Tools & ToysBy Big Walk WikiPublished

Big Walk Communication Tools

Match distance, obstruction, speech, visibility, or regrouping problems to a useful in-game tool.

Table of contents

Big Walk has 25 distinct portable or fixed tool types. Some solve a specific challenge; others help the group communicate, navigate, carry rewards, or stay visible. This field guide identifies each object, where to look for it, what it actually does, and the limitation that matters during a run.

Carrying tools

Backpack

Equip a backpack to carry one object on your back while keeping both hands available. Choose one inside a giant blue basket-shaped bag building. A friend can still remove or use the carried item, so treat it as shared route storage, not a private inventory.

A Big Walk character wearing a green backpack with a circular side opening
A backpack moves one carried object to the character's back, leaving both arms free for buttons and climbing.

Control-panel piece carrier

The blue handled carrier beneath the weather balloon is made for transporting two red control-panel pieces together. Use it when the group wants one player to consolidate rewards for the trip back to a tower. It is specialized puzzle transport rather than a general-purpose bag.

A blue rectangular control-panel piece carrier with a yellow handle
Use the handled carrier beneath the weather balloon to move two control-panel rewards together.

Hip bag

Hip bags come from the same blue bag buildings as backpacks. They hold an item at the player's side, keeping it visible and available to teammates. Assign the bag to a navigation, light, or communication carrier before the group splits.

A Big Walk character wearing a hip bag while carrying other route items
A hip bag adds side storage, but the object remains part of the group's shared equipment.

Binoculars

Find binoculars on top of the control-panel towers. Use them to identify a distant colour, platform, train, or player before choosing a descent. They show the target—not the safe walking route—so pair the sighting with a map or landmark call.

A Big Walk player raises blue-and-yellow binoculars
Binoculars confirm a distant target before the group commits to a long route.

Compass

The compass is inside the Map Room beside the other navigation tools. Agree on a heading and landmark before moving; a compass direction without a visible target is easy to misread after the terrain bends.

A portable Big Walk compass lying on a table
Combine the compass heading with a named landmark instead of navigating by direction alone.

GPS / coordinate tracker

Find the coordinate tracker in the red square structure below Green Tower near the chairlift station. Its two-number display gives the carrier's current grid position. Read both numbers aloud and confirm the target coordinate before walking.

A green Big Walk coordinate tracker displaying two red coordinate values
The tracker reports the carrier's current two-axis grid reading; both numbers matter.

Handheld map

Pick up the folded handheld map from a table inside the Map Room. Use it to relate coordinates and major shapes to the surrounding terrain. It is a route aid, not proof that every pickup or challenge is marked.

The folded yellow Big Walk handheld map with an island graphic
Carry the Map Room's portable map when a route needs both grid readings and visible landmarks.

Item scanner

One scanner is near the tutorial-route flare point; more sit inside control-panel towers. Aim it around the nearby space to mark usable objects with a yellow X. It finds interactions, not the full order of a puzzle.

A small orange Big Walk item scanner with a dark viewfinder
Sweep the item scanner across a room to reveal nearby usable objects, then decide how they fit the task.

Light and visual signalling

Directional torch

Directional torches are inside the control-panel towers. Their focused beam is best for revealing one distant or dark object. It does not replace a lantern when the whole party needs broad light.

A Big Walk player holds a bright directional torch overhead
Aim the directional torch at one object or route feature; its beam is narrow rather than area-wide.

Flare

Fixed flare controls appear on the tutorial exit path, beside the Map Room, and on the control-panel towers. Press the red button to create a bright location marker. Always name the surrounding landmark too, because the flare does not communicate a coordinate by itself.

An orange fixed flare control with a red activation button
Press a fixed flare control to mark the area visually, then tell separated friends which landmark it marks.

Flare gun

Flare guns sit at the bases of later ring buildings, including yellow, purple, and green variants. Fire one to place a large coloured smoke-and-light marker. After firing, wait for its visible cooldown before relying on a second shot.

A red Big Walk flare gun resting on an orange surface
A flare gun marks a broad area with a coloured signal but cannot be fired continuously.

Lantern

Lanterns appear in the tutorial, beside points of interest, and around the island. Carry or place one for a broad amber pool of light. If it becomes a rally marker, pair it with a named structure so another loose lantern cannot mislead the group.

A Big Walk player carrying a glowing round lantern
Lanterns provide broad shared light and can mark a waiting point after dark.

Laser pointer

Laser pointers are available on control-panel towers and inside the Map Room. Use the visible dot to mark a ledge, doorway, or route for teammates who can still see it. The signal fails through terrain and around blind corners.

A Big Walk player aims a laser pointer across the island
Keep line of sight while using the laser dot to identify the group's next target.

