Gaming Guide

Big Walk: All 7 Purple Gourd Puzzle Solutions and Locations

Where to find the post-game purple challenge ridge and how to clear every one of Big Walk's seven co-op puzzles.

Where to find the post-game purple challenge ridge and how to clear every one of Big Walk’s seven co-op puzzles.

The purple challenges are Big Walk’s post-game layer, a set of seven co-op puzzles that only turn up once the main journey is over. They lean hard on communication and coordination, from a golf ball you have to drag across the whole island to a sound-matching room where one player can’t talk. Each solved challenge hands you a purple gourd (also called a purple Blorb), and finishing all seven counts toward full completion.

Quick answer: Beat the main ending and clear the final black sphere puzzle, then ride the chairlift to the far eastern ridge and go through the purple tunnel on the right of the station. All seven purple challenges sit beyond that tunnel and now show on the large map.

Image credit: Panic

How to unlock and reach the purple challenges

The purple challenge door opens after you complete the main ending (Big Goodbye) and finish the black sphere puzzle. Once that is done, the challenge locations appear as purple markers on the large map, and the sealed area becomes accessible.

To get there, take the chairlift toward the far eastern side of the island and step off at the ridge station. Look to the right of the station for a purple tunnel. All seven challenges are located past that tunnel on the eastern ridge.

Note: It is possible to reach the ridge early through unconventional routes. If you complete a challenge before finishing the game, it can still register as completed on your map afterward. For most players, the simplest path is to finish the game first and return.

These are built for a team. Bring at least one partner you can talk to clearly, and agree on hand signals or gestures before you start, since several challenges block spoken communication for one player.

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All 7 purple challenges and where they sit

ChallengeTypeDifficulty
Wait 30 Minutes HouseTimed waitTrivial
GolfObject transportLong, fiddly
Many Lights EverywhereTwo-room communicationHard
9 Speakers But You Can’t TalkSound matchingHardest
9 Symbols But You Can’t TalkSymbol matchingMedium
36 DrawingsVisual matchingMedium
Platforming, But Do It FastTimed platformingMedium

You can tackle them in any order. Each puzzle rewards a purple gourd when solved, and the map marker updates to show it as complete.


Wait 30 Minutes House

There is no trick here. Enter the house, lock yourself inside, and a 30-minute timer starts, just like the earlier Wait 5 Minutes House but much longer. Press the yellow button to begin the countdown if it hasn’t started.

You don’t need to do anything during the wait. Players can leave and come back. When the full 30 minutes pass, the challenge completes automatically, and the purple gourd is yours. It is the easiest of the seven and a good moment to take a break.

Image credit: Panic

Golf

The golf hole sits on the challenge ridge with no ball nearby. An arrow points back toward the central island because you have to bring a golf ball all the way over from the Red section’s golf course. The whole challenge is the transport.

Head to the Red Blorb golf course in the Red section and pick up the ball there. That is the object you need to carry to the eastern ridge.
Image credit: Panic
Move the ball up and through the mountain pass toward the Green section, continuing up and to the right. With two players, hand the ball back and forth like a conveyor belt so it never sits unattended near a drop.
Reach the small rock that gives access to the chairlift area, then carefully get the ball aboard the chairlift and ride east toward the challenge ridge.
Prepare your exit before the chairlift reaches the station. The moving chair can knock you or the ball around, and if you leave the ball on the lift, it will loop the whole island before returning. Keep hold of it and coordinate getting off.
Carry the ball through the purple tunnel, then head up and to the right toward the golf hole. Sink it in the hole to finish the challenge and collect the purple gourd.
Image credit: Panic / MonkeyKingHero

Many Lights Everywhere

This is a two-room communication puzzle. One player enters the room with the lightbulb and a communication button, and the other takes the room full of yellow button panels. The lights player relays which button to press using flashes.

Split the wall buttons into 16 distinct numbered zones so both players share the same map of the room. Agree on the numbering before you begin.
Use light flashes to send the zone number first. This narrows down which cluster of buttons matters.
Once the zone is clear, use relative positions such as clock faces or simple directions to pin down the exact button. Press it, then repeat until every required light is set. Green confirmation means the sequence is correct.
Image credit: Panic

9 Speakers But You Can’t Talk

This is the toughest of the seven, especially if neither player is good with sounds. There are nine speakers, and you match the music playing inside the room without normal voice communication. Build a signaling system before you start.

Arrange the orange speaker boxes into a fixed layout the inside player can memorize, for example, a top row of four, a middle row of four, and one on the bottom. Assign each speaker a number.
Pick one player as the listener who learns all nine sounds and their positions. The other player grabs and places speakers. Put the person with the better ear on listening duty.
When the listener recognizes a sound, communicate its position with taps on the glass window or agreed hand gestures. A simple gesture system works well, such as left hand for the top row, right hand for the middle row, and both hands for the remaining sound, with the number of raises marking the exact position.

Distinguishing and remembering the nine sounds is the real barrier. Once your signals are set, the placing side becomes straightforward.

Image credit: Panic

9 Symbols But You Can’t Talk

This works like the speaker challenge but uses visual symbols instead of sounds, which makes it much friendlier. You match plates on a rack to the active symbol on the wall panel, again without talking.

Take all nine symbol plates off the rack and line them up on the floor so you can see each one clearly. Assign a number to every plate.
Use the same position-based gesture system as the speaker puzzle. Left hand for one group, right hand for another, with the number of gestures marking the exact symbol.
Tap the glass window to confirm which plate number matches the active symbol on the wall, then place it. Visual symbols are easier to remember than audio, so this one usually goes faster.
Image credit: Panic / MonkeyKingHero

36 Drawings

The 36 Drawings challenge is about describing visual detail accurately. The symbols on the wall panel are static and do not change between playthroughs, so the difficulty comes from the sheer number of similar-looking plates on the large rack.

Pull all 36 squares off the rack and spread them out where you can walk around and inspect each drawing. A tidy layout saves a lot of confusion later.
Be extremely specific when describing each drawing. Ask about solid shapes versus outlines, exact petal counts, whether a block is filled in, and whether a shape sits above or below another. Vague descriptions cost time.
Match the wall symbols to the correct plates and discard or kick away the unused ones to clear clutter. Keep a mental note of any matches you were unsure about.

If you finish and don’t see the green victory indicator, revisit only the answers you weren’t confident about. The mistake is almost always among those uncertain matches, so you rarely need to start over.

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Platforming, But Do It Fast

This is a timed version of a platforming route you likely met in the main game. You climb the red, green, and yellow tiered platforms while managing an egg timer, so wasted movement is punished. Plan your roles before you start.

Important: Remove any equipped backpacks first. They can catch in the narrow gaps of the course and leave you stuck.

Get one player into position on the first roof before anyone touches the timer. You don’t want to lose seconds arranging yourselves after the clock is running.
Grab the egg timer and throw it forward immediately, then have your teammate pick you up so you can start moving through the course. Advance yourselves and the timer separately where you can.
At the three ascending steps, use your partner’s boost to land directly on the next step up rather than back onto the level you’re leaving. Kick the target object further up the course to mark progress, and keep every jump purposeful to beat the timer.
Image credit: Panic

Clearing all seven purple gourds feeds into the full-completion path. Once every purple challenge and every remaining normal puzzle is done, the final key rises near the start of the island, opening the hidden room and the Big Game true ending. If the key hasn’t appeared, at least one puzzle or delivery is still outstanding, so return to cleanup rather than searching doors around the beginning.