PuzzlesBy Big Walk WikiPublished Updated

Big Walk Map Room Puzzles — Red Tower Solutions

A practical route through the glass room, beach maze, heavy-ball relay, hoop meter, and launcher return.

Table of contents

The Map Room is the first major navigation unlock after the Crosswalk. Its blue building and long red staircase sit below the Red Tower, but the key comes from the control panel at the top of that mountain.

The five challenges below are a compact route around the Red Tower. Unlike the four fixed opening puzzles, they are recommended nearby sources of red control-panel pieces. If your group has already completed other island challenges, their pieces can also advance this panel.

Find the Red Tower and Map Room

  • Map Room entrance: approximately 3560, 1425.
  • Red Tower control panel: approximately 3670, 1400.

After crossing the red Crosswalk, take its left branch into the area with two large red circular platforms. The blue Map Room is reached by a long red staircase. Turn back toward the route you just descended and follow the second path uphill to the Red Tower.

The host's 2-, 3-, or 4+-player world can add active targets or raise a visible meter requirement. Use the exact number displayed in your session; the core actions below remain the same.

The blue Map Room entrance with its red staircase set into a rocky slope
The blue arch and red staircase identify the Map Room entrance below Red Tower.
The tall red control-panel tower viewed from the uphill path
Climb to the red tower above the Map Room; its completed panel releases the oversized key.

1. Glass room signals — point without speech

Use the focused Glass Room Signals guide for role setup, progress-bar checks, and wrong-press recovery.

Find it: Follow the path down from the Red Tower to the green building at the bottom, around 3760, 1430.

Do it:

  1. One player enters the glass panel room. The door locks and one stone on the semicircular panel lights up.
  2. The inside player points toward the matching outside wall button. Treat arm direction as the message; the glass prevents normal communication.
  3. An outside player presses the indicated button.
  4. Repeat until the long progress screen fills. A 2-player run uses ten correct signals; follow the visible progress bar if your world differs.

Completion signal: the red control-panel piece unlocks when the bar is full.

Retry: a wrong press does not require abandoning the route. Stop, let the inside player face the intended button clearly, then continue one signal at a time.

A high Red Tower view points toward the green glass-room challenge below
From Red Tower, use the green building below as the route marker for the silent glass-room challenge.
Inside the green glass room, a player stands beside the curved wall of signal positions
The locked-in player reads the lit position on the curved wall and points toward the matching outside control.
An outside player sees the silent-room participant through the glass and has five handled inputs below
The outside player watches the gesture through the glass, then presses only the indicated input.

2. Split beach maze — pass the timer through the window

Use the focused Split Beach Maze guide for the two entrances, handoff setup, and expired-timer recovery.

Find it: Go southwest from the glass room or tower to the beach maze, around 3840, 1350.

Do it:

  1. Split the group: one route begins beside the tomato-shaped timer; the other ends beside its holder.
  2. Move through the separated paths until both players reach the communication window near the endpoints.
  3. The timer-side player passes the timer through the opening.
  4. The receiving player places it in the holder on their side.

Completion signal: the control-panel reward releases after the timer is seated.

Retry: if the handoff is missed or the timer expires, bring both players back to the window, confirm the receiver is ready, and make a shorter throw.

A high view from Red Tower points toward the beach maze near the coast
The split beach maze sits downhill toward the coast from the Red Tower route.
Two players stand at opposite sides of the orange-walled beach maze
Enter on separate sides and meet at the handoff opening rather than trying to cross the divider.
The tomato timer is positioned over its green-and-red holder inside the beach maze
Pass the timer through the opening and seat it in the receiving side's holder before it expires.

3. Heavy-ball relay — the holder cannot walk

Use the focused Heavy-Ball Relay guide for the handoff chain, group-size roles, and dropped-ball recovery.

Find it: Cross the ravine southeast of the Red Tower and search the trees for a dark purple-blue platform, around 3740, 1620. A heavy ball rests on a spike at the start.

Do it:

  1. The first player takes the ball and remains still; carrying it prevents movement.
  2. A teammate stands a short distance ahead, faces the holder, and takes the ball.
  3. The previous holder walks ahead and becomes the next receiver.
  4. Continue the relay uphill until the ball reaches the goal platform.

With three or more players, form a spaced chain before moving the ball. This is faster and makes it harder to lose the next receiver in darkness.

Retry: if the ball falls away from the route, the nearest free player retrieves it, stops, and restarts the relay from a stable patch of ground.

