PuzzlesBy Big Walk WikiPublished Updated

Big Walk Train Puzzles — Blue Tower Solutions

A route through symbol rooms, a timed wait, two obstacle courses, charades, and the main station lock.

Table of contents

Three trains sit paused on the island until the Blue Tower key is shaped and used at the main station. This route covers five nearby puzzle rewards, the station location, and what to do once the trains begin moving.

The labels are visual descriptions, not official in-game names. Later control panels accept pieces earned from other completed challenges, so use this set as an efficient route rather than a claim that only these five count.

Find the Blue Tower and main station

  • Blue Tower: approximately 3540, 1850.
  • Main train station lock: approximately 3380, 1740, northwest of the tower and set into the mountainside.

The control panel at the top of the Blue Tower releases its key after five pieces are installed. In larger world versions, assign every additional input shown on site; do not assume the 2-player target count is universal.

The main blue train station with red metal stairs and platform rails
The main station is a blue structure built into the mountainside, reached by red stairs.
The tall Blue Tower with its panel doorway and blue key route
Five challenge rewards at Blue Tower release the key that starts the trains.

1. Turnstile symbol house

Use the focused Turnstile Symbol House guide for the reader-builder split, five-position order, and rejected-row recovery.

Find it: Look for the red building with two yellow turnstiles near the Blue Tower, around 3505, 1960.

Do it:

  1. Enter through separate turnstiles. Carried items drop at the entrance, so put essential tools somewhere visible before committing.
  2. One side displays five target symbols. The other has nine handled pieces and a board with five positions.
  3. The target-side player describes the symbols from left to right.
  4. The builder selects and places the matching pieces in that order.
  5. Communicate through the wall, the canvas opening behind the rooms, or walkie-talkies; use whichever keeps the sequence clearest.
  6. Press the button below the black screen to submit.

Completion signal: the control-panel piece releases in the target room.

Retry: if the piece stays locked, recheck the first uncertain symbol and submit again. The displayed combination can vary, so do not reuse a screenshot answer from another session.

A laser from Blue Tower points toward the red turnstile symbol house below
From Blue Tower, locate the red building with the yellow turnstiles on the coastal side.
The red symbol house has two yellow turnstile entrances on a raised platform
Each player enters through a separate yellow turnstile; set essential carried items down first.
One side of the turnstile house contains nine handled pieces, a five-slot rail, screen, and submit button
The builder uses the nine handled pieces to reproduce the five-position sequence.
Nine handwritten symbol pieces are spread on the turnstile-house floor
Describe each target by its distinctive stroke and keep the left-to-right order stable.
Five handwritten symbol pieces are placed in sequence beside the submit screen
Check all five placed symbols against the current target before pressing submit.

2. Five-minute locked room

Use the focused Five-Minute Room guide for active control setup, the no-hidden-switch answer, and a timer that will not start.

Find it: Descend through the trees toward the beach to the red house with a large black countdown display, around 3590, 2020.

Do it:

  1. Bring the whole required group inside.
  2. Press and hold every active button until the doors lock and the countdown starts.
  3. Stay in the room. The solution is waiting out the full five-minute timer, not searching for a hidden switch.

Completion signal: the reward unlocks when the countdown reaches zero.

Retry: if the timer never starts, one required button is not active. Check the current 2-, 3-, or 4+-player layout and put a player on every lit input.

A laser from Blue Tower points toward the red five-minute room near the beach
The countdown room is the red coastal building below the tower route.
The red countdown building has a large timer display visible beside its entrance
Confirm the large black timer display before entering the five-minute room.
Inside the locked room, players wait beside furniture under the illuminated five-minute display
Once the countdown begins, remain inside until the display reaches zero; there is no hidden switch to find.

3. Cooperative obstacle course

Use the focused Cooperative Obstacle Course guide for each gate, the final timer handoff, and segment-by-segment recovery.

Find it: Look for the course on the slope around 3700, 1950.

Do it:

  1. Stack one player on another to clear the first wall and open the door from inside.
  2. Keep the door button held until the rest of the group enters.
  3. Leapfrog up the large block steps by catching and lifting one another.
  4. Crouch under the low wall, cross the red planks, and press the far switches together.
  5. At the final split, leave one player on the upper platform with the tomato-shaped timer. Another player goes down the red stairs to the distant holder.
  6. Throw the timer across; the receiver catches it and seats it in the holder.

Completion signal: the final door opens and the red piece becomes available.

Retry: reset only the failed segment. Hold doors for trailing players, reform the stack on flat ground, or return the timer to its upper holder before another throw.

