PuzzlesBy Big Walk WikiPublished

Big Walk Hidden Red Lamps Puzzle

A focused Green Tower arena guide that turns each failed attempt into route knowledge.

A laser from Green Tower marks the hidden-lamp arena in the darkness below
The blue lamp circle sits near Green Tower and is easier to identify with a laser at night.
Table of contents

The blue circular arena hides persistent hazards among its yellow lamps. A tested lamp reveals either a safe green light or a red star; red positions stay fixed across attempts, so mark them and learn the safe route. The label is descriptive.

Quick solution

  1. Find the blue arena near Green Tower at approximately 4020, 1870.
  2. Bring spare lanterns or loose objects to use as markers.
  3. Start the attempt and test lamps in one consistent direction.
  4. When a lamp reveals a red star and ends the attempt, mark that position.
  5. Restart, skip every marked red lamp, and test the remaining positions.
  6. Complete an attempt using only the required green lamps.

Find and index the lamp circle

The arena contains yellow lamp stands around a tall central progress column. Choose a starting landmark and always walk clockwise or counterclockwise from it so each tested position keeps a stable identity.

The blue circular arena is filled with yellow lamp stands around a tall central progress column
Choose one start point and walk the lamp circle in a consistent direction.

Test one unknown lamp at a time

Press the start control, then test lamps methodically. A green result is safe for the current layout. A red star ends the attempt, but supplies useful information for the next run.

One tested lamp reveals a red star while nearby lamps show green safe lights
Mark every red-star lamp before restarting so the failed attempt becomes route knowledge.

Mark persistent red hazards

Place a spare object beside the failed lamp without blocking its control. Do not move existing markers when starting again. If several players explore, give each one a non-overlapping arc and one agreed marker type.

Complete the safe run

Restart and activate only the known-safe green positions plus one new unknown at a time. The central column fills and the challenge completes when the required green set is active without a red failure.

All selected arena lamps and the central column glow green at night
A green central column and green lamp set confirm a safe completed attempt.

Recover lost marker information

Problem Recovery
A marker moved Restart from the fixed landmark and retest only the uncertain position.
Two players tested the same lamp Divide the circle into named non-overlapping arcs.
A red lamp is pressed again Stop random movement and restore the clockwise/counterclockwise index.
The remembered safe set does not complete Follow the current world's visible requirement and test the remaining unknown positions.

Continue the Green Tower route

Carry the reward to Green Tower and use the complete Chairlift route. The nearby Head Count is the last focused challenge in this regional loop.

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