Big Walk Achievements Guide: All 12 and the 100% Route
Updated 2026-09-03 · Steam Big Walk
There are exactly 12 Big Walk achievements on Steam, and every one of them can be earned in a single co-op playthrough. Eight of them sit directly on the critical path, from the first drawbridge to the ending, and four are side unlocks you can grab whenever you happen to walk past them. The Steam store page confirms the total of 12 and names 10 of them publicly; the remaining route detail on this page comes from a player-written 100% guide, not from House House.
House House has never published an achievement walkthrough, so treat the ordering, the puzzle counts and the exact trigger conditions below as player-tested rather than official. The developer's patch notes do touch the endgame indirectly, which matters for the last achievement and is covered further down.
All 12 Big Walk achievements at a glance
Ten of these names appear in the achievement list on the Steam store page, where Big Goodbye and Big Game are marked hidden. Big Pack and Big Help are not shown in that public preview; both come from the community 100% guide, which is also the source for every "how to unlock" cell here.
| Achievement | Type | Where | How players unlock it |
|---|---|---|---|
| Big Walk | Progression | Red Bridge / Drawbridge | Collect the 4 starting-area blorbs, unlock and assemble the key, drop the drawbridge, then walk onto it |
| Big View | Progression | Map Room | 5 blorbs at the Red Tower, then take the key to the big staircase beside the tutorial area and visit the Map Room |
| Big Sit | Progression | Chairlift | 5 blorbs at the Green Tower, key to the lift station nearby, then sit on a chairlift seat |
| Big Tunnel | Progression | Yellow Door | 5 blorbs at the Yellow Tower, key to the Yellow Door, then step into the tunnel network |
| Big Ride | Progression | Monorail Station | 5 blorbs at the Blue Tower, key to the station near that tower, then board a moving monorail car |
| Big Wall | Progression | The Wall, far west | After the five key sets above, bring 6 blorbs to the Black Obelisk for the Black Key, open the gate and keep going |
| Big Goodbye | Hidden, ending | The Sphere and the final turnstile | Cross the wall, clear every puzzle inside the giant Sphere, leave through the turnstile and the white door, then quit the game |
| Big Game | Hidden, 100% | Green building near the tutorial and map area | Hand in the last 15 blorbs, take the white key back to the tutorial sphere and follow the prompts |
| Big Pack | Side | Blue spiral buildings | Have a teammate fit a backpack onto you |
| Big Help | Side | Blue spiral buildings | Have a teammate fit a belt onto you |
| Big Climb | Side | Highest chairlift station | Ride one stop west from the lift-unlocking station and climb to the top of the sphere structure there |
| Big Makeover | Side | Salon inside the tunnels | Have a friend paint you one of the three shiny colours on the bottom row |
Four achievements are flagged "technically missable" in that 100% guide: Big View, Big Sit, Big Tunnel and Big Ride each depend on you actually using the thing you just switched on. Turning on the monorail is not the trigger; stepping onto a moving car is.
Blorbs, gourds and the key loop
The item you spend on every progression achievement has two names. The community 100% guide calls them blorbs; the Fandom wiki notes the developer files call them gourds, and the game itself never says the word out loud. They are the reward for puzzles, and filling every slot at a location hands you one key.
| Tower | Blorbs needed | Key opens | Achievement |
|---|---|---|---|
| Starting area (no tower) | 4 | Red Bridge / Drawbridge | Big Walk |
| Red Tower | 5 | Map Room | Big View |
| Green Tower | 5 | Chairlift network | Big Sit |
| Yellow Tower | 5 | Tunnels plus the other coloured doors | Big Tunnel |
| Blue Tower | 5 | Monorail | Big Ride |
| Black Obelisk | 6 | Gate at the Wall | Big Wall |
That is 30 blorbs for the six unlocks. The guide notes 8 more red blorbs exist beyond those 30, and the challenge area adds 7 purple ones, which is where the final 15 for Big Game comes from. One detail worth knowing before you start: a key does not point you straight at its lock. It is assembled across five key-maker slots, and each slot you fill puts an arrow on top aiming at the next one. Players describe this as a five-part clue chain rather than a single fetch. More on the puzzle types themselves is on puzzles, and the tower layouts are on towers.
The 100% route in order
This is the sequence the 100% guide's author used with their group, condensed. It is one workable order, not the only one; a separate short community guide suggests red, green, blue, yellow, then black instead.
- Clear the starting area, drop the drawbridge and walk on it for Big Walk.
- Do the Red Tower set, open the Map Room and go inside for Big View. The room also hands you the map, the compass and a laser pointer, which make everything after this far easier.
- Green Tower, then sit on the chairlift for Big Sit.
- Yellow Tower, then enter the tunnels for Big Tunnel. This is also what opens the other coloured doors around the island.
- Blue Tower, then step onto a moving monorail for Big Ride.
- Black Obelisk with 6 blorbs, open the gate at the Wall and continue west for Big Wall.
- Walk to the Sphere, solve everything inside, exit through the final turnstile and the white door, and close the game for Big Goodbye.
