Big Walk Guide
Green TowerMedium

Yellow stands (only the green ones)

Also searched as: Yellow Stand / Minesweeper

The short answer

In the circular room stands a row of yellow stands. Activate only the ones with something green glowing inside; the ones holding a red bulb are traps, and pressing one means hitting the reset switch next to the collectable and starting the run from the beginning. Once every correct stand is live, the black progress bar in the middle reaches 100%.

Players
2 players
Time
15-25 minutes
Location
Circular room near the green tower (another source says 4020, 1870)
Reward
1 green tower part (gourd)

Find 4020, 1870 in the coordinate finder

Not hard logically, but slow, because it punishes fast hands. Several sources call it Minesweeper, and the rule really is just "only touch the safe squares".

Before you start

  • 2 players: one operates, one keeps track of which stands are already confirmed safe

Step-by-step 4 steps

  1. 1

    Look first, hands off

    Enter the circular room and walk the whole row before you touch anything. There is a black progress bar in the middle and a reset switch next to the collectable.

  2. 2

    Activate only the stands with something green inside

    Inspect each stand one by one: green glow means correct, red bulb means trap. Green advances the bar; red resets the whole room.

    Faster: Bring a bulb or another placeable item and mark the stands you have confirmed correct, so nobody has to run back and re-check.

    MarkedMarkedRulesGreen glow -> activateRed bulb -> trap, progress resetsPress the reset switch beside the collectable to retryBring a bulb to mark squares you have confirmed safeRed positions are fixed -> one failure is a mine mapAll correct -> central bar reaches 100%
    Schematic: the light grid / yellow stands. Activate only the safe ones (green); red are traps. One failure hands you a free mine map, because the red positions are fixed.
  3. 3

    Wrong press means reset

    If you trigger a red stand, walk to the reset switch beside the collectable, press it, clear the current selection and start again.

    Faster: The failed attempt is not wasted - the red bulbs sit in fixed positions, so you now have a map for next time.

  4. 4

    Fill the bar

    When every green stand is active, the central bar climbs to 100% and the collectable unlocks.

Where it goes wrong

These are the places players actually get stuck most often. Working through them in order usually finds the cause.

Either a green stand is still untouched, or you pressed the same one twice. Keep a record of which you have used.

The selection resets, but your knowledge does not. The red bulbs are fixed, so one failure hands you a free mine map.

Other Green tower puzzles

After finishing: 1 green tower part.

Where this solution came from

allthings.how and games.gg agree on activate-only-the-green-ones, red-is-a-trap, reset-switch-by-the-collectable, bar-to-100%. bigwalk.tips calls the same logic Minesweeper and gives 4020, 1870. The two sources disagree on the room coordinate, so this page lists both.

Puzzles in this game are not assigned in a fixed order: each tower needs a set number of gourds and has more challenges around it than that, so you choose which ones to clear, in any order. That is why two guides list different puzzle line-ups for the same tower — neither is wrong. Unless a coordinate is credited to a named source it is a community measurement, and later versions can shift it; once you are in the area, trust the landmark over the number.

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