Voice, text, and message tools

Cowbell

Pick up the cowbell in the tutorial area. Ring it for a simple audible signal such as “stop” or “come back.” Agree on that meaning first; a bell cannot carry a detailed puzzle instruction.

A Big Walk player holds an orange cowbell overhead
Use the cowbell as a pre-agreed sound cue, not as a substitute for a multi-step message.

Handheld radio

The handheld music radio sits by the first full-sized radio past the Crosswalk. It plays only the numbered channels the group has found and activated. Press the button at each full-sized receiver before expecting that channel to appear.

A handheld radio in front of a full-sized receiver with seven numbered channels
A numbered channel becomes usable on the handheld radio after its full-sized receiver is activated.

Megaphone

One megaphone is on yellow cubes near Yellow Tower; another is beyond Purple Tunnel. Use it for a short rally call or countdown across a larger local area. It extends voice reach but does not guarantee contact through every wall or distance.

A grey-and-red megaphone on a round platform at night
Use the megaphone for a concise amplified call when the group is spread across the same area.

Radio transmitter / receiver

Fixed radio pairs appear near towers, the Map Room, trains, and other major landmarks. Hold the microphone button for the entire outgoing message. The other player must stand near a receiver to hear it, so name both the sending station and the proposed reunion point.

A Big Walk fixed radio station with microphone, speaker, and controls
Hold the transmitter's microphone button while speaking; replies play to listeners beside another receiver.

Walkie-talkies

Look below Red Tower on the yellow ravine frame, near the red-tunnel ravine, and on the central mountainside frame visible from Blue Tower. Match the participants and test a short call before separating. Voice and text retain the game's radio-like signal behaviour rather than becoming an unlimited outside channel.

A yellow Big Walk walkie-talkie with speaker, antenna, and coloured controls
Test the walkie-talkie while both players are close, then confirm the message again after moving beyond proximity range.

Whiteboard

Three whiteboards are near the Map Room and another sits behind the coordinate tracker below Green Tower. Type or draw a persistent visual instruction for a player who can reach the board. It cannot help someone who never sees the location.

Two Big Walk whiteboards displaying typed messages
Leave a short, unambiguous message and make sure the intended player knows which whiteboard to visit.

Puzzle and social objects

Golden head

The golden head rests outside the guided obstacle-course challenge near Blue Tower. The wearer loses most normal vision but retains limited colour cues, so the partner must give calm, stepwise directions and stop the wearer before each hazard.

A large sculpted golden head used by a Big Walk cooperative challenge
The golden head deliberately restricts the wearer's view; the other player becomes the route guide.

Golden key

A completed control panel releases a large golden key from its back. Carry it through the five key cutters linked to that tower, then use the shaped key at the matching building, transport system, or tunnel. Keys are destination- specific.

A Big Walk golden key positioned at a red-and-white lock fixture
The tower's golden key must be cut to the matching lock shape before it opens its destination.

Paintbrush

The paintbrush is inside the customization station. Dip it into a wall colour, aim at a friend's head, upper-body, or lower-body zone, and apply the paint. Players customize one another; the holder cannot paint their own character.

A Big Walk character holds the customization paintbrush
One player holds the brush and paints a selected body zone on another player.

Red control-panel piece

Cooperative challenges release red pieces used to fill tower control panels. The opening beach panel needs its four nearby fixed rewards; later tower panels accept valid challenge rewards from the wider island. Once a panel is full, it releases its golden key.

A red Big Walk control-panel reward piece held overhead
Return challenge rewards to the intended control panel; a filled panel releases the route's golden key.

Telescope

Fixed telescopes stand on raised platforms around the island. Inspect the distant target or signal connected to that local challenge, then relay what you see to the teammate at the controls. They are puzzle stations, not a portable full-map replacement.

A Big Walk player looks through a mounted purple telescope
The telescope reveals the distant information needed by its nearby cooperative task.

Timer

Timers appear inside the puzzles that use them. Carry, place, throw, or wait on the device only as that room's feedback requires. Do not assume every timer is a simple race countdown; first observe what starts it and what counts as a reset.

A tomato-shaped Big Walk timer beneath a large button
Watch the surrounding puzzle response to learn whether its timer should be carried, placed, thrown, or allowed to expire.

Before the group carries equipment away

  1. identify the item and say which task it supports;
  2. test its effect while the group is still together;
  3. assign one carrier and one fallback communication method;
  4. name the reunion landmark before splitting up;
  5. leave nonessential toys at a shared, recognizable point rather than hiding them in an unnamed patch of terrain.

Related guides

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.

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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.

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Spoiler-light

Big Walk Puzzle Teamwork

Choose a 2, 3, or 4+ world, divide observation jobs, and use in-game communication limits as part of the puzzle.

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