Recommended route
- Beach control panel and drawbridge. This is the opening gate and is treated differently from the later towers.
- Red Tower → Map Room. A map makes the open island easier to discuss and revisit.
- Blue Tower → trains. Unlock a travel option before crossing the world repeatedly.
- Green Tower → chairlift. Add vertical and long-distance movement.
- Yellow Tower → tunnels. Leave this later when the group already understands the island’s main landmarks.
The route is based on a launch-day guide series from one writer and is therefore marked partially verified. The same writer states that later puzzle rewards are not tied to a specific nearby tower; the suggested puzzles are chosen for convenience.
Why the order is flexible
Big Walk is designed as a wide-open cooperative adventure. The official materials describe exploring at your own pace, and the launch guide’s FAQ says the world opens after the Beach tower sequence.
If your group reaches Green before Blue, you have not necessarily made a mistake. The best order is the one that preserves curiosity and avoids excessive backtracking.
Use the route without spoiling the walk
- Finish the opening gate together.
- Head toward Red if you want a navigation tool quickly.
- Once the map is available, let each player nominate a landmark.
- Use the color route only when the group is indecisive or lost.
Still needs independent testing
This site needs a launch-build check confirming that all four later tower rewards can be completed in every order, and whether any ending condition expects a particular sequence. Until then, the route is a convenience recommendation, not a claim about mandatory progression.