Big Walk Guide

Guide / Red Tower: All 5 Puzzles

Red Tower: All 5 Puzzles

The Red Tower needs 5 puzzles solved — Green Room, Yellow Maze, Train Station Cannon, Basketball Court and Mountain Gesture — before the key unlocks the Map Room. Full steps below.

Hiking uphill toward the Red Tower in Big Walk

Where the Red Tower is

After the tutorial section and the drawbridge, take the path directly opposite the gym — it leads uphill to a cone-shaped tower marked by a red key cutter at its base. This is the game's first major tower, and finishing it is worth prioritizing early: it unlocks the Map Room, which gives your group a portable map and compass for the rest of the island.

All 5 Red Tower puzzles

1. Green Room (symbol relay)

One player enters the room and closes the door — inside, a terminal lights up a sequence of symbols only they can see. The player outside stands at a panel of matching symbols but can't see the terminal. Solve it by having the inside player call out each lit symbol one at a time over a walkie-talkie, and the outside player presses the matching symbol before moving to the next — don't call out the whole sequence at once, confirm each press first.

2. Yellow Maze (timer relay)

Visible from the tower with binoculars. The path forks in two: the left route reaches a wind-up timer, the right route ends at a green pot with a circular indent. Send one player down each path — the left player grabs the timer and passes it across to the right player (or through a gap in the maze wall), who places it in the green pot before it runs out.

3. Train Station Cannon

One player loads and fires a timer from a cannon on a yellow platform. The second player, stationed on the rocks across from it, catches the timer and throws it back to the platform. The first player then places it in the platform's green pot. Timing matters more than aim here — don't let the timer run out mid-relay.

4. Basketball Court

The simplest of the five. Both players grab the light-up bulbs scattered on the court and throw them through the hoop. Keep going until every light on the scoreboard turns green.

5. Mountain Gesture Puzzle

One player stays at the viewing point with a telescope, reading gesture cards for five distant platforms (arm up, crouch, and similar poses). The second player travels to each platform and performs the matching pose while the first player confirms it through the telescope over a walkie-talkie — repeat across all five platforms.

Opening the Map Room

Completing all 5 puzzles gives you five collectibles (nubbins) — place them at the tower's roof terminal to get a blank key. Carry it down through the cutting stations on the path back to shape it, then use the finished key at the terminal by the drawbridge to unlock the Map Room. Doing so also unlocks the Big View trophy and gives your group a portable folding map and compass.

Related

The Map Room and its coordinates are also the key to solving the 4166 / 1899 number puzzle — it can't be solved until the Red Tower is done. Once you're through here, the Green Tower is next — its key unlocks the chairlift. For overall pacing and what's left after this, see the map & walkthrough overview.

Facts last checked 2026-08-11 against official sources (House House/Panic and platform stores). Some details — pricing, platform availability, patch status — can change after this date; confirm on the official store page before you buy.