Big Walk Ending Walkthrough — Giant Sphere
A spoiler-marked role guide for the wall key, long approach, symbol cards, blue markers, controls, kettle relay, magnetic shapes, and final turnstile.
Table of contents
This is the full Big Goodbye route. It reveals the wall, the giant sphere, the cooperative finale, and the final exit. Stop here if your group wants to discover the ending without instructions.
The exact symbols and room targets can change with the host's 2-, 3-, or 4+-player world setting. The method below tells each player what job to do and how to recover; it does not pretend one launch-day answer sheet is universal.
Before crossing the wall
Bring the group that intends to finish. Progress belongs to the host, and the route is long enough that replacing the host halfway through is a poor recovery plan.
Prepare the party like this:
- put one dependable caller in charge of shared names and input order;
- carry lights for the exposed walk and the dark transition areas;
- keep bags on players who are good at not dropping shared objects;
- use short shape names now:
triangle,spiral,loop,line,double circle, and so on; - agree that an arm raised once means “repeat,” both arms means “reset,” and a point means “this target.”
Do not spend the finale trying to preserve every island tool. The sphere provides the objects needed for its rooms.
1. Open the far-west wall
The wall route appears only after the opening key and the Red, Blue, Green, and Yellow Tower unlocks are complete.
- Enter the Black Obelisk when it opens.
- Install six red challenge rewards.
- Take the black key and follow every arrow to its next cutter.
- Carry the finished key to the bridge and gate at the far west.
- Unlock the gate and walk far enough beyond it for Big Wall.
If the obelisk is still closed, compare the four coloured tower panels and the opening drawbridge state. The fix is the missing intended unlock, not climbing around the wall.
2. Walk to the giant black sphere
Beyond the gate, the island becomes an exposed, sparse route. The giant black sphere is visible in the distance and is the destination; there is no second tower key to make on this stretch.
Keep the slowest player in the middle and regroup whenever the sphere drops out of view behind scrub or rock. The approach is much longer than its first view suggests. Enter through the opening at the base when the whole party arrives.
3. Sphere room — symbol-card relay
Recognition: white rooms, a reference wall or grid of black pictograms, cards that players can hold up, and separated viewpoints.
Jobs: one reference reader; everyone else is a card holder or input runner.
- The reader names the reference positions in reading order: row 1 left to right, then row 2, then row 3.
- Card holders show one card at a time where the reader can see it.
- The reader uses a shape name plus a position, such as “spiral, row two right.”
- The input runner activates only that matching position.
- Put the used card down in a finished pile before showing the next one.
Do not rely on “the weird one” or “the other loop.” Several symbols are close enough to cause false matches. If the room rejects an input, repeat only the current card after the reader confirms its row and column.
4. Sphere room — blue marker relay
Recognition: many upright blue markers or posts, some carrying small diamond-like badges, with teammates visible through a window.
Leave one player at the view that makes the target pattern clear. The runner numbers the posts from left to right from their own starting position, then says which direction that numbering uses. The reader calls one post at a time; the runner points at it and waits for confirmation before activating it.
If left and right keep reversing through the glass, stop using directions. Call the visible badge, height, and nearest door instead. Completion is obvious from the room response; running ahead before it fires makes it easy to split the party across the next door.
5. Sphere room — yellow control and door relay
Recognition: yellow rails or light arrays, small wall controls, narrow white corridors, and doors that separate the operator from the runner.
Keep the operator at the control side until the runner explicitly says the next safe area is open. Use a fixed vocabulary:
nearandfarfor depth;top,middle, andbottomfor vertical controls;door sideandwindow sideinstead of left and right;- a countdown before any timed input.
If voice stops through a wall, return to the last window and use the agreed arm signals. Do not have both players abandon their stations: the corridor is a relay, and losing the operator is slower than resetting one door.
6. Sphere room — red-kettle relay
Recognition: a movable red kettle-like object, wall displays or icon strips, a lever or control, and another separated view.
Treat the red object as the room's shared key, not spare luggage. Assign one carrier and keep it inside the active room. The reader describes the displayed icon sequence in order; the carrier moves or places the object only after the operator repeats the instruction back. When a wall display changes, stop and read the new state before pulling another control.
If the sequence stalls, check the previous room and the floor beside the last control for the red object. Do not reset several inputs at once: restore the object, return the lever to its prior state, and repeat the last confirmed instruction.
7. Sphere room — coloured magnetic shapes
Recognition: large coloured shapes on low stands, including arches, U-shapes, a coil, and a separate pink station. This is the last long relay.
Give every shape a two-part name before moving anything: red arch, blue arch, yellow U, green coil, pink L, or the equivalent shapes in your
world. One player stays where the reference or acceptance state is visible;
the mover changes one shape at a time and waits for confirmation.
A reliable loop is:
- reader calls colour and silhouette;
- mover points at the candidate;
- reader confirms;
- mover places or activates it at the matching station;
- both players wait for the indicator before continuing.
The launch two-player capture showed a particular set of colours and shapes, but copying its order blindly is less reliable than following the feedback in your own room. If the final state does not complete, inspect the two similar arches first and undo only the last uncertain placement.
8. Leave the sphere and finish
After the last room responds, follow the opened route out of the far side of the sphere. Voice returns once the separated puzzle state ends. Regroup before continuing outdoors.
Follow the red route markers to the large red end structure over the water. Climb to its entrance, let each player pass the final turnstile using the lane or colour presented to them, then continue through the white exit. The game returns to the title screen and Big Goodbye unlocks.
If one account misses the unlock, do not overwrite the host save. Reload with the same host and party, confirm that player crosses the final turnstile and white exit themselves, and repeat only the final route if the saved state allows it.
After the normal ending
The normal ending is not the full-completion ending. Reloading the host save exposes the purple cleanup rewards on the map. Use the separate 100% route to return the final 15 rewards, obtain the white key, and reach Big Game.
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