Starting area & Drawbridge
The opening route teaches the game’s central language: one player can see information another player needs. Keep verbal directions simple, describe colors and shapes before acting, and bring successful pieces back toward the central bridge.
Known opening challenges
- Blue Room
- Green Structure
- Mechanical Arm
- Cave challenge
Red Tower route
Use the Red Tower as your first major navigation anchor beyond the bridge. Community names for challenges can vary, but this route commonly includes a green room, yellow maze, train-station cannon, basketball court and mountain gesture challenge.
Green Tower route
The Green Tower cluster includes the Orange Barn, number sequence commonly identified by “4166 / 1899,” Blue Signal, Yellow Stand and Beach House challenges. Split observation and interaction roles before pressing anything.
Blue, Yellow & Black Tower routes
Later routes continue the same communication-first design with heavier objects, locked rooms, color tiles, telescopes, timed tasks and pattern houses. We avoid presenting a fixed “all puzzles” count because public naming and documentation continue to evolve.
Related guides
Big Walk map and landmarks · Player-count settings · Playing across platforms