The purple seven, challenge by challenge
Also searched as: Purple Puzzles / purple challenges / purple gourds / what is left after finishing / what does 100% need
- Players
- The same group as for the ending
- Time
- Several hours, of which about 30 minutes is pure waiting
- Coordinates
- East ridge, chairlift all the way east, behind the purple tunnel
- Reward
- Purple collectables, the white key, and the prerequisite for the true ending
The short answer
After you finish the game, take the chairlift east to its end and the purple tunnel on your right opens - the door only exists after the first ending. Behind it are 7 challenges, all producing purple collectables, and you need all 7 for the final batch. They are: the 30-minute waiting room, the golf ball delivery, the 36 pictures, nine speakers with no voice, nine symbols with no voice, the timed platform run, and lights everywhere.
The first thing you ever do is go and start the 30-minute wait, then spend that half hour clearing other challenges.
What these seven share is not difficulty, it is that every one of them is a harder version of something you already did - a tighter clock, more items to match, or communication cut down further. So the asset you bring in here is the gesture protocol and role split you built during the main game, not any single-puzzle trick.
After you finish, they also appear on the large map; and if you got into the challenge area early by some means and completed one before finishing, it will still show as completed on the map.
Before you start
- You have to have triggered the first ending, Big Goodbye, before the purple tunnel opens
- Same group + same host + same save
- A gesture protocol agreed in advance - see the no-voice communication page
- Set aside a few hours: one of them is a straight 30-minute wait
Step-by-step8 steps
- 1
Step 0: start the 30-minute room
One of the seven tests no execution at all, only time: lock yourself in a room and the timer starts, and it completes itself after 30 minutes - the main game has a 5-minute version of the same thing.
So the first move in the challenge area is not solving anything, it is find it and switch it on, then go back to the rest. That half hour is enough to clear one or two other challenges.Faster:This is the community's most agreed planning tip of the whole endgame - waiting time should not be wasted, and it costs you nothing to try.
- 2
1. Golf: walk the ball across half the island
There is a hole on the challenge ridge but no ball. An arrow stands next to the hole pointing toward the middle of the island - the ball is at the red gourd golf course in the red area. You have to bring it all the way up: through the mountain, onto the chairlift, through the purple tunnel, and finally to the hole.
Do not go looking for a way to kick or throw it - whoever wrote this report says plainly that they never found one, and asked at the end whether anybody knew. Only two things actually work: pass the ball back and forth between two players, which is precise but slow, or run into the ball carrier and shove them forward, which is faster but imprecise.
Two ways it goes wrong: the chairlift will push you off the cliff edge; and if you drop the ball on the chairlift, you wait for it to come all the way round again - roughly 10 minutes - before it is back in your hands.Faster:After boarding the chairlift, be ready to get off early; letting the chairlift push you clear is safer than wrestling your way off.
- 3
2. The 36 pictures: the hard part is spreading them out, not guessing
What costs the most time here is not the reasoning, it is getting all 36 pictures down off the shelves, laying them out at once, and still being able to walk between them. Solve that first and then talk about logic.
Once they are spread out it is all communication, and you have to ask about detail, because many of the pictures are almost identical. The questions that work are "is the flower part a solid polygon or only an outline?" and "how many petals does the flower have?"
Then add a self-check on top: keep track of which answers you are 100% sure of and which you only mostly are. That way, when the first attempt fails, you re-check a handful of uncertain ones instead of starting over. - 4
3. Nine speakers, no voice: turn your body into an encoder
This group rated it the hardest of the seven. Nine sounds, pure memory, and you cannot talk.
What they ended up with is worth copying directly: remember the nine floor positions as three rows - 4 in the top row, 4 in the middle, 1 at the bottom - and name them left 1-4, right 1-4, and both hands. So top row first position = one raise with the left hand; middle row third = three raises with the right.
The role split matters as much: one person does all the memorising and calls the position, the other only carries the matching speaker to that spot. Do not both memorise - memorising twice is the same as not memorising.Faster:This body-part-plus-count encoding reuses across puzzles, so you do not have to invent a new system for each one.
- 5
4. Nine symbols, no voice: the easier version of the last one
Same mechanic as the speakers, with symbols instead, and lower difficulty. Reuse the same gesture protocol - do not start a second one.
Community addition (from player comments, not the original post): on the wall between the two rooms there is a hole in the shadow, and a player pointed out from that that you can peek through. This is comment-section information, so we flag it as such, and we do not know whether it still works in the current version. - 6
5. Timed platform run plus delivering the egg timer
The hard version of the main game's platform hop, and you have to do it inside a tight time limit while also getting the egg timer across. These are copied straight out of the field report:
· Send one person to stand on the first roof first, then go and get the egg timer.
· The instant you have it, throw it off, and get lifted by your teammate.
· On those three steps, do not jump to the same level - jump one level up, or the climb is wasted.
· In the saw section, do not walk on the saws; jump the small gaps directly, and jump to the right, where the ledges are longer and far easier to land.
· Only one person needs to drop down and run for the finish. If you both run you get in each other's way - one runs the finish, one is dedicated to getting the egg timer throw right.Faster:The person who wrote the report says it took them 4 attempts, so "a few attempts" is the normal expectation here, not a sign you are bad at it.
- 7
6. Lights everywhere: get it out in yes/no questions
The highest heart-rate one of the seven - every correct answer takes a long time, and nobody wants to start over.
Two roles: the person in the answer area can talk and press buttons, and the person who can see which lights are where has only a red light button. So the only channel is yes/no questions: one flash = yes, two = no, plus an agreed "many flashes in a row = stop / restart / danger".
Questions must go wide to narrow: "which wall" first ("is it on the floor?" "is it on the wall with the speakers?"), then once the wall is confirmed "which group of lights", and finally "which specific one in that group". Repeat the whole thing 5 times and you get the purple collectable.Faster:Agree the danger signal - many flashes means stop and restart - before you begin, or one misunderstanding throws away the entire round.
- 8
All seven done, white key, true ending
Once you have all seven purple collectables, carry them together with the final batch of red ones - 15 in total - to the green building by the spawn point / map area, and you get the white key. The white key goes back into the small black sphere split in two, in the spawn-point tutorial area.
The full closing sequence is on the two endings page.
Where it goes wrong
These are the questions real players search for most. Working through them in order usually finds the cause.
After finishing:7 purple collectables, then the white key, then the prerequisite for the true ending.
Video walkthrough3 videos
Click a thumbnail to play it here, or click the title to open the original on YouTube.
Where this solution came from
The per-challenge tactics come from the Steam Community field report "Big Walk - Challenge [Purple] Puzzles Advice / Tips" by tasselfoot, whose author states which ones they got first try, which one failed repeatedly, and concrete potholes such as the 10-minute wait after dropping the ball on the chairlift. That is the kind of first-hand record this site values most. The peek-through-the-hole note for the nine symbols comes from a player comment on that page and is labelled as a community addition. This page previously had outline-level information only, and has been rewritten from that report.
Puzzles in this game are not assigned in a fixed order: most of them reward the same generic red gourd, so you can clear any set of challenges around a tower. 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.