- Mop up the remaining 8 red blorbs and the 7 purple challenge blorbs, hand in 15 at the green building, take the white key to the split sphere in the tutorial area for Big Game.
Two small pieces of advice from the same guide, both player-tested: a unique pickup waits underneath the Weather Balloon, which sits up north of the Green and Blue towers, and it raises your blorb carry limit by one and clips onto a backpack, and the tunnels are faster for cross-island travel than the monorail, which the author found slow and infrequent. See map for how the areas connect.
The four side achievements
Big Pack and Big Help both come from the blue circular structures scattered across the island, described as looking a little like parking garages. Backpacks turn up mostly early, belts mostly late. You cannot equip either yourself: another player has to put it on you, which is also what several Steam guides say about bags in general. That makes both achievements impossible to solo-farm.
Big Climb is on the chairlift. From the station that switched the lift on, ride one stop west to the highest station in the game, get off there and climb the small sphere structure at the peak. The guide's author is blunt that there is nothing at the top except the achievement.
Big Makeover needs the tunnels open first. The salon sits inside the tunnel system near the Red and Blue connection, close to the rave area, reached over a green bridge and down a flight of red stairs into a purple room. Pick one of the three shiny colours along the bottom of the swatch wall and have a teammate paint you.
One naming wrinkle: a separate Steam guide about changing your appearance calls this the "Big Shiny" achievement station and confirms the tunnels are a prerequisite. Steam's own achievement list uses Big Makeover, so treat Big Shiny as a community nickname for the same salon. This salon is also distinct from the Customization Room in the starting area, which Fandom describes as a purely cosmetic spot with 21 paint swatches and no progression value. Full mechanics are on painting station.
Big Game and the seven challenge puzzles
The challenge area sits on the far eastern ridge, past a purple tunnel to the right of the chairlift exit. Its door opens after you finish the game, and the challenges appear on the big map at the same time. The 100% guide's companion challenge guide lists seven, each worth a purple blorb:
| Challenge | What it is | Player advice |
|---|---|---|
| Wait 30 Minutes House | A longer version of the 5-minute wait room | Lock yourself in and go do something else; it resolves on its own |
| Golf | A hole with no ball on the ridge | The ball starts at the red-section golf course and must be hand-passed or pushed the whole way, including on the chairlift |
| 36 Drawings | Matching a large grid of similar sketches | Get all 36 tiles visible at once and track which answers you are confident about |
| 9 Speakers, No Talking | Audio matching with voice blocked | Lay the sounds out in rows and agree a hand-signal system beforehand |
| 9 Symbols, No Talking | The visual version of the above | Same signal system; a gap in the wall shadows helps |
| Fast Platforming | The island platforming run against a timer, carrying an egg timer | Pre-position one player, throw the timer early, jump between steps rather than along them |
| Many Lights Everywhere | One player sees the target light, the other can only flash a button | Yes or no questions, one flash for yes, two for no, repeated five times |
The author flags this list as written from memory, so treat the set of seven as player-reported. What is official is that the developers have patched this area twice: version 1.4.9 fixed completed challenges that asked to be redone after a reload, and version 1.5.1 on 28 August 2026 fixed saves made before 1.4.9 where a challenge could reset itself after completion and then become impossible to finish. If your group started before 1.4.9 and one challenge looks permanently stuck, that patch is the reason. The full list is on patch notes.
Do mods break achievements?
Not confirmed in general. No House House patch note in our sources says anything about modding and Steam achievements, so this wiki will not claim modded sessions are safe across the board. The only data point we have is one mod author's own FAQ: the Big Voice guide states plainly that achievements still work with that client-side mod installed. That is the author's claim about one mod, not a tested result for the whole ecosystem. If your achievement list matters to you, the cautious approach is a clean unmodded profile for the 100% run. Install mechanics are covered on mods.
Sources and last check
Checked 3 September 2026. The achievement total of 12, the ten publicly named achievements and the hidden flags on Big Goodbye and Big Game come from the official Steam store page for Big Walk.
Every unlock condition, the blorb counts per tower, the route order, the Weather Balloon carry item and the four side achievements are player-reported, taken from the community 100% Achievement Guide by Tass on Steam. The seven challenge puzzles and their tactics come from the same author's challenge puzzle guide, which the author states was written from memory. The "Big Shiny" naming and the tunnel prerequisite for the salon come from a separate Steam guide on changing your appearance. The alternative tower order is from a short community note, also player-written.
The gourd naming, the Customization Room details and the key mechanic come from the community Big Walk Fandom wiki. Challenge-related fixes in versions 1.4.9 and 1.5.1 are from the official House House 1.5.1 patch notes of 28 August 2026. No official source addresses whether mods affect achievements, so that question is marked not confirmed rather than answered.
Sources
- https://store.steampowered.com/app/1478500/Big_Walk/
- https://steamcommunity.com/sharedfiles/filedetails/?id=3777367424
- https://steamcommunity.com/sharedfiles/filedetails/?id=3778233260
- https://steamcommunity.com/sharedfiles/filedetails/?id=3778181102
- https://steamcommunity.com/games/1478500/announcements/detail/1842212951302111
- https://big-walk-game.fandom.com/wiki/Gourd