What Am I Missing? — Progress Solver
Answer six quick questions about your state and get the most likely missing step, with reasoning and confidence. No spoilers until you ask.
Big Walk is a cooperative walker-talker from House House, the team behind Untitled Goose Game. Grab 2 to 12 friends, cross the wide world together, and don't get lost (or do). Start from what you're stuck on — we'll hand you the smallest hint you need, then you keep walking.
What's New
Newly published, verified against the live game
Answer six quick questions about your state and get the most likely missing step, with reasoning and confidence. No spoilers until you ask.
The community's favourite "big" target. What the evidence says, what is still unverified, and how to work toward it without breaking your run.
The last key most groups look for. Map the confirmed clues and the community theories, without claiming more certainty than the game shows.
What counts as an ending, which one is officially confirmed, and what "100%" claims are actually backed by.
Red Bridge to the Black Sphere: where each of the five Tower Keys lives and what it opens.
Turn someone truly shiny. The steps the community agrees on and the ones still argued about.
Featured
The four pages that unstick most stuck groups

State-based diagnosis: answer, get the likely next step, reveal only as much as you want.

Red Bridge → Green Tower → Blue Tower → Yellow Tower → Black Tower. Which key opens what.

Confirmed clues vs community theories, clearly separated by evidence level.

Endings, post-game content, and what finishing "100%" actually requires.
Explore
Browse by what's on your screen right now
Diagnose your progress in a minute and get the missing step with a confidence score.
Spoiler-staged: hint → stronger hint → full solution. Stop at any depth.
Five Tower Keys, the Map Room, and how to navigate without a compass.
Mic, radio, whiteboard, cowbell — every puzzle family and how they communicate.
Big Makeover, Big Climb, Big Game and the rest of the 12 — each with evidence-aware steps.
Big Goodbye and the "secret full ending" — official facts vs community reports.
Keys, transports, post-game — track the whole journey in one place.
Orientation tools, the map room puzzle, and getting back when you're lost.
What Is This Game?
Big Walk is a cooperative online adventure about teamwork and talking. You and up to 11 friends cross a wide-open world full of challenges, puzzles and discoveries — and you have to stay in contact while you do it.
Tower Keys
Each key lives in a tower and opens the next area

First key
Found at the start — opens the Map Room and sets your group's first objective.

2nd key
Unlocks the Lift Station — the route that lifts you up into the higher world.

3rd key
Unlocks the Train Station — the fastest way across the world's long middle.

4th key
Unlocks the Tunnels — dark, echo-heavy, and where walkie-talkies matter most.
Tools & Toys
How you stay in contact when you can't see each other

Voice
Channel-based radio chatter that crackles and cuts — the backbone of long-distance teamwork.

Visual
Point at what you mean across a valley — the closest thing to a shared cursor.

Visual
Spot landmarks, read far-off signs, and absolutely steal your friend's binos to kick them into the ocean.

Noise
Pure volume. When the radio dies, make yourself the loudest thing on the mountain.
Puzzles
Most Big Walk puzzles are communication problems wearing disguises
Microphone puzzles, radio channels and echo clues — the game listens as much as it speaks.
Someone sees, someone acts. Laser points, whiteboards and matching signs across distance.
Wheels, levers and doors that need two people at once — the classic co-op lock.
Sequence puzzles and signal timing. Playable without timed input, but cooperation keeps the beat.
Maps
Every area connects through landmarks you can read from afar. The Map Room gives your group its first real orientation; the Black Sphere at the far end is the fifth key's home, not the finale it looks like.
FAQ
The questions every new group asks
Tell us what you see on screen and get the smallest hint that unsticks you — then keep walking.