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Big Walk Beginner Guide: What to Do First

A spoiler-light first-session plan covering the host, world size, opening drawbridge, tools, towers and the mistakes that waste the most time.

2–12 players Starting area and first drawbridge Updated Aug 14, 2026
Players also call this: how to play Big Walk, what to do first, Big Walk tips, start here
Big Walk Beginner Guide: What to Do First — official Big Walk game screenshot
Big Walk's open world is built around exploration, communication and shared discoveries.Official screenshot © House House / Panic

The first 15 minutes

  1. Pick the person most likely to attend every session as host. The host owns the save.
  2. Choose a 2-player, 3-player or 4+ world based on the minimum group likely to keep playing.
  3. Stay together long enough to learn grabbing, pointing, carrying and the in-game chat.
  4. Complete the four opening challenges and return their rewards to the starting structure.
  5. Take the raw key through every nearby key cutter, then use the finished key at the drawbridge.

Big Walk intentionally gives you little direction. If your group is walking, experimenting and talking, you are not playing it incorrectly.

Official trailer from House House and Panic. It shows the intended mix of exploration, tools, gestures and restricted communication.
Big Walk players stacking together beneath a yellow crane
Many early obstacles are easier when players carry, stack or direct one another.Official screenshot © House House / Panic

Where should you go after the drawbridge?

Aim for Red Tower first. Completing it opens the Map Room near the starting hub, where you can read the large progress map and take portable navigation tools. After Red, the colored towers are flexible; our recommended tower order prioritizes useful transport unlocks.

Five beginner rules that prevent wasted time

  • A solved challenge is not banked until somebody carries its physical reward back to a receiver.
  • A raw key is not ready. Follow the marker from cutter to cutter until the key is fully shaped.
  • Name a regroup point before splitting up.
  • Keep important progression objects with one agreed carrier.
  • Use the Map Room when nobody remembers what remains; do not rely on memory alone.

Do not bypass the communication puzzles

The voice and text systems deliberately fade with distance and stop through some barriers. External voice chat removes the central rule from several puzzles. If your group cannot use microphones, the official FAQ confirms that in-game text chat has the same designed restrictions and can be used for the full game.

Good first-session loadout

You do not need to carry everything. A practical small group takes a pair of walkie-talkies, one navigation tool, a light after dark, and leaves one hand free for keys or puzzle objects. See all tools and what they do before deciding what earns a slot.

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