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Big Walk Green Tower & Chairlift Guide

Stage five Heads, finish the Green key, start the chairlift, and ride a moving seat for Big Sit.

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Green Tower & Chairlift Guide

After the Map Room opens, Green Tower is the best early quality-of-life unlock for most parties. Completing Green activates the chairlift that crosses mountain routes toward Yellow, Blue, and late-game regions — and boarding a moving chair unlocks Big Sit. This guide focuses on the Green progression loop, the easy Train Station vs Chairlift mix-up, and clean session checkpoints.

Recommended context: Tower Order, Yellow Tower & Tunnel, and Backpacks for multi-Head carries.

Green route checklist

  1. Use the Map Room to locate the Green receiver, Train Station cache, nearby challenges, and chairlift line.
  2. Visit the five-slot Green receiver before collecting rewards.
  3. Use the inactive Train Station as a Head and equipment cache — not as the key destination.
  4. Protect the first three Heads before long split-role puzzles.
  5. Return five Heads, assign a permanent blank-key carrier, and finish all five cutters.
  6. Insert the finished key at the Chairlift station beside Green Tower.
  7. Wait for chairs to circulate, then board a moving seat for Big Sit.

Why Green second?

Red improves planning. Green improves travel. Once the lift runs, long approaches to Yellow and Blue stop eating entire evenings. Large lobbies especially benefit: subgroups can relocate without twenty-minute cliff marches. If your friends hate elevation, bump Green immediately after Red even if a shiny Yellow puzzle is visible from a ridge.

Two stations you must not confuse

StationRole on the Green route
Inactive Train StationSafe cache for Heads and spare tools
Chairlift station beside Green TowerDestination for the finished Green key

Players constantly carry a completed Green key to the railway because the Train Station felt important earlier. The railway stays inactive until Blue Tower. Green’s reward is the cable line next to Green Tower.

Head staging that actually works

Visit the five-slot receiver first so everyone shares one return point. Then treat the Train Station platform as named storage:

  • Completed Heads in one visible pile
  • Navigation tools somewhere else so radios are not counted as Heads
  • Optional gadgets left behind before blindfold or counting rooms

Consolidate after three Heads. Later Green challenges can block vision, occupy every free hand, or separate the party. Carrying three loose rewards into those rooms is how progression objects disappear into bushes.

A two-player group with one backpack can move four Heads in one load (one in the pack, one in pack-wearer hands, two carried by the partner). Leave the fifth at the station, recount all five at the cache, then walk together straight to the Green receiver.

Puzzle selection advice (spoiler-light)

Green-area challenges often include split-room signaling, synchronized crane switches, symbol memory, lamp grids, counting tasks, and blindfold routes. Exact solutions belong on Challenges. Hub rules that matter here:

  • Agree on number language before counting doors close
  • Leave Heads and spare tools outside before blindfold gear goes on
  • Abandon a room that needs a missing walkie-talkie or an impossible player-count role — take another Head instead
  • Stop exploring the moment the fifth physical Head is ready

Cut the Green key, then go to the lift

Five inserted Heads produce a blank Green key. Progression is not finished. Keep one carrier through all five cutters. After every cut, wait for the animation and read the arrow — the next station may sit above or below the obvious line of travel. If you lose the route, return to the latest completed cutter rather than wandering toward Blue rails with a half-cut key.

After the fifth cut, walk the finished key to the chairlift canopy beside Green Tower. Insert it and remain on the platform until chairs begin circulating. Receiver animation, fifth cutter, and key insertion are three separate moments — leaving after the fifth cutter does not auto-start the lift.

Unlock Big Sit correctly

Big Sit triggers from riding an activated, moving chair. Standing at the station or beside a stopped chair does not count. Sequence:

  1. Five Green Heads accepted
  2. Five cuts completed
  3. Finished key inserted at the chairlift station
  4. Chairs circulating
  5. Board and remain seated until the popup appears

Use the upper lift route later as a staging point toward high terrain for Big Climb — that achievement is an elevation trigger after you leave the lift, not a second riding popup. Full trophy list: Achievements.

Troubleshooting

SymptomFix
Empty Green slot after five puzzlesRecover the physical Head from site, cache, or backpack
Key appeared, lift deadKey is blank — finish all five cutters
Finished key does nothingConfirm you are at the chairlift beside Green Tower, not the Train Station
Big Sit missingWait for motion and board a moving seat
Big Climb missing on the rideLeave the upper station and continue to the highest point

After Green

Treat the route complete when chairs are moving, not when the blank key first appears. Use the elevated line to approach Yellow Tower instead of retracing the entire ground path. Keep flares and walkie-talkies on the platform for reunions — Signaling.

Green Tower turns Big Walk from a walking simulator into a routing game. Start the lift early and the rest of the island suddenly fits into fewer evenings.

FAQ

Frequently Asked Questions

Quick answers to the most common Big Walk questions.

Where does the finished Green key go?

Into the chairlift station immediately beside Green Tower — not the inactive Train Station used as a Head cache.

How do I unlock Big Sit?

Activate the chairlift with the finished Green key, wait for chairs to move, then board and remain on a moving seat.

How many Heads does Green need?

Five physical Heads at the Green receiver, then five complete key cuts.

Should Green come before Yellow?

Usually yes. The chairlift makes later approaches shorter. Swap only if your party strongly prefers tunnels first.

Does riding the lift unlock Big Climb?

No. Big Sit is the ride. Big Climb requires reaching the island’s highest point after leaving the upper route.