The island is one continuous open space, but it reads as a route. This walkthrough follows the order the game nudges you through, with the parts you can safely skip or reorder called out along the way.

Big Walk train platform at dusk along the island route

The shape of the island

CAMP
  └─ Red drawbridge
       └─ Map Room (blue doorway)
            ├─ Red Tower
            ├─ Green Tower
            └─ Yellow Tower
                 └─ Summit

Stage 1 — Tutorial and camp

You start near the camp after a short tutorial that teaches movement, voice, and the basic "carry object to slot" loop. The camp is also your anchor for the first hour: if a group ever loses its bearings, "back to camp" is always a valid answer.

Stage 2 — Lower the red drawbridge

The bridge is the first hard gate. It blocks access to the rest of the map until your group completes four puzzles, collects their four red figures, and assembles a key:

  1. Find the crown structure

    Just before the bridge there's a crown-shaped console with four slots.

  2. Solve four puzzles

    Each puzzle rewards a red figure. They're spread around the area before the bridge.

  3. Place the figures

    Slot all four figures into the crown structure. The key drops.

  4. Shred the key

    Insert the key into the shredder to the right — the cut key is what actually fits the bridge lock.

  5. Walk the red walkway

    Carry the cut key up the red walkway along the cliff and place it in the recess by the bridge. The bridge lowers.

For the full puzzle breakdown, see How to lower the red bridge.

Stage 3 — Red tower first, always

After the bridge you'll find a blue doorway: the Map Room — locked until you finish the red tower. The red tower is the first tower you meet, and it's the most important:

  1. Collect the five red collectibles around the starting area and bridge region.
  2. Slot them into the tower to earn a key.
  3. Use the key on the blue doorway to open the Map Room, which gives your group an overview of the island and where to go next.

Stage 4 — Green tower

Green is the natural second stop. It's a shorter commitment than red and continues the collect-and-slot loop with less spatial confusion. Do it whenever you have five green things and a spare half hour.

Stage 5 — Yellow tower

Yellow is the most demanding of the three — expect more traversal, more communication, and more backtracking. Going in with the Map Room unlocked and a settled group makes it dramatically smoother.

Stage 6 — The summit

Once all three towers are complete, the route to the summit opens. The final stretch leans on everything the game has taught: long-distance callouts, walkie-talkie discipline, and trusting your group to split up and converge.

Can we reorder or skip?

The island is open and you can wander wherever you like. Two practical notes:

  • Red tower first is strongly advised — the Map Room is locked behind it, and navigation without the map is the single biggest time sink.
  • Nothing in the first half requires green or yellow, so a short session can comfortably end after the red tower and Map Room.

Next: Tips & Tricks, or dive into the Red bridge puzzle.