A laser from Blue Tower points toward the multicolour cooperative obstacle course
The multicolour scaffold course sits across the wooded slope from Blue Tower.
The obstacle course begins with yellow stairs and a red-and-green doorway
Use the broad yellow entry platform to group up before starting the course.
A player waits inside while another approaches a doorway controlled by side buttons
The first player through holds the door control until every teammate crosses.
One player stands above another at the edge of a coloured obstacle-course ledge
Stack and lift from stable surfaces to move the group up the tall block section.
A player reaches the red walkway in front of two synchronized wall controls
At the far wall, position the group on the active controls before pressing together.
The final obstacle-course platform holds the tomato timer and receiving pedestal across a gap
Set one player by the receiver before the upper player sends the tomato timer across the final gap.
Confetti fires around the far platform after the timer is seated
Confetti at the final platform confirms the obstacle-course reward has unlocked.

4. Golden-head guided course

Use the focused Golden-Head Course guide for the wearer-guide command loop and lost-orientation recovery.

Find it: The walled obstacle course is around 3360, 1930. A golden head rests outside its turnstile.

Do it:

  1. One player wears the golden head and enters. Their view becomes mostly blurred colour.
  2. A guide stays outside and moves along the wall to maintain a useful angle through its openings.
  3. Give short commands: face left or right, walk, stop, jump, or crouch. Add a simple description of the obstacle directly ahead.
  4. Guide the wearer to the red button at the far end.

Completion signal: pressing the far button releases the piece.

Retry: if the wearer loses orientation, stop all movement. The guide should move to the nearest wall opening, re-establish which way the avatar faces, and resume with one action per instruction.

A laser from Blue Tower points down toward the walled golden-head course
The guided course is below Blue Tower in the wooded coastal section.
A golden head rests beside the turnstile entrance to the walled course
The entering player equips the golden head before crossing the course turnstile.
The golden-head wearer sees only a heavily blurred field of colour
The wearer's view becomes unreadable, so the outside guide must control direction and pace.
The golden-head wearer balances along narrow yellow walkways inside the course
Use one command at a time on narrow beams: turn, walk, stop, then reassess.
The guided player reaches a far red control inside the obstacle course
Guide the wearer all the way to the far red button; reaching it completes the course.

5. Charades symbol room

Use the focused Charades Symbol Room guide for pose boundaries, piece order, and a rejected sequence.

Find it: Search around 3250, 1940 for the split room with nine action pieces and a viewing window.

Do it:

  1. Lock one player in the target room to reveal a sequence of five poses or arm movements.
  2. That player stands by the glass and performs each pose in order.
  3. The builder matches every performed action to one of the nine outside pieces and places five on the panel.
  4. The target sequence remains available for another attempt, so work slowly enough to distinguish similar gestures.

Completion signal: submit the five-piece sequence and collect the released reward.

Retry: repeat the sequence from the first disputed pose. Use a clear neutral stance between gestures so the builder can see where one ends.

A laser from Blue Tower marks the split charades building below
The charades room is another red-and-green building on the lower Blue Tower route.
The split charades building has two rooms, a central viewing area, and a reward pedestal outside
One player enters the target room while the builder remains with the pose pieces outside.
Nine handled charades pieces show different arm and body poses
The builder chooses among nine pose pieces, so exaggerate the difference between similar gestures.
Five pose pieces are arranged left to right on the charades answer rail
Place the five performed poses in order and verify the sequence before submission.
A locked-in player performs an arm gesture behind the charades viewing mesh
The performer returns to a neutral stance between poses so the builder can separate one answer from the next.

Shape the Blue Tower key

Install five pieces at the Blue Tower and take the released golden key. Use the cutter by the tower door, then follow each newly revealed arrow down the mountain through four more cutters. The fifth points to the main station lock.

Insert the shaped key at the station. The red, yellow, and green trains begin continuous loops around the island. To board safely, wait on a station platform; once aboard, a player can hold the lever in the first carriage to stop that train for the rest of the group.

The oversized golden key waits behind the completed Blue Tower panel
Collect the Blue Tower key only after all five panel slots are filled.
The first Blue Tower key cutter stands beside the tower entrance
Begin the five-cut route beside the Blue Tower door.
A cutter arrow points away from Blue Tower at sunset
Read the first arrow before descending; the cutter chain is the reliable route to the station.
The golden key enters a blue cutter on the rocky slope below the tower
The second cutter is on the rocky slope below Blue Tower.
A blue cutter arrow points toward the next lit ridge
Follow the machine's arrow to the next ridge rather than dropping into the nearest ravine.
Another Blue Tower cutter stands on a lantern-lit ridge
Use a lantern to keep the key and cutter visible on the dark middle section.
The Blue Tower key is cut again while the route continues through bushes and rocks
Wait for the arrow after each cut, then move as a group through the brush.
A later blue cutter sits in a narrow rocky passage
The later cutter route narrows between rocks before turning toward the station.
The final directional arrow points down the dark path toward the station
The last cutter direction leads back toward the main train station platform.
The finished Blue Tower key matches the station lock silhouette
Insert the fully shaped key into the station lock to start all three train loops.

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