Gaming Guide

Big Walk Blue Tower Puzzles and How to Unlock the Train (Big Ride Trophy)

All five gourd puzzles around the Blue Tower, the key cutting route, and how to board a moving train.

All five gourd puzzles around the Blue Tower, the key cutting route, and how to board a moving train.

The train in Big Walk is one of the few things on the island that moves you around without walking, and it stays dead until one specific tower is finished. That tower is the Blue Tower, and the reward for completing it is a key that starts every train on the loop.

Quick answer: Place five gourds in the Blue Tower terminal, take the key it releases, run it through every cutting terminal until it is fully shaped, insert it into the terminal inside the nearby station building, then jump onto a train while it is moving to unlock Big Ride.


What the Blue Tower needs before the train works

The Blue Tower sits high on the island and is marked by a tall blue beacon. You can head there straight after crossing the Red Drawbridge, but most groups reach it after the Green Tower, since the chairlift carries you north to a station under the highest point on the map. From that station, walk downhill and climb up to the tower.

At the top you will find a terminal with five cabinets. Each one takes a gourd, and gourds are the reward for solving cooperative puzzles scattered across the island. Nothing about the train responds before all five slots are filled, so ignore any station controls you pass on the way.

Yellow arrow pointing at the leftmost red button on the curved Blue Tower control console
Image: House House, Panic
RequirementDetail
GourdsFive, placed in the terminal at the top of the Blue Tower
PlayersAt least two; several puzzles split the group between rooms
Useful gearWalkie-talkie for the separated rooms, a light source at night
OutputA blank key that must be cut before it fits the station terminal
TrophyBig Ride, earned by riding the train once it is running

Note: gourds are not tied to a specific tower. Once you are past the beach section, a gourd earned anywhere on the island can be dropped into the Blue Tower terminal. If one puzzle near the tower is frustrating your group, solve a different one and bring that reward back instead.


The five puzzles nearest the Blue Tower

Five challenges sit close enough to the tower that carrying their gourds back is short work. They split neatly into three types: two players separated and talking, one puzzle where you only have to wait, and one that is pure movement.

PuzzleWhat it asks of the group
Turnstile Rooms DoodlesTwo rooms, one sequence, described out loud
Headphone and ChairOne player seated, one player at a hidden box
5 Minute Waiting RoomPress two buttons, then wait out a timer
Green FlareFire a flare, follow it, open a locked box
Obstacle CourseBoosting, climbing, and a timed throw

Turnstile Rooms Doodles: relay the sequence

One player heads through the turnstiles into the left room, the other into the right. The left room holds boards covered in scribbled doodles rather than the clean symbols used elsewhere on the island. The right room has a panel showing the order those doodles need to go in.

Two separated turnstile rooms in Big Walk with doodle boards on the wall
Image: House House, Panic

Carry a walkie-talkie in, because the rooms cut you off from normal chatter. The doodles are deliberately vague, so agree on a short nickname for each shape and stick with it rather than re-describing it halfway through. Once the boards are hung in order, press the button under the black screen to check the sequence. A correct answer releases the gourd.

Headphone and Chair: one sits, one searches

This one is a two-location setup. One player sits in the green chair overlooking the shoreline. The other has to be standing at a locked box on the far side of the area before anything happens.

Player sitting in the green chair with headphones overlooking the shoreline in Big Walk
Image: House House, Panic

The searching player should travel northwest of the Green Tower until the turquoise radio station comes into view. The box is tucked into the adjoining rocks beside it. With someone standing there, the player in the chair presses the button in front of them, the box pops open, and the gourd can be picked up.

Green Flare: follow the smoke to the box

The flare puzzle works on the same principle. One player stays on the launch platform and fires the green flare, while everyone else watches where it lands and walks to that spot. A locked box waits at the ignition point.

Green flare arcing over the island in Big Walk, marking the hidden box location
Image: House House, Panic

Once someone is standing at the box, signal the player back on the platform to hit the button. The lid opens and the gourd is inside. A walkie-talkie makes the hand-off far less painful than shouting across the terrain.

5 Minute Waiting Room: the easiest gourd on the route

Step inside the shack and press the two buttons on the wall. The door seals behind you and a five-minute countdown begins.

Two yellow wall panels with red buttons and green lights inside the waiting room shack
Image: House House, Panic

There is nothing else to solve. Wait out the timer, talk to whoever is locked in with you, and collect the gourd when the counter hits zero.

Obstacle Course: boosting, vaulting, and a timed throw

Get past the locked entrance. One player picks the other up and lifts them over the door. The player who lands inside then unlocks it from the other side so everyone can follow.
Clear the large green, blue, and red blocks. Boost one player onto a block, then have the player still on the ground jump so the one above can grab and pull them up. Repeat across each block.
Cross the winding red path together and press both buttons on the far side. Both need to be hit for the course to continue.
Split up for the finish. One player stands at the wind-up timer dispenser, the other crosses to the green pot on the opposite side of the gap.
Throw the timer across the gap. The player by the pot has to grab it quickly and drop it in before it runs down. That completes the course and hands over the final gourd.

Cut the Blue Tower key and start the train

Carry all five gourds up to the terminal on the Blue Tower and slot them into the cabinets. Filling the last slot completes the tower and releases a blank key.
Take the key to the first cutting terminal, which sits just outside the tower entrance at ground level. Insert it and let the machine shave it into shape.
Pull the key back out and check the arrow on top of the terminal. It points toward the next cutter. Keep one player designated as the key carrier so it does not get dropped in the grass along the way.
Repeat at every cutter the arrows lead you to. Some sit below rocks or ledges, so if an arrow seems to point past open ground, look down rather than pressing on.
The trail ends at the train station building. Insert the finished key into the terminal inside and turn it. Every train on the island loop starts moving, including the one that runs through the tunnel below the Blue Tower’s station.
Wait beside the track or on the platform and jump onto the carriage as it passes. Big Ride pops the moment you are riding a train that is in motion.

Why Big Ride does not unlock

If the trophy has not appeared, one of a small number of things is true.

SymptomCause and fix
Station controls do nothingThe Blue Tower is not finished. All five cabinets must be filled first.
Key will not turn in the station terminalIt has not been through every cutter. Follow the arrows until the shaping is complete.
Standing on a parked train, no trophyThe train has to be moving. Board one on the loop instead.
Train passes without stoppingIt never stops on its own. Jump on while it rolls by, or walk parallel to the track and hop aboard.

What the train gives you afterwards

Several trains run continuously around a large clockwise loop, and there are stations dotted across the map you can board from. Each station has a timetable fixed to it showing how far away the next train is, which is useful when you are trying to time a jump rather than stand around.

Onboard there is a walkie-talkie and a radio receiver, so you can talk to other passengers and to anyone else on the island carrying a walkie-talkie. A player can also hold a control to pause the train, but only while they keep holding it, so you cannot park one and wander off to wait for a friend.

Practically, that turns long stretches of the island into passive travel time. It also makes a handful of the wider puzzles quicker to set up, since players heading to opposite ends of a route no longer have to walk the whole way there.