Big Walk Map Coordinates — Grid & Location Guide
A quick-reference coordinate guide for every currently documented route, with visual landmark checks.
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
- Lower the Crosswalk and reach the red area.
- Complete five challenges and release the Red Tower key.
- Follow the five key-cutter arrows downhill to the blue Map Room at about 3560, 1425.
- Unlock the long red staircase entrance.
- 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:
34identifies the first axis's numbered grid square;20places the marker roughly one fifth of the way through that square;12identifies the second axis's numbered grid square;50places 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
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 guideBig Walk Crosswalk Puzzles — Opening Solutions
Solve the four fixed beach-side challenges, release and cut the golden key, and lower the first drawbridge.
Read guideBig 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 guideBig 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