Big Walk WikiPlay on Steam

Big Walk Endings Explained: How to Reach Every Ending

Updated 2026-09-03 · Steam Big Walk

How many Big Walk endings are there? Community sources document two: the main finale you reach through the Black Tower and the Wall, which unlocks the hidden Big Goodbye achievement, and a second, post-game sequence back in the Tutorial Zone that unlocks the other hidden achievement, Big Game. House House has never published an endings breakdown, so everything below comes from player-written Steam guides and the community Fandom, and any third ending or alternate variant is not confirmed yet.

Big Walk ships with 12 Steam achievements according to the official store page. Ten of them are visible in the store listing; the two that are hidden are exactly the two tied to the endings, which is the clearest official hint that both sequences are real endpoints rather than side content.

The two documented endings at a glance

EndingAchievementWhere it happensWhat gates it
Main finaleBig Goodbye (hidden)Past the Wall in the far west, inside the giant SphereThe Black Key, which needs all four coloured tower keys done first
Post-game finaleBig Game (hidden)Back in the Tutorial Zone, at the small black sphereThe White Key, which needs the final 15 gourds including all 7 purple challenges

Players report that the second sequence only opens after the first one is finished, so this is an order, not a choice between two routes. The interactive map guide describes the Black Tower stretch as the game's final sequence and calls it the first ending, which lines up with the achievement guide's ordering.

Ending one: the Wall, the Sphere and Big Goodbye

The route is a chain of keys. Fandom's Key article explains the mechanic: you drop gourds into the slots at a tower, that releases one key, and the key has to be filed down at key filers before it fits its lock. Each key passes through five separate filers, and a filer points an arrow at the next one once it has cut a peg, so the filing stage is really a five-stop scavenger hunt across the island. The interactive map guide describes the same thing as a five-part clue sequence.

Four coloured towers each want five gourds and each open one piece of the island:

TowerGourdsWhat its key turns onAchievement
Red5The Map Room, up the large stairs by the tutorial areaBig View
Green5The chairlift, from the lift station nearbyBig Sit
Yellow5The tunnel system and the other coloured doorsBig Tunnel
Blue5The trains, from the station near the towerBig Ride
Black6The Wall Gate in the far westBig Wall

The Black Tower, which the achievement guide calls the Black Obelisk and Fandom describes as a tall speaker-shaped structure rather than a normal tower, stays shut until the earlier five key jobs are done. Players report it then opens on its own and asks for six gourds instead of five.

Once the Black Key drops the gate at the Wall, the finale is a walk rather than a puzzle box:

  1. Cross the Wall Gate and keep heading west. Stepping past the Wall is what fires Big Wall.
  2. Walk to the giant Sphere. This is a long stretch on foot, so bring lights and a way to talk before you commit.
  3. Work through the puzzles inside the Sphere as a group.
  4. Leave through the far side, continue to the end, pass the final turnstile and walk through the white door.
  5. Big Goodbye is player-reported to pop when you actually quit out of the game afterwards, not the moment you step through the door, so do not panic if your achievement list looks unchanged on the way out.

A warning worth repeating from the 100% guide: Big View, Big Sit, Big Tunnel and Big Ride are all flagged as technically missable. Nothing forces you to sit on the chairlift or ride a train, and once you are deep into the endgame those small errands are easy to forget. Pick them up as you unlock each system. Our achievements guide has the full list including the ones with nothing to do with progression.

Ending two: the White Key and Big Game

Finishing the game does not close the save. Two things change afterwards, both player-tested:

  • A purple door opens at the chairlift station on the far eastern ridge, and the seven challenges behind it become available.
  • Every challenge appears as a marker on the big map, so you can plan the sweep instead of hunting blind.

Those challenges hand out purple gourds. Add the eight red gourds still lying around the island once the first 30 have been spent on keys, and you have the final 15. Take all 15 to the green building near the tutorial and map area and you get the White Key.

