Walkthrough / Optional challenges
Big Walk red and purple challenges: the 15 optional puzzles
These fifteen puzzles are not needed for the first ending. KeenGamer counts eight extra red challenges around the island; the seven purple challenges unlock after the main story and sit in a purple tunnel on the far east ridge, reached by Chairlift.
Before you open a hint
- All fifteen are required for the true ending.
- Purple challenges only appear after the first ending, in the same host world.
- The host’s 2, 3 or 4+ world setting changes how puzzles are configured, so your version may need more roles than described here.
Heavy golf ball (red)
A large, heavy ball has to end up in a distant hole. It cannot be carried while you move.
Destructoid lists this as a Blue Tower puzzle, delivered to a pedestal.
01Nudge
You cannot walk with it, but you can hand it to someone who is standing somewhere better.
02Approach
Form a chain along the route before you start.
03Solution
Pass the ball to a teammate, move ahead of them, and take it back. Repeat the hand-offs until the ball is in the hole.
Moving coordinate box (red)
A box you can carry shows coordinates that change.
01Nudge
The display is telling you where to stand next.
02Approach
One player carries, one navigates with the map.
03Solution
Carry the box to each set of coordinates it displays, using the map to navigate, then press the required buttons together.
Green flare gun (red)
North of the turnstile house, along the beach, a platform holds a green flare gun with a switch beside it.
Destructoid lists this as a Yellow Tower puzzle.
01Nudge
The flare is a pointer. Someone needs to be where it lands.
02Approach
Station one player north of the gun before firing.
03Solution
Fire the flare. The other player follows it to a narrow bay where two rock edges meet the beach; standing under the landing point reveals a hidden box. Press the switch to open it.
Seaside counting, music blocks, dome microphone and remote speaker (red)
KeenGamer lists four more red challenges that reuse ideas from the towers.
The eighth red reward is whichever Yellow Tower puzzle you skipped, since that region has six and the tower needs five.
01Nudge
If it looks like a tower puzzle you have already solved, it works the same way.
02Approach
Split into a watcher or listener and a doer, as before.
03Solution
Seaside counting: count the flashing figures, build the number from symbol tiles and let a teammate read and enter it through the telescope. Blue Slope music blocks: study the four designs at the house, fetch the matching blocks from nearby puzzle areas and slot each one in. Dome microphone: the six-microphone method again, with one listener in the headset chair. Green seat: one player stays seated and listens to a cue while the other finds the remote speaker playing it and triggers the interaction.
Wait 30 minutes house (purple)
A house in the purple tunnel area that locks behind you.
01Nudge
This one really is as simple as it sounds.
02Approach
Bring everyone the puzzle requires and find something to talk about.
03Solution
Lock yourselves in and stay for the full 30 real-time minutes. Leaving early does not count.
Golf ball challenge (purple)
A hole on Challenge Ridge needs a ball that starts on the other side of the island.
01Nudge
The ball comes from the red golf course, and it still cannot be thrown or kicked.
02Approach
Plan the route: Red section, mountain pass, Green section, Chairlift east.
03Solution
Common Sense Gamer’s route: take the ball from the red golf course, go through the mountain pass into the Green section, head up and right to a small rock that gives Chairlift access and ride east, stepping off early so you are not pushed off the mountain. Pass the ball hand to hand through the purple tunnel, then go up and right out of the tunnel to the hole.
Nine symbols and nine speakers, no talking (purple)
Two challenges where one player knows the answer and speech is disabled.
01Nudge
Hands are allowed.
02Approach
Lay the options out in rows on the floor so a gesture can point to a row and a position.
03Solution
Agree on hand signals before starting. For the nine speakers, Common Sense Gamer lays the sounds out in rows of four, four and one, then uses the left hand for the top row, the right hand for the middle row and both hands for the last sound, raising the hand once per position.
The 36 drawings (purple)
A rack holds 36 drawing squares and one player has to identify the right ones from a description.
01Nudge
Vague descriptions will not separate 36 similar drawings.
02Approach
Take every square off the rack and spread them out so all are visible.
03Solution
With all 36 squares laid out, ask very specific questions about each drawing’s details and keep track of which answers you are sure of. If the green circle does not appear, revisit the ones you marked as uncertain.
Platforming challenge (purple)
A scaffold course against a tight timer, carrying an egg timer to its holder.
01Nudge
It uses the same movement tricks as the main island, including standing on each other.
02Approach
Walk the route once without the timer and decide who waits where.
03Solution
Relay the timer through the course, boosting each other over gaps and walls, and place it in the holder before time runs out.
Many lights everywhere (purple)
Two buildings by the water. One player sees which light is lit; the other presses buttons and can talk. The watcher only has a red button.
01Nudge
The watcher can answer yes or no, and nothing else.
02Approach
Ask questions that narrow it down: floor or wall first, then which group, then which light.
03Solution
The talking player asks yes-or-no questions. The watcher flashes the red button once for yes and twice for no; a burst of flashes means stop and start again. Narrow down to the exact light and press it. Repeat for five lights; a mistake restarts the puzzle.
What do you get for finishing all fifteen?
Each reward goes into a slot in the collection building. With all fifteen placed you receive the white key for the true ending.