LIVE Jack Sparrow’s Pirates 6 Return in Talks — Dinotopia’s Forgotten Trilogy: The Three Video Games Based CS2 EWC 2026: Vitality, Falcons, Spirit, NAVI and Hayden Panettiere, Kairi and Until Dawn Voice, Dies
PlayStation

Big Walk Tower Order: Why the Four Key Towers Have No Fixed Sequence

4 min read
Big Walk Tower Order: Why the Four Key Towers Have No Fixed Sequence

There’s no single “correct” way to tackle Big Walk’s four towers, according to multiple reviewers who have already played House House’s new co-op adventure — the order you unlock them in is entirely up to your group, and depends on which reward (a working train, a map room, or new shortcuts) you want first. Big Walk launched on August 4, 2026 for PC, PlayStation 5 and Nintendo Switch 2, and its post-tutorial island opens up almost all at once, leaving the four-tower puzzle chase as an open-ended checklist rather than a scripted path.

Read also: Big Walk Launches Aug 4: House House’s Co-op Follow-Up to Untitled Goose Game

How the Four-Tower Key System Actually Works

The first four puzzles act as a tutorial in a smaller starting area, and once you’ve solved them and unlocked their corresponding MacGuffins, you place them in a console that unlocks virtually the entire rest of the island all at once, according to GameSpot’s review. From that point, the island has four towers overlooking everything, and each of those four towers requires five MacGuffins to unlock their keys, Smashpad’s review confirms. Steam Deck HQ described the same reward loop, noting that completing puzzles gives players gourds, which have to be taken to one of four towers, with each tower needing five gourds placed inside before a key is granted that can expand the island and unlock shortcuts.

Why Reviewers Say There’s No Wrong Order

Crucially, none of the outlets that have played Big Walk describe a mandated sequence for the four towers. GameSpot was explicit on this point, writing that from there, it’s your group’s call to make, and your path through the world won’t be the same as any other. That framing lines up with the puzzle-hunting structure Smashpad described, where players don’t actually know where the puzzles are, and when they find them, odds are pretty high they won’t even know how to solve them — a design that rewards wandering rather than following a checklist.

Picking a Priority: Trains, Map Rooms and Shortcuts

What does change based on which key you grab first is the type of convenience you unlock. GameSpot noted that with every few puzzles, major new rewards become available, like a train that moves around the island or a giant map room to help plot your travels. Steam Deck HQ’s review flagged that these unlocks aren’t instant time-savers either, cautioning that even the shortcuts can take a little time to get places, with a slow train and tunnels that take a good chunk of time to run through. In practice, that means groups who value navigation should prioritise whichever tower sits nearest the map room, while those who want faster traversal across a large group might chase the train key first — but both are valid strategies rather than a required route.

A Melbourne Studio’s Vision, Built for Groups of Any Size

Big Walk comes from House House, the Melbourne-based independent studio behind Untitled Goose Game, and its island setting draws directly on home turf: the environment was inspired by Wilsons Promontory National Park in Victoria, Australia. That regional pedigree gives the tower-hopping structure a distinctly relaxed, non-linear character by design. Designer Jake Strasser stated the approach was to “give enough direction for the group to keep a good momentum, but relaxed enough that you’re mostly just able to enjoy spending time with your friends”, according to Wikipedia’s sourcing of the studio’s design commentary — a philosophy that explains why no tower is gated behind another.

What This Means for Your Squad’s Route

For players asking which tower to hit first, the honest answer confirmed across reviews is that it doesn’t structurally matter — Big Walk is happy to let each group of two to a dozen-plus friends stumble into towers in whatever order the landscape and their own sense of direction dictate. The only real decision worth making in advance is which unlock you’d rather have sooner: a faster way to regroup via train, or a map room to stop getting lost between the game’s landmarks and tracking systems in the first place.

Sources

More PlayStation

From the Archive

Join the Conversation

Your email address will not be published. Required fields are marked *