All field guides

Interactive field tool

Find the puzzle in front of you.

Choose a region or describe what the room is doing. Start with a nudge; open the full route only when your group is ready.

12 puzzle sites spoilers folded away

Puzzle Finder

What can you see?

Names describe landmarks, not rewards. Coordