Map & LandmarksBy Big Walk WikiPublished

Big Walk Map Coordinates — Grid & Location Guide

A quick-reference coordinate guide for every currently documented route, with visual landmark checks.

Original grid diagram explaining how to read a two-axis Big Walk map coordinate
An original reading guide; coordinates are route aids rather than a claim of a complete map.
Table of contents

Big Walk's portable map is useful only after the group understands its two four-digit grid readings. This page explains how to unlock the map, read a coordinate pair, and jump to the major locations currently covered by this wiki.

It is not a full map. The coordinates come from one played route and are best treated as a search square plus a landmark description, not a guarantee that every object, world variant, or map edge has been catalogued.

Unlock the portable map and compass

  1. Lower the Crosswalk and reach the red area.
  2. Complete five challenges and release the Red Tower key.
  3. Follow the five key-cutter arrows downhill to the blue Map Room at about 3560, 1425.
  4. Unlock the long red staircase entrance.
  5. Inside, check the table on the right for a portable map, compass, and laser pointers.

The large 3D terrain model in the room develops as the group explores. Carry the smaller map and compass when you need to coordinate a distant route.

Read a coordinate pair

Use the two values as map-grid axes instead of trying to convert them into real world latitude and longitude.

For a reading such as 3420, 1250:

  • 34 identifies the first axis's numbered grid square;
  • 20 places the marker roughly one fifth of the way through that square;
  • 12 identifies the second axis's numbered grid square;
  • 50 places it halfway through that square.

The last two digits are useful for closing in on a target, but nearby terrain and the building colour are easier to recognize while walking. If the reading seems to place you on the wrong side of a ridge, stop and compare the landmark description before committing the whole group.

Opening and Red Tower coordinates

Location Approximate grid What to look for
Beach control panel 3550, 1100 Low circular panel below the raised Crosswalk
Crane button 3520, 1280 Yellow crane between boulders below the tutorial exit
Telescope platform 3510, 1195 Telescope, held button, and distant red signal
Blue symbol house 3660, 1295 Blue building with nine handled symbol pieces outside
Green scaffold 3650, 1220 Two-sided scaffold with timed red buttons
Map Room entrance 3560, 1425 Blue building reached by a long red staircase
Red Tower 3670, 1400 Tower above the Map Room route
Glass signal room 3760, 1430 Green building with a locked glass panel room
Beach timer maze 3840, 1350 Split paths joined by a handoff window
Heavy-ball relay 3740, 1620 Dark purple-blue platform in the forest
Lantern hoop 3830, 1560 Hoop and visible scoring meter
Launcher return 3880, 1520 Yellow platform overlooking a small station

Blue Tower and train coordinates

Location Approximate grid What to look for
Blue Tower 3540, 1850 Control tower tied to train access
Main train station 3380, 1740 Station lock set into the mountain northwest of the tower
Turnstile symbol house 3505, 1960 Red building with two yellow turnstiles
Five-minute room 3590, 2020 Red house with a large black countdown
Cooperative obstacle course 3700, 1950 Wall, block stairs, planks, and timer handoff
Golden-head course 3360, 1930 Walled course with the golden head outside
Charades room 3250, 1940 Split pose room with nine action pieces

Green Tower and chairlift coordinates

Location Approximate grid What to look for
Green Tower 3930, 1900 Tower beside the main chairlift station
Main chairlift station 3950, 1950 Blue structure with red floor and key slot
Split signal rooms 3825, 1930 Yellow-green building with two locked rooms
Coastal crane switches 3790, 2250 Large beach crane between distant switch stands
Invisible-symbol building 3740, 2140 Blue building inside a large blue map circle
Hidden-lamp arena 4020, 1870 Blue circular arena filled with yellow lamps
Head-count arena 4100, 1880 Green arena with ten blue lamps and a number counter

Yellow Tower and tunnel coordinates

Location Approximate grid What to look for
Yellow Tower 3310, 1560 Final control tower covered by the spoiler-light route
Yellow Tunnel 3500, 1620 Entrance along the rock face opposite a blue bag structure
Four-colour collection 3370, 1490 Large search area with trees, rocks, red centre, and rail
Six-microphone check 3400, 1230 Large beige-and-red archway
Five-speaker match 3200, 1260 Beige-and-red striped sound building
Mirrored stage 3410, 1590 Dark blue-and-black stage south of the tower
Aerial symbol chair 3570, 1600 Crescent chair running between two platforms
Cliff light/button rooms 3290, 1670 Facing grey buildings separated by cliffs

Keep a group coordinate call short

Use the same order every time: first axis, second axis, landmark. For example: “3550, 1100, low beach panel.” Ask the receiver to repeat all three parts before the group splits.

When a coordinate conflicts with the visible world, trust the unmistakable landmark and note the discrepancy. A future update or different world variant may change an object while leaving the broader route intact.

Related guides

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
4 fixed puzzles

Big Walk Crosswalk Puzzles — Opening Solutions

Solve the four fixed beach-side challenges, release and cut the golden key, and lower the first drawbridge.

Read guide
5 nearby puzzles

Big Walk Map Room Puzzles — Red Tower Solutions

Complete five useful Red Tower challenges, shape the golden key, and open the Map Room for navigation tools.

Read guide
5 nearby puzzles

Big Walk Train Puzzles — Blue Tower Solutions

Solve five useful Blue Tower challenges, shape the station key, start all three trains, and stop one for your group.

Read guide