Big Walk Purple Challenges — All 7 Endgame Puzzles Explained

Published 2026-08-07Updated 2026-09-1810 min read

Big Walk's seven purple challenges, solved: where the eastern ridge is, and full tactics for the 30-minute house, golf ball haul, 36 drawings, silent sound and symbol rooms, timed platforming, and the lights.

The purple challenges are Big Walk's endgame: seven self-contained co-op puzzles behind a gate that only opens after you finish the game. They are harder, stricter, and louder about teamwork than anything on the main island — and finishing all seven is the path to the 100% Big Game achievement. Here is where they hide, and how each one works.

A chairlift cabin arriving at the mountain station in Big Walk
The eastern ridge is chairlift country — the gate to the challenges waits there.

Where the challenge area is

The challenges live on the mountain ridge at the far eastern edge of the island, reached by chairlift. Ride it east and look right: a purple tunnel marks the entrance, and all seven challenges wait on the other side.

The gate only opens after you complete the game — once it does, every challenge also appears on your map. (Speedrunners have slip-streamed in early through creative bug abuse; if you manage it, completed challenges still register on the map.) The full ending checklist lives in our all achievements guide.

Challenge 1 — Wait 30 Minutes House

The easiest of the seven, and the most boring by design: enter the little house, lock yourself in, and a 30-minute timer starts. It is the same mechanic as the earlier 5-minute house, just three times longer. Cook a meal, watch an episode of something, or catch up with your team — the door opens itself when the half hour is up.

Challenge 2 — Golf

The ridge has a golf hole but no ball, and an arrow points toward the island's center. That is your hint: the ball is in the middle of the map, and you carry it all the way back.

We never found a throw or a kick, so the transport is a player-to-player relay — pass it down a chain of teammates. Bodily pushing the carrier works too and moves faster, with less precision.

Our route: fetch the ball from the golf field in the red region, cross the mountain passage into the green region, climb toward the rock outcropping to the upper right, and continue to the chairlift station. Mind the chairlift — it will happily shove you off the cliff. Riding east toward the challenge ridge, be ready to step off early so the cabin does not fling the ball into danger. (We fumbled exactly that and waited a full ten minutes for the lift to complete its loop before retrieving the ball.) Then relay the ball through the purple tunnel and up-right to the hole.

Challenge 3 — 36 Drawings

The closest Big Walk gets to We Were Here-style communication puzzles. The board rack holds 36 drawing tiles; first spread them all out where both players can browse them. Then talk — constantly.

The trap is similarity: many drawings differ in one small detail. Interrogate everything — "is the shape filled in or just an outline?", "how many petals on the flower?" Record your answers as you go, marking which are certain and which are guesses. If a guess-check comes back wrong (no green ring), recheck the uncertain ones first. Precision of description is the entire game here.

Challenge 4 — 9 Speakers, But You Can't Talk

Widely considered the hardest challenge on the ridge — an audio memory puzzle with the volume turned all the way up.

No shortcuts exist; you memorize the sounds. Our method: arrange the nine sounds into a grid — four on the top row, four in the middle, one at the bottom — and label them left 1–4, right 1–4, and center. Build a gesture code alongside it: hearing the top-left sound means the listener raises their left hand once; the third middle sound means three right-hand raises.

That gesture grid is the same system we used across the whole campaign — number your symbols and options, then let hands do the talking. One player memorizes all nine sounds and their floor positions, signals in gestures, and the other player picks and places the correct options. Credit where due: our sound-memorizer carried this one!

Challenge 5 — 9 Symbols, But You Can't Talk

The visual sibling of the speakers challenge: nine symbols instead of nine sounds, same silence rule. Same solution, too — agree on the gesture code first, then signal which symbol to pick. After the audio version this one feels almost restful.

Challenge 6 — Platforming, But Do It Fast

The island's standard head-standing platforming — with a stopwatch. One player must carry and place the hourglass timer at the goal while the clock runs.

What worked for us:

  • Before grabbing the hourglass, get one teammate onto the first roof.
  • Grab the hourglass, hurl it forward immediately, then have the teammate lift the carrier up.
  • On the three-tier stair section, jump directly for the higher tier — never hop across at the same level.
  • At the zigzag rail area, skip the rails entirely and leap the gaps.
  • Take the right-hand line: wider landing pads, easier jumps.
  • Aim the hourglass throw so it lands beside the goal platform.
  • Split the roles: one runner handles the stairs while the thrower manages the hourglass. Two players on the stairs just wedge each other out.

Expect a few attempts — it took us four — but the difficulty is fair.

Challenge 7 — Many Lights Everywhere

The tensest of the seven: one wrong lamp and the board resets, and finding each correct lamp eats time. A disciplined yes/no loop beats it.

The split: one player stands in the answer zone, allowed to talk and press the red light button; the other player can see where the lights are, and holds only that same red button. Communication runs on flashes — one flash means yes, two quick flashes mean no, and a longer burst signals "reset, we misread each other."

Narrow from wide to specific: "Is the light on the floor?" — "Is it on the wall with the speakers?" Once a surface is confirmed, cut the lights into groups, then into the single lamp within the group. Five lights found means the purple blorb is yours.

After the ridge

Seven challenges down, the purple blorbs roll into your collection and the true ending sequence begins — the white key, the cracked sphere in the tutorial area, and the Big Game achievement. The whole progression, in order, is mapped in the beginner guide; and if you still need shiny paint for the Big Makeover achievement, the hidden room is on your way back.

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