BIG WALK FIELD NOTES

Walkthrough / Blue and Yellow Towers

Big Walk Blue and Yellow Towers: solutions by puzzle name

The two published walkthroughs sort these puzzles differently between the Blue and Yellow Towers, so this page lists them by name. Find the puzzle in front of you, then open as much help as you want.

Before you open a hint

  • Each tower needs five rewards. KeenGamer counts six Yellow puzzles, of which five are required.
  • Blue unlocks the train network; Yellow’s key opens the Tunnels.
  • The host’s 2, 3 or 4+ world setting changes how puzzles are configured, so your version may need more roles than described here.

Five-minute room

A room with two buttons and a countdown. Destructoid places it near the Blue Balloon, at roughly 3590, 2020.

KeenGamer lists it under the Blue Tower, Destructoid under the Yellow Tower.

01Nudge

There is no trick to find. The room is testing something other than cleverness.

02Approach

Get the whole group inside before anyone touches a button.

03Solution

With everyone inside, press the buttons at the same time to lock the room and start the countdown. Stay in for the full five minutes; the reward appears when the timer ends.

Turnstile house (five symbols)

A one-storey house with two doorways, left of the Blue Tower entrance. Each player enters by a different door.

01Nudge

Each side of the house has half of what you need.

02Approach

Decide on names for the tile designs and always describe them left to right.

03Solution

One player sees a sequence of five symbols and describes them from left to right. The other player picks the matching pieces from a larger set, places them on the pegboard in that order and presses submit. The sequence is random.

Obstacle course with a timer (Scaffold House)

Near the beach, a scaffold building with walls, climbs and red planks ends at a machine that needs a timer placed on it.

01Nudge

The timer starts before you are anywhere near the machine.

02Approach

Send one player ahead to the machine and work out the climbing route before starting the clock.

03Solution

Climb the course together, boosting each other over the main wall. One player goes ahead to the machine at the far end; the other carries the timer as far as they can and throws it across. The receiver sets it on the holder before it expires.

Golden head blindfold course

A course that one player must cross while wearing a golden headpiece that blocks their view.

01Nudge

The player wearing the head is not the one solving it.

02Approach

Agree on short commands such as left, right, forward, stop, jump and climb, and give one at a time.

03Solution

One player puts on the golden headpiece. Teammates talk them through the course with single-word directions until they reach and press the red button at the end.

Charades locked room

One player is shut behind glass with a list of poses; pose tiles are outside.

01Nudge

Glass blocks sound but not sight.

02Approach

Go through the poses slowly and wait for a thumbs-up before moving to the next one.

03Solution

The player inside acts out each pose in order. The players outside choose the matching pose tiles in the same order.

Locked Yellow Room (four rooms)

Each player is locked in a separate room and shown a single tile.

01Nudge

Nobody has the whole answer. Each room can only reach its neighbour.

02Approach

Pass information along the chain in a fixed direction and repeat it back before passing it on.

03Solution

Destructoid describes passing each room’s tile along the chain, room one to room two to room three, until everyone knows the full sequence, then all players submit it. The guide is written for four players and does not explain the fourth room’s role.

Colour Tile room

Left of the Scaffold House is a room with a telescope inside and display panels outside.

01Nudge

What you see through the telescope will not be there when you need it.

02Approach

One player holds tiles up outside while the other studies their markings through the telescope and memorises them.

03Solution

From inside, use the telescope to read the markings on the tiles a teammate holds up. Bring the tiles out and close the door; the pattern then appears on the outside panels. Recreate it with the tiles.

Beach Tower switches

Two switches sit on separate rocks on either side of the Beach Tower.

01Nudge

They are too far apart for one person, and too far apart to shout.

02Approach

Pick up walkie-talkies before you split up.

03Solution

One player stands at each switch. Count down over the walkie-talkies and press both at the same moment.

Cliffside double telescope

Take the Chairlift toward the Blue Tower and drop to the platform below when the tower is on your right. A walkie-talkie is waiting there.

01Nudge

The blue telescope uphill is pointing at something on purpose.

02Approach

Look through it, find what it shows, and send a teammate there.

03Solution

Go uphill to the left to the blue telescope and use it to spot a second telescope across the map. A teammate travels to that one. Press the buttons at both telescopes at the same time.

Six microphones

A chair with green headphones faces six microphones, each with its own button.

KeenGamer lists this under the Yellow Tower; Destructoid describes the same puzzle as the Red Arena Microphone under the Black Tower.

01Nudge

Only one microphone is live at a time, and only the seated player can tell which.

02Approach

Number the microphones one to six, left to right, and test them in order.

03Solution

One player sits in the headphone chair. A teammate speaks into each microphone in turn. When the listener hears a voice clearly, they signal the number and the teammate presses that microphone’s button. Each correct press fills the meter; a wrong press restarts it.

Easter egg hunt

A wheel in the Yellow Tower area is missing its wooden pieces.

01Nudge

The pieces are scattered, and there are more of them than you expect.

02Approach

Split up and check near trees, rocks and rails, including the nearby red region.

03Solution

Collect all 36 wooden pieces, which come in four visual types, and return every one of them to the wheel.

Music Room

Locked booths each play a sound, and yellow speakers outside can be carried around.

01Nudge

The speakers are not decoration. Each one belongs somewhere.

02Approach

One player listens inside while the other plays each speaker and asks whether it matches.

03Solution

One player listens to the reference sound in each locked booth. The other moves the yellow speakers until each one sits by the booth playing the same sound.

Stage lights

One player sees which of seven lights is on; the other faces seven buttons.

01Nudge

The buttons are laid out as a mirror image of the lights.

02Approach

Call the light’s position, then translate it before pressing.

03Solution

Because the layout is mirrored, positions swap: 1 and 3 trade places, 2 stays 2, 4 and 7 trade places, and 5 and 6 trade places. Press the button that corresponds to the lit light after applying that swap.

Aerial seat shape sequence

A suspended crescent chair connects two sides. One side shows a finished five-piece sequence; the pieces are on the other.

01Nudge

The answer and the materials are on opposite sides.

02Approach

Memorise or call out the order, then ferry pieces across on the chair.

03Solution

Read the five-piece sequence on the display side, carry the matching pieces across using the crescent chair and rebuild the sequence exactly on the other side.

Two houses with lights (Double House Tile)

Straight ahead from the Yellow Tower entrance are two houses across a gap: one with tiles or lights, one with red switches.

01Nudge

The player who can see the answer cannot press anything.

02Approach

Number the positions the same way in both houses before starting.

03Solution

The player in the tile house calls out which tile is glowing. The player in the switch house presses the matching red switch. Each correct press fills the meter; a wrong press restarts the sequence.

What do the Blue and Yellow Towers unlock?

Blue: take the five collectibles to the tower roof for the key, cut it, and use it at the train station to start the rail car. Yellow: its key opens the Tunnels. Both lead toward the Black Tower.

Continue with a related guide