The White Key goes back to where you started. Players report that the little black sphere back in the Tutorial Zone has split open, with a key slot waiting inside, and that inserting the key sends you down a staircase into the closing sequence, which the game guides you through from there. That is what awards Big Game.

StageGourds spentRunning total
Starting Area gourds for the drawbridge key44
Red, Green, Yellow and Blue towers, five each2024
Black Obelisk630
Final batch at the green building: 8 red plus 7 purple1545

Forty-five gourds is the number a full clear needs on that accounting. The game itself never names them, incidentally: "gourd" comes from developer files by way of Fandom, while most Steam guides call them blorbs. See puzzles for how the ordinary gourd puzzles work and towers for what is inside each tower before you climb it.

The seven challenge puzzles that gate the second ending

You cannot reach Big Game without clearing all seven, so it is worth knowing what you are signing up for. The challenge guide's own summaries, all player-tested by its author:

ChallengeShape of it
Wait 30 Minutes HouseShut yourself in and let a timer run. No skill, just patience
GolfFerry a ball from the red section golf course all the way east and up the chairlift to a hole on the ridge
36 DrawingsOne player describes drawings the other cannot see; 36 tiles, many near-identical
9 Speakers, No TalkingMatch nine sounds with no voice, using pre-agreed gestures
9 Symbols, No TalkingThe same idea with symbols instead of sounds, and easier
Timed PlatformingThe island platforming route again, on a tight clock, while carrying an egg timer
Many Lights EverywhereOne player can only flash a red light; the other asks yes or no questions and presses buttons

The guide's author is upfront that the list is written from memory and asks for corrections, so treat the set of seven as player-reported rather than a verified inventory. There is one useful cheese note in the same guide: if you somehow reach a challenge before beating the game and finish it, the map records it as done anyway.

Does anything change after the ending?

  • The save continues. Challenges, achievements and cleanup are all doable post-credits, which is the whole basis of the second ending.
  • Nothing in our sources describes New Game Plus, an alternate final choice, or a different outcome based on how many players finished together. Marked not confirmed yet.
  • No source says whether the endings behave differently at 2 players versus the 12 the store page allows. Also not confirmed yet.

Patches that touched the endgame

Several official fixes land squarely on this stretch of the game, which matters if you are on an old save. From the developer's Steam announcements:

VersionDateEndgame-relevant change
1.4.92026-08-21 postFixed completed challenges asking to be redone after a reload; fixed a missing collider in one challenge; fixed two players slipping through a turnstile together
1.5.12026-08-28Fixed pre-1.4.9 saves where a challenge could reset itself after completion and become impossible to finish; fixed grabbing a player through a turnstile; fixed lighting that stayed wrong after a certain part of the game

If your challenge count is stuck on an old save, 1.5.1 is the patch that addresses it directly. Full history on patch notes. For getting around the island quickly during the final push, the map page covers the tunnels, trains and chairlift the tower keys hand you.

Sources and last check

Checked 3 September 2026. The step-by-step routes for both endings, the gourd counts, the key filing chain and the challenge descriptions come from two player-written Steam Community guides by the same author, the Big Walk 100% Achievement Guide and the Challenge Puzzles advice guide, plus the community interactive map guide, which is where the phrasing about the Black Tower leading into the game's final sequence originates. All of that is player-reported, including the detail that Big Goodbye unlocks on quitting rather than on walking through the white door, and the claim that the challenge list is complete at seven.

Key filing, the tower and gourd mechanics and the black tower's odd shape come from the community Fandom pages for Key, Towers, Items and Locations. The achievement count of 12, the hidden status of Big Goodbye and Big Game, the price and the player range are from the official Steam store page for Big Walk. Patch details are from the official House House announcements for 1.5.1 on 28 August 2026 and the 1.4.9 notes published alongside 1.4.10 on 21 August 2026. Anything not covered by those, including alternate endings or post-ending content beyond the challenges, is marked not confirmed yet rather than guessed at.

Sources