Walkthrough / Red Tower
Big Walk Red Tower: five puzzles and the Map Room key
The Red Tower is the first tower after the Drawbridge. Follow the hill path marked by a red key cutter. Its five puzzles give the collectibles for a roof key, and that key opens the Map Room.
Before you open a hint
- Five puzzles; both walkthroughs list the same five.
- The Map Room’s foldable map is needed for later towers.
- The host’s 2, 3 or 4+ world setting changes how puzzles are configured, so your version may need more roles than described here.
Green Room symbols
One player is locked in a green room with a terminal; a panel of symbols sits outside.
01Nudge
The terminal and the outside panel show the same kind of thing. Only one of you can read the terminal.
02Approach
Give each symbol a short name both players agree on, and call them strictly in the order shown.
03Solution
The player inside reads out the symbols on the terminal in order. The player outside presses the same symbols on the outside panel in that order.
Yellow Maze timer
A timed object, a tomato timer, has to reach a green pot on the far side of a yellow maze before it runs out.
01Nudge
One runner cannot carry it the whole way in time. The maze has more than one way in.
02Approach
Split up before starting the timer so someone is already waiting at the hand-over point.
03Solution
One player goes left and one goes right. The left-hand player carries the timer to the hand-over and passes it across; the right-hand player takes it the rest of the way and sets it on the green pot before time expires.
Train Station Cannon
At the train station, a cannon fires a timer away from the platform. It has to end up on the platform’s green pot.
01Nudge
Whoever fires the cannon is in the wrong place to catch what comes out of it.
02Approach
Put a runner out in the landing area before firing, and keep a second player on the platform.
03Solution
One player fires the cannon. The other chases the timer down, runs it back and throws it to the player on the platform, who places it on the green pot before it expires.
Basketball Court
A court with hoops and a row of lights that start out the wrong colour.
01Nudge
The lights respond to the hoops. Look for something you can throw.
02Approach
Have everyone grab bulbs and work different hoops, calling out which lights have changed.
03Solution
Pick up the glowing light bulbs and throw them through the hoops. Keep going until every light on the court has turned green.
Mountain Gesture
An overlook with telescopes faces five distant platforms. Gesture cards wait at the overlook.
01Nudge
The cards at the overlook only make sense once somebody is standing a long way off.
02Approach
Use binoculars and voice chat: one player walks to a platform, the other stays at the telescopes.
03Solution
The far player stands on the platform and copies the pose shown there with their body and arms. The overlook player watches through the telescope and selects the gesture card that matches.
How do you open the Map Room?
After all five puzzles, climb to the top of the Red Tower and take the key. Run it through the key cutters and use it on the Map Room door. Inside is the foldable map, which Destructoid notes is needed for puzzles in the Green and Blue Tower areas, including the coordinates puzzle.