Browse by route
Choose the area you can see
The order below follows the island's major routes, but individual tower rewards can be handled in different orders after the Map Room opens.
Opening route
The first challenges teach the basic Big Walk pattern: split up, describe what one player can see, then bring the result back to a shared mechanism.
Drawbridge / Red Bridge
Collect the four nearby objects, shape the key and lower the opening bridge.
Yellow Scaffolding Button
Use player stacking, a jump, or a carry to reach the high switch.
Blue Room Pegboard
Read the symbols inside and place matching wooden pieces outside.
Green Structure Switches
Reach the separated switches and activate them together.
Mechanical Arm
Guide the arm one axis at a time while a spotter calls the target.
Cave Communication
Translate a clue from one side of the cave into matching controls.
Red Tower
These five challenge rooms release the objects needed at the Red Tower terminal and lead toward the Map Room.
Green Communication Room
One player reads the clue while another operates the outside controls.
Yellow Maze
Relay a wind-up timer through the maze before it runs out.
Train Station Cannon
Coordinate a timed projectile between the cannon and its receiving point.
Basketball Court
Move glowing balls into the matching baskets using throws and relays.
Mountain Gesture
Use a distant view to call the correct pose and platform arrangement.
Red Tower Key & Map Room
Return the five objects, cut the key and use it to open the Map Room route.
Tower routes
Once the Map Room is open, use the active tower and transport route to decide where to go next. The groups below are organized by area rather than a fixed reward order.
Blue Signal
Read the active signal display and reproduce it at the paired controls.
Yellow Stand
Match the visible arrangement before activating the final control.
Turnstile House
Compare the interior clue with the outside turnstile positions.
Five-Minute Countdown
Inspect the full route, assign checkpoints and complete one timed run.
Obstacle Course
Move through the course in order while spotters call the next safe position.
Blindfolded Obstacle Course
Use short, agreed commands to guide the player without a route view.
Charades Locked Room
Describe or perform the clue so teammates can reproduce the required pose.
Chairlift, Tunnel & Train Routes
Use the finished tower keys to open the main transport shortcuts.
Late game & purple challenges
The late-game route rewards careful communication. Finish the main tower work first, then use the purple checklist to track the seven endgame challenges.
Black Tower
Return the six rewards, collect the roof key and continue toward the Wall.
Purple Golf
Carry the ball across the route and finish at the purple flag.
Many Lights Everywhere
Coordinate the team through a light-based endgame room.
9 Speakers But You Can't Talk
Use movement and visual signals when normal voice communication is unavailable.
9 Symbols But You Can't Talk
Match the symbol sequence without relying on spoken callouts.
36 Drawings
Compare drawings and communicate the matching arrangement to the team.
Platforming, But Do It Fast
Plan the route before starting and move through the timed platforms.
Quick solutions
Open the exact steps when you need them
Each solution keeps the important team roles, the main action and the success signal together so you can keep playing without reading a long walkthrough.
Drawbridge / Red Bridge
Blue Room Pegboard
Yellow Maze
Mountain Gesture
4166 / 1899 Coordinate Puzzle
Direction Microphone Puzzle
Team notes
The same four habits solve many puzzles
Big Walk rewards clear communication more than fast button pressing.
Purple challenges
Save the endgame checklist for last
There are seven purple challenges on the ridge. Treat them as a separate completion route after the main tower work, not as another colored tower branch.
Last updated: August 24, 2026