PuzzlesBy Big Walk WikiPublished

Big Walk Puzzle Teamwork

A reusable spoiler-free method for solving adaptable Big Walk puzzles as a communication team.

Original relative route diagram linking five Big Walk unlock targets without showing puzzle solutions
A spoiler-light progress diagram; it is not a puzzle solution or full map.
Table of contents

Big Walk asks the group to solve communication problems as much as physical ones. Pick the world for the minimum number of players who will stay involved, then keep the conversation inside the game so distance, walls, radios, text, and gestures can remain part of the puzzle.

Choose the world for the group that will stay

The host chooses a 2-player, 3-player, or 4+-player version of the world. That choice can change parts of the world. It is not a cap on the session: up to 12 people can still join. Choose for the smallest reliable core instead of the largest possible headcount.

Assign observations, not permanent classes

When a challenge is unclear, split the immediate jobs:

  1. One player watches what changes when a control is used.
  2. One player stays near the object or opening that reacted.
  3. Another player relays the observation in short, repeatable language.
  4. Swap jobs when distance, a wall, or limited sight becomes the point.

You do not need a leader for every puzzle. You do need a shared description of what changed.

Treat communication limits as mechanics

Voice fades with distance and changes around corridors, walls, and walkie-talkies. Text chat follows the same intentional limits. Pointing, waving, whiteboards, light, and sound can carry the part of an instruction that words cannot.

Using a separate voice call removes information limits that some challenges are designed around. If the group is stuck, first ask whether the challenge is changing how you can see, hear, reach, or describe the solution.

Use unlock targets to orient

The early progress navigator uses the larger thing the group is trying to open: the Crosswalk, Map Room, Trains, Chairlift, or Tunnels. Small challenges do not have dependable public names, and detailed step sequences can differ with the selected world. That is why this guide identifies the route without inventing official puzzle names or claiming one universal solution.

When a challenge is inaccessible

The host can enable challenge skipping from the accessibility menu when starting a session. Use it when a task depends on hearing or reading, speaking or typing, fast reactions, or fine motor control that a player cannot use comfortably. Skipping a barrier is part of the supported setup, not a failure.

Related guides

Start here

Big Walk Beginner Guide — Your First Hour

Choose the right host and world size, test in-game communication, and avoid the most common first-session mistakes.

Read guide
No mic required

Big Walk Voice & Text Chat

Use proximity voice or parity text chat, understand distance and walls, and keep communication inside the game.

Read guide
Set up first

Big Walk Accessibility & Controls

Configure FOV, Motion Reduction, rebinding, hold or toggle options, crosshairs, text chat, and challenge skipping.

Read guide
Not a full map

Big Walk Map & Landmarks — Scoped Route Guide

Navigate the opening area, Crosswalk, Map Room, tower routes, trains, chairlift, and tunnels without a false full-map claim.

Read guide