Map & LandmarksBy Big Walk WikiPublished

Big Walk Tunnel Route — Unlock & Enter Safely

A spoiler-safe entry plan covering the Yellow Tower key, five cutters, reunion point, tunnel formation, and separation recovery.

Original spoiler-safe route schematic connecting six Yellow Tower challenges, the tower key, and Yellow Tunnel entrance
An original Yellow Tunnel entry aid that deliberately stops before the ending route.
Table of contents

The Yellow Tunnel is a later-game threshold, not just another shortcut. This guide gets the group through the Yellow Tower unlock and prepares a safe tunnel entry while keeping the story route and ending out of the non-spoiler world section.

Before opening the tunnel

Decide whether the group is ready to leave free exploration behind for a spoiler-sensitive route. Before carrying the Yellow Tower key to its lock:

  • finish any nearby challenges the group still wants to solve blind;
  • retrieve important bags, communication tools, and lighting items;
  • choose one player to lead and one to count the party at each pause;
  • agree that nobody passes a branch or major doorway without a full head count;
  • tell players who want no ending information that this page stops at the entrance.

The game has a start-to-finish journey and an ending. The tunnel unlock is the right place to make that spoiler decision explicitly.

Unlock the Yellow Tunnel

  1. Reach the Yellow Tower at approximately 3310, 1560.
  2. Install five completed challenge pieces in its control panel. Six nearby challenges are documented, so one may be skipped.
  3. Take the released golden key to the cutter beside the tower door.
  4. Follow each exposed arrow through the next four cutters: down the mountain, toward a cliff, across a boulder route, and past the dark tower.
  5. Use the fifth cutter beside the Yellow Tunnel, approximately 3500, 1620.
  6. Insert the final shaped key in the slot on the right side of the entrance.

If the panel is short of pieces, the Yellow Tower puzzle page gives six solutions with coordinates, completion signals, and retry methods. You need five rewards, not every nearby option.

Make the entrance the reunion point

Do not enter immediately when the lock opens. Gather beside the key slot and confirm:

  1. every player is physically at the entrance;
  2. the lighting carrier has not dropped their item near the final cutter;
  3. the group has at least one distance-communication option;
  4. everyone understands whether the next section may reveal later-game progress.

The entrance at 3500, 1620 is a better fallback point than an unnamed spot inside. If somebody is missing, keep the main group here and send only one scout back along the cutter route.

Assign tunnel roles

Use roles that still work when line of sight and proximity speech become unreliable:

  • Lead: chooses the walking line and stops at every branch.
  • Light carrier: places or holds a lantern or flare where it can orient the group without being mistaken for a new objective.
  • Tail: counts players and reports when the final person reaches each stop.
  • Radio carrier: keeps distance contact if the formation stretches around a corner.

With two players, the leader carries the light and the second player acts as tail. With a larger party, keep the radio carrier near the middle so one lost signal does not isolate both ends.

Use a no-split movement rule

At every junction or visually distinct chamber:

  1. the leader stops before committing to a direction;
  2. the tail confirms the full player count;
  3. the group names the return landmark in plain visual language;
  4. only then does the leader move on.

Leave a light as a marker only when the group is willing to abandon or later retrieve it. Repeated markers that all look identical can make the return route less clear, so reserve them for important choices rather than every corner.

If somebody becomes separated

The separated player returns to the most recent named landmark and stays there. The main group returns together to the same point; it does not send several independent searchers. If nobody can identify that point, both sides fall back to the Yellow Tunnel entrance at 3500, 1620.

Do not use a random flare as the only reunion signal. Describe whether it is at the key slot, final cutter, dark tower, or another recognizable structure so a player approaching from the wrong side can still identify it.

Spoiler boundary

This page intentionally does not reveal what comes after the tunnel opens, the final radio behavior, the ending sequence, or any complete-finish condition. Those details belong on a separately labelled spoiler page only after their steps are independently verified. Nothing above requires a player to learn the ending before choosing to enter.

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