with a constant sense of "one more puzzle" pulling your group forward.
Puzzles Live In Colored Monuments
Big Walk's puzzles are housed inside distinct, brightly colored structures that act as landmarks. Reviewers have documented several of these puzzle monuments:
- A green horror-style house — a spooky, green-colored structure housing one set of puzzles.
- An orange colosseum — a large, orange, arena-like monument.
- A blue sound stage — a blue structure themed around audio.
- A towering blue spiral, a giant jungle gym, and other toy-like monuments — Kotaku compares the whole set to giant Fischer-Price toys dotted across the landscape.
Each monument is visually unmistakable from a distance, which helps navigation in a world with no map markers. Spotting a flash of color on the horizon is often how your group finds the next puzzle.
Documented Puzzle Types
GameSpot puts the total at dozens of puzzles across the island, and reviewers have documented a wide spread of styles. Examples from the coverage:
- Basketball — throwing an orb into a hoop multiple times.
- Telephone — relaying a sequence of shapes or buttons between players who each hold only part of the information.
- The blindfold course — one player wears a blindfold (actually a big gold head that blocks their view) and navigates an obstacle course while the others yell instructions.
- The soundproof room — one player relays musical jingles from inside a soundproof space while the rest match them to stereos outside.
- Synchronized button pushes — the group splits across distant platforms and must time simultaneous presses.
- Human stacking — in the tutorial, players physically stack on each other to reach a button atop a crane.
- A number-code puzzle — GameSpot's tips reference the community-known "4166, 1899" puzzle as one that stumps groups for a while.
Puzzles do not get progressively harder in a fixed curve, because you can tackle them in almost any order. Some are difficult, but never cruelly so — the game always gives you the tools you need. Every solved puzzle triggers a party-horn honk and a burst of confetti, a mini-celebration reviewers found genuinely galvanizing.
Communication Is The Real Puzzle
The defining feature of Big Walk's puzzles is that they are designed around communication constraints. Many puzzles split your group up, deny you sightlines, drop soundproof walls between you, or hand different players different pieces of information — then force you to talk it through via proximity voice chat to solve them. You might be describing something you can see but your teammates cannot, or relaying sounds only you can hear.
Reviewers consistently say this is where Big Walk shines: the puzzles are not hard in a traditional sense, but they are hard to coordinate, and the friction of describing the indescribable to friends is the source of both the challenge and the comedy. Kotaku's review argues the game makes a group feel like a collective genius.
Tools And Gadgets
Across the campaign, Big Walk gives your group specialized tools that enable specific puzzle types. The official feature list includes:
- Walkie-talkies — for communicating at a distance when proximity chat cannot reach, with a crackly signal of its own.
- Laser pointers — for indicating things in the world to teammates, or counting down a synchronized push.
- Binoculars and spyglasses — for reading signs and spotting landmarks from afar.
- Megaphones, flares, whiteboards, and cowbells — for shouting, signaling, leaving written messages, and making noise.
- A big golden head — the "blindfold" for the obstacle-course puzzle type.
You can only hold one item in your hands at a time, and some tools are rarer than others — IGN's group often had more puzzles than walkie-talkies. Blue structures around the island contain backpacks and belts that each store one extra item, so a fully kitted player can carry up to three things; a friend has to help you equip them, and items in your hands can be dropped while stored items cannot.
These tools are not upgrades in the power-fantasy sense; they are communication instruments that unlock new kinds of collaborative problems.
The Lost And Found Table
One practical feature worth knowing: Big Walk has a Lost and Found table in the gym area where each session begins. On it appear whatever items your group was holding when the previous session ended — backpacks, belts, and their contents included. So if you want a flashlight available at the start of next session, make sure someone is holding it when the host ends the night.
In a game where you are constantly fumbling with objects and getting separated from your group, this table exists so you do not permanently lose something important. What happens to an item nobody was holding at close is to be confirmed — the safe habit is to have someone hold anything you want kept.
How Many Puzzles Are There?
A specific total puzzle count is to be confirmed — GameSpot describes "dozens of puzzles," and reviewers have catalogued numerous monuments across a roughly 20-hour campaign, but no official "X puzzles" figure has been published. You need to complete almost all of them to reach the credits, plus additional content after the ending. Expect a large but finite set, enough to fill a start-to-finish co-op campaign without padding.
Summary
Big Walk's puzzles run on a tight loop: solve puzzles in colored monuments → collect red beans and gourds → deposit in towers → earn keys → unlock new areas like the train and chair lift. There are four colored towers to fill (red, blue, green, yellow), and the real challenge is communication — many puzzles split your group and force you to talk through what you each can and cannot perceive. Tools like walkie-talkies, laser pointers, binoculars, flares, and the gold-head blindfold enable specific puzzle types, a Lost and Found table protects your items between sessions, and the exact total puzzle count is to be confirmed.
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