Map & LandmarksBy Big Walk WikiPublished

Big Walk Chairlift Route — Board & Regroup

A practical high-route guide for group boarding counts, safe unloading, missed chairs, and a reliable fallback rendezvous.

Original route schematic connecting five Green Tower challenges, the tower, key cutters, and chairlift station
An original chairlift operating aid; it does not invent a complete station order or an unverified stop control.
Table of contents

The chairlift becomes a dependable high route after the Green Tower key opens its station. The important player task is not memorizing an unverified list of stops; it is getting the whole party onto moving chairs and keeping a clear reunion plan when somebody misses one.

Unlock the chairlift

  1. Reach the Green Tower at approximately 3930, 1900.
  2. Install five completed challenge pieces in its control panel.
  3. Take the golden key through five cutters, following the arrow exposed by each cutter.
  4. Carry the final shaped key to the main chairlift station at approximately 3950, 1950, directly beside the tower.
  5. Insert the key in the empty slot inside the blue station with the red floor.

The chairs begin moving once the lock activates. If the panel still needs pieces, the Green Tower puzzle route documents five nearby cooperative challenges and their recovery steps.

Prepare before the first chair arrives

Gather on the station platform, not on the surrounding slope. Before boarding:

  • choose who boards first and who goes last;
  • put any important small object in a backpack or hip bag;
  • agree on the station or large landmark where everyone will wait after the ride;
  • give the least confident player an uncluttered place at the front of the group;
  • finish the plan before a chair enters the loading area.

The chairs move independently, so the party may occupy consecutive chairs rather than one shared vehicle. Count players as they leave the platform.

Board from the platform

Face the direction of travel and wait in the marked loading area. Step onto a chair as it passes through the station, then stop making large direction changes until it has carried you clear of the platform.

Do not try to catch a chair from rocks, station legs, or the open slope. Even if one player succeeds, the rest of the group loses a shared boarding point. If a chair passes empty, wait for the next one instead of chasing it.

For a larger party, use a simple count:

  1. the first rider calls one;
  2. each following rider increments the number;
  3. the final rider says all aboard only after leaving the platform.

Proximity audio may fade as the chairs spread out. The boarding count tells the front rider whether to continue to the rendezvous or wait after disembarking.

Get off without losing carried items

Prepare to leave while the chair is entering a station, not in open air. Check that the item carrier is still holding or wearing the important object. Step onto the platform, move away from the unloading path, and wait beside the agreed landmark until the full player count is present.

Friends can interact with items stored on bags, so name the carrier before the ride. A bag helps prevent a drop but does not make the object inaccessible to other players.

Recover when somebody misses a chair

A player never boarded

That player stays on the original platform. Riders already in motion continue to the agreed station, disembark, and wait together. Do not have each rider improvise a different recovery route.

A player gets off at a different place

The separated player stays beside the station structure and describes its largest visible landmark. The main group keeps its current rendezvous unless a single scout is deliberately sent back. Walkie-talkies are useful when chair spacing breaks proximity audio.

The group cannot identify the meeting station

Fall back to the Green Tower/main station pair at 3930, 1900 and 3950, 1950. It has both a coloured tower and a distinctive blue station, making it easier to recognize than an improvised point on a hillside.

When the chairlift is the better route

Use it when elevation or a long climb is the current obstacle, especially if the group is already near a station and is not carrying an awkward oversized object. Trains are usually easier for stopping and collecting a late player; the chairlift is useful for crossing a high connection without repeating the climb on foot.

Scope of this guide

This page verifies the Green Tower unlock, the main station location, platform boarding, and the moving high route. It does not invent official station names, an exact stop order, or a chair-stop control that has not been confirmed. Use the visible station structures and a pre-agreed rendezvous rather than treating this as a full cableway map.

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