Puzzle

Big Walk Green Puzzle: Green Tower Route Guide

Big Walk green puzzle route uses five Heads, the Green receiver, key cutters, and the Chairlift near Green Tower; cache items carefully with friends.

Direct answer

The Big Walk green puzzle page should focus on the Green Tower route. The source material says the route uses five physical Heads, a five-slot Green receiver, a blank Green Key, five key cutters, and the Chairlift station beside Green Tower.

The important warning is that the inactive Train Station and the Chairlift station are different places. Use the Train Station as a cache, but take the finished Green Key to the Chairlift station near Green Tower.

Start from the map room

The collected walkthrough says to start from the opened Map Room. Use it to locate four anchors: the five-slot Green receiver, the inactive Train Station, the nearby challenge cluster, and the Chairlift line.

This makes the route easier because everyone knows the return point before carrying rewards. If players collect Heads first without visiting the receiver, the group can waste time arguing about where to submit them.

Visit the Green receiver first

The receiver has five Head slots. The source material recommends visiting it before collecting rewards so every player knows where the physical Heads must go.

Filling the receiver does not immediately finish the route. The five Heads produce a blank Green Key, and that key still needs to pass through all five cutters before it can activate the lift.

Use the Train Station as a cache

The source material uses the inactive Train Station as a safe staging point. Store completed Heads, spare tools, the portable map after the route is learned, and equipment that would otherwise occupy reward carriers.

Keep Heads together and keep navigation tools somewhere separate. That prevents players from counting a random object as a Head during the final check.

Choose practical Head rewards

The receiver needs five physical Heads, but the source material says the exact challenge list does not have to be one fixed set. Heads are not locked to the color of the nearest tower.

Use nearby completed rewards when they create a cleaner route for your group. If a challenge requires a missing tool, becomes too hard in darkness, or forces the group to carry existing Heads inside, leave it and choose another.

Protect the first three Heads

The walkthrough source uses three Heads as the consolidation point. Once the group has three rewards, bring them back to the Train Station before starting longer communication-heavy challenges.

This is practical rather than decorative. Later challenges can separate players, limit vision, block normal communication, or occupy both hands.

Finish the last two challenges cleanly

For the final two Heads, avoid carrying the first three into puzzle rooms. Leave cached rewards at the station, take only the tools needed for the next challenge, and assign the new reward immediately after completion.

The source material mentions Counting, Symbol, Blindfold, Green Path, Five-Pose, and timed puzzle mechanics, but not every mechanic is fully described in the visible source material. Treat exact puzzle solutions as 待确认 unless you have a separate confirmed puzzle guide.

Carrying the rewards

The source material gives one two-player load example: with one Backpack, two players can move four Heads at once. One Head goes in the Backpack, one is held by the Backpack wearer, and two are carried by the second player.

That leaves both players full, so optional tools should stay behind. Move carefully, because one fall or wrong turn can scatter several progression items at once.

Cut the Green Key

After all five Heads are submitted, assign the blank Green Key to one permanent carrier. Follow all five Green cutter arrows and wait for every cutting action to finish.

Do not start side challenges during this part. The active objective is to finish the key and take it to the correct station.

Activate the Chairlift

The finished key goes to the Chairlift station immediately beside Green Tower, not the inactive Train Station. Insert the key and wait until the chairs begin circulating.

The source material says boarding a moving chair unlocks Big Sit. Any upper-route or Big Climb details beyond that should be marked 待确认 unless your group has confirmed them in-game.