Walkthrough / Black Tower
Big Walk Black Tower, the Black Sphere and both endings
The Black Tower needs six rewards and is the last tower before the first ending. This page covers its puzzles, the Black Sphere sequence and what the true ending asks for. It contains ending spoilers.
Before you open a hint
- Six rewards are needed. The walkthroughs agree on four of the puzzles and differ on the other two.
- The first ending does not need all 45 puzzles.
- The host’s 2, 3 or 4+ world setting changes how puzzles are configured, so your version may need more roles than described here.
Blue locked room symbols
From the Black Tower entrance, look down to your left. One player is locked in; switches are outside. Speech does not carry.
01Nudge
You need a way to say a number without talking.
02Approach
Number the symbols together before going in, for example 1 to 3 along the top and 4 to 7 along the bottom.
03Solution
The player inside signals the number of each lit symbol with gestures or jumps. The player outside presses the matching switch. Each correct press fills the meter and a wrong press restarts it. The lit symbols are random.
Green Room red light
From the entrance head right and drop down by two green-grey pillars. One room shows a pattern; the other has tiles and a one-way board.
01Nudge
The only way to answer back is a single red light.
02Approach
Agree on a flash code first: how many flashes mean which slot, and what means no.
03Solution
The player who sees the target pattern watches as the builder holds up a tile. They flash the red light once per slot number, so two flashes mean slot two. A rapid burst of flashes means that tile is not part of the pattern.
Double Green Barn charades
Near the Green Wall, straight right from the Yellow Tower. One player sees a pose sequence; talking is not allowed.
01Nudge
There is a narrow chamber in the right-hand corner for a reason.
02Approach
Perform one pose at a time and wait for the tile to be placed.
03Solution
The player who can see the sequence goes to the narrow chamber in the right corner and acts out each pose. The partner selects the matching tiles in the same order.
Golden Mask obstacle race
An obstacle course with a gate, red walls and a button at the end. One player wears a mask that blinds them.
01Nudge
The guide’s view gets blocked partway through.
02Approach
Use single-word commands, and have the guide move to the far side when the red walls get in the way.
03Solution
Put the golden mask on one player and send them through the gate. The guide calls each move, including jumps and climbs, and runs around to the other side when the red walls block the view. There is no timer, so go slowly until the masked player presses the final button.
Chairlift shape sequence and Deep Well
KeenGamer lists these two as the remaining Black Tower rewards.
01Nudge
One is a memory-and-carry job; the other is about getting something up, not getting yourselves down.
02Approach
For the well, position players on different platforms before anyone drops in.
03Solution
Chairlift shape sequence: one side shows the order and the other holds the pieces, so memorise the order, ferry pieces across by chairlift and rebuild it. Deep Well: the exit closes behind you, so throw the collectible upward from platform to platform, player to player, until it reaches the top.
Red Arena Microphone and Green Microphone
Destructoid lists these two instead.
01Nudge
Both are listening puzzles with one player in a chair.
02Approach
For the Green Microphone, the second player needs a walkie-talkie and a long walk.
03Solution
Red Arena Microphone: the six-microphone puzzle described on the Blue and Yellow page. Green Microphone: one player sits in the chair in front of the green speaker, above the Yellow Tower key area, and hears a tune. The other goes from the Blue Tower through the Tunnels until the path turns green, follows the green path out, and tracks the music near a radio station to a locked box. The seated player presses the button to open it.
How does the Black Sphere sequence work?
With the Black Tower done, the western wall opens onto the giant Black Sphere. KeenGamer describes five cooperative relays inside: a symbol card relay, a blue marker relay, a yellow control and door relay, a red kettle relay and a set of coloured magnetic shapes.
They all work the same way: one player can see the target and the others act. Number the markers left to right, agree on words such as near and far or top, middle and bottom, and confirm each placement aloud before moving on. Finishing the fifth relay gives the first ending, which KeenGamer calls the Big Goodbye.
How do you get the true ending?
Reload the same host world after the first ending. Finish the eight additional red challenges and the seven purple puzzles that have now appeared, and place their rewards in the collection building near the tutorial area and Map Room, which has fifteen slots. Filling them produces a white key.
Take the white key to the smaller Black Sphere back at the starting area. It opens a hidden route down to a secret theatre with a last set of cooperative seating, card and memory interactions. KeenGamer reports that completing them and the farewell sequence unlocks Big Game.