Binoculars from Red Tower look toward the wooded heavy-ball relay area
Use the forest and coloured route structures below Red Tower to locate the heavy-ball relay.
A Big Walk player carries the heavy red ball while standing still
The ball carrier cannot advance normally; stop on stable ground and hand it to the next player.
The heavy-ball relay goal device displays a filled green progress bar
Relay the ball uphill until the goal device fills and releases the challenge reward.

4. Hoop meter — throw lanterns, not the heavy ball

Use the focused Hoop Meter guide for the correct projectile, repeatable throw setup, and visible-meter rule.

Find it: The hoop stands in the same forest section, around 3830, 1560.

Do it:

  1. Bring at least one lantern to the hoop; a second lantern lets two players shoot without waiting for a return.
  2. Stand close enough to use a controlled upward throw.
  3. Put lanterns through the hoop until the visible meter is full.

In a 2-player world, one played route required eight successful baskets. Higher-player worlds may ask for a larger total, so the meter—not a memorized number—is the completion authority.

Retry: if throws keep clipping the rim, change distance before changing power. Retrieve the lanterns and shoot from the same repeatable spot.

A laser line from Red Tower marks the forest location of the hoop challenge
The hoop challenge sits in the same wooded route area as the heavy-ball relay.
A Big Walk player holds a round lantern ready to throw
Use round lanterns as the hoop projectiles and watch the visible meter for completion.

5. Launcher return — catch the timer before it expires

Use the focused Launcher Return guide for role staging, the return throw, and timer-expiry recovery.

Find it: From the Red Tower, look toward the small train station for a visible yellow platform, around 3880, 1520.

Do it:

  1. Put one player in the field below before anyone activates the launcher.
  2. The platform player uses the shooter on the left. It fires a tomato-shaped timer into the field.
  3. The field player collects the timer and throws it back to the platform.
  4. The platform player places it into the hole on the green pedestal at the right side.

Retry: if time runs out, reset roles before firing again. The field player should wait near the expected landing zone and call out only after they are ready.

A laser line from the tower points toward the launcher-return challenge below
Identify the yellow launcher platform before descending so the catcher can take position in its field.
A yellow launcher platform holds the shooter, timer, and receiving pedestal
One player fires the timer from the left-side launcher; the returning throw goes into the pedestal on the right.

Cut the Red Tower key

Place five red pieces into the control panel and take the golden key released from its back. Start with the cutter beside the Red Tower door, then follow the arrow exposed after every cut:

  1. Red Tower doorway.
  2. Edge of the downhill path beside rocks.
  3. Farther down near a tree.
  4. Entrance to the red area with the two circular platforms.
  5. Left of the long staircase leading into the Map Room.

Insert the shaped key beside the Map Room entrance. Inside, the 3D terrain model grows more useful as the group explores. Check the nearby table for the portable map, compass, and laser pointers before choosing the next route.

The oversized golden key rests behind the completed Red Tower control panel
Fill five Red Tower slots, then take the released golden key from the back of the panel.
A Red Tower key cutter stands immediately outside the tower doorway
Make the first cut beside the Red Tower door and wait for the directional arrow.
A player carries the Red Tower key past the first cutter on the dark downhill path
Leave the tower by the downhill path indicated by the first cutter, using a lantern if visibility is poor.
The Red Tower key is inserted into a cutter beneath the tower structure
The next cutter is close to the tower's lower structure; insert the key and read its new arrow.
A key-cutter arrow points through a dark wooded descent
Follow the cutter arrows through the trees rather than choosing an unmarked downhill branch.
Another Red Tower key cutter stands among boulders beside the route
The middle cutter sits among rocks; keep the key carrier within the lantern-lit route.
The next cutter route leads toward the red circular-platform area
Later cuts return the group toward the paired red circular platforms below the tower.
The shaped key reaches the cutter beside the long red Map Room staircase
The final cutter is beside the long red staircase, immediately before the Map Room entrance.
The fully cut key matches the white lock outline at the blue Map Room door
After the fifth cut, the key silhouette matches the entrance lock and opens the Map Room.

If the puzzle route is complete and you only need the pickup position or a locked-door check, use the focused map and compass location guide. Continue to the coordinate guide when the group is ready to read the grid.

Related guides

Red Tower puzzle

Big Walk Glass Room Signals Puzzle

Point from inside the silent glass room, press the matching outside controls, fill the progress display, and recover a wrong signal.

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