Gaming Guide

Big Walk Red Tower: How to Solve All Five Puzzles and Open the Map Room

Clear roles, timers, and gestures for each Red Tower challenge, plus how to shape the key that unlocks the Map Room.

Clear roles, timers, and gestures for each Red Tower challenge, plus how to shape the key that unlocks the Map Room.

The Red Tower sits at the top of the hill just past the starting area, and you can spot it by the red key cutter waiting at its base. To claim the key on its roof, you have to clear five separate puzzles scattered around the tower. Finish all five and you can shape the key, then use it to open the Map Room, which hands you the island map that makes the rest of the game far easier to navigate.

Quick answer: Complete the Green Room, Yellow Maze, Train Station Cannon, Basketball Court, and Mountain Gesture puzzles in any order, insert all five collectibles into the terminal at the top of the tower, take the released key through every cutter on the path down to the gym, then use the finished key on the terminal at the blue tunnel with red stairs to open the Map Room.


How to reach the Red Tower

From the starting area, follow the path that climbs the hill directly opposite the gym. The red key cutter at the tower’s base is your landmark, and the structure itself is shaped like an upside-down cone. Climb to the top and you’ll find a terminal with a key locked behind five empty slots.

From that vantage point, look toward the shoreline. You can see all five puzzle locations spread across the area. There is no fixed order, so you can approach them however your group prefers. The sequence below simply moves through them cleanly. Every puzzle assumes at least two players, since each one depends on splitting up and communicating.

PuzzleCore actionUseful gear
Green RoomOne player reads symbols, the other presses themWalkie-talkie
Yellow MazeHand a timer across the maze, place it on the green potNone
Train Station CannonFire a timer, chase it, throw it back to the platformNone
Basketball CourtThrow light bulbs through baskets until every light is greenNone
Mountain GesturePerform gestures on five platforms, match cards at the overlookBinoculars, walkie-talkie

Green Room puzzle

This is a communication test between two people. One player goes inside the green room and closes the door, where a terminal displays a sequence of symbols only they can see. The player outside stands at a panel and presses buttons but cannot see the screen. Neither view overlaps, so a walkie-talkie makes this far smoother.

Send one player into the room and close the door. Have them read out each symbol that lights up on the terminal, one at a time, without rushing ahead.
The outside player presses the matching symbol on the panel for each callout. Confirm each one before moving to the next. Get the full sequence right and the collectible unlocks.
Red Tower Puzzle 1 Green Room Puzzle (1)

Yellow Maze puzzle

The Yellow Maze is easy to spot from the tower with binoculars, and it’s one of the simplest challenges here. Inside, the path forks. The left route leads to a red wind-up timer, and the right route leads to a green pot with a circular indent in the middle.

One player takes the left path and picks up the timer, which starts a short countdown. Head to the nearest hole in the maze wall.
The player on the right path meets that hole and takes the timer through it. Move fast so the handoff is clean and the countdown doesn’t run out.
Carry the timer to the green pot at the end of the right path and place it in the indent before time expires. The collectible drops back near the maze entrance for either player to grab.

Train Station Cannon puzzle

This one has the tightest timing of the group. There’s a cannon that launches a wind-up timer a long distance, a yellow platform, and a green pot like the maze. Get into position before you fire, because the timer starts ticking the instant it launches.

One player stays on the yellow platform and fires the cannon. The second player should already be positioned to chase, not reacting after the shot.
The runner sprints down the timer, grabs it, and climbs onto the rock opposite the platform. Throw the timer back across to your partner waiting on the platform.
Catch the timer and drop it into the green pot before it hits zero to finish the puzzle.
Illustration

Basketball Court puzzle

The Basketball Court is the most straightforward challenge in the Red Tower. There’s no hidden trick or split roles here. Both players pick up the light bulbs scattered across the court and throw them through the baskets overhead. Keep shooting until every light on the board flips to green, and the collectible drops.


Mountain Gesture puzzle

This is the longest of the five and needs the most coordination. One player stays at the overlook point and watches five platforms across the mountain through the telescopes. The other travels to each platform and performs a physical gesture. Before that second player sets off, make sure they carry binoculars, since the puzzle won’t work properly without them, and a walkie-talkie helps enormously.

The traveling player reaches a platform and reads the gesture card there. Perform the pose using button combinations such as left arm up, right arm up, or crouch.
The player at the overlook watches the gesture through the telescope, then selects the matching gesture card from their options. Confirm the match before moving on.
Repeat across all five platforms. Five platforms, five gestures, five correct matches. Once every one is right, the final collectible drops.
Illustration

Shape the key and open the Map Room

With all five collectibles in hand, return to the top of the Red Tower and insert them into the terminal. That releases the key, but it comes out blank and won’t open anything yet.

Take the key downstairs and insert it into the small slot in front of the Red Tower entrance to begin filing it into shape.
Run the key through every cutter along the pathway leading down toward the gym. There are several filing contraptions lined up, and you need to hit each one to fully shape the key.
Take the finished key to the terminal at the top of the blue tunnel with the red stairs. Use it there to unlock the door and step into the Map Room.

You’ll know it worked when the tunnel door opens and you enter a room holding a full-scale diorama of the island, with everything you’ve completed already marked by flags. On a nearby bench, pick up the foldable map and the compass. Carry the paper map with you, because the coordinate puzzles ahead, including the 4166, 1899 puzzle near the Green Tower, can’t be solved without it.

Note: If the key seems to fit the terminal but nothing happens, it’s still blank or only partly shaped. Head back to the last cutter you used and follow the path until you’ve run the key through every filing station.