Big Walk Interactive Map — 230 Locations & Puzzles

A five-step interactive island map for puzzle locations, keys, towers, travel stations, gear, tools, and landmarks, plus the wiki’s 50 played-route coordinate readings.

Find puzzles, travel points, keys, gear, and island landmarks

Island terrain · zoom 11

Drag to pan · visual position, not the in-game GPS readout.

230 locations shown on the terrain

Big Walk island terrain with the filtered locations

The interactive island map above combines a terrain layer with 230 location markers: 45 puzzles, 17 puzzle parts, 25 key cutters, towers, train and lift stations, navigation tools, bags, radios, toys, and major landmarks. Search a name, choose one of the 28 marker types, or press Puzzles to reduce the map to the main puzzle entrances. Each selected point includes a recognition image and any available location, solution, and reward notes.

The terrain pin is a visual island position, not a four-digit reading from the in-game coordinate tracker. The 50 approximate readings in the tables below come from a played route and remain useful for groups carrying the portable map and tracker. Treat both layers as route aids: a world update or variant may move an object, and this page does not claim that every possible variant is exhaustive.

Need the portable map and compass first?

Both navigation tools are on a table inside the Map Room at approximately 3560, 1425. The group must first lower the Crosswalk, fill the Red Tower panel, pass its golden key through five cutters, and open the long-staircase entrance.

Use the focused map and compass location guide for the complete unlock route, pickup position, and locked-door checks. Return here once a player is ready to read the grid or look up a documented landmark.

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.

Use the interactive island map above

The map workspace and the coordinate tables answer two different navigation needs:

  • Search the 230-marker terrain map by puzzle, tower, key, train, lift, bag, radio, tool, or visible landmark.
  • Press Puzzles for the 45 primary puzzle entrances, or Puzzle parts for remote buttons, boxes, pictures, tees, and other linked components.
  • Switch zoom 9 through 13 to move from the whole-island view to a close route check. Zoom 12 and 13 magnify the complete zoom-11 terrain; they do not add new source-image detail.
  • Select a marker to compare its map position, gameplay screenshot, location cue, solution outline, and reward without leaving the page.
  • Mark points found; the checklist stays in this browser and is not sent to an account.
  • Follow a related wiki guide only when this site has reviewed a confident match. Otherwise use the marker facts and screenshot instead of assuming a thin or unrelated walkthrough.

For a spoken coordinate call, use the separate four-digit tables on this page. For visual route planning, use the terrain map. In either case, an unmistakable building, tower colour, or puzzle prop is the final check when several markers sit close together.

Related guides

Navigation unlock

Where to Find the Big Walk Map & Compass

Open the Map Room, pick up the portable map and compass, and know what to do when the door or table is still unavailable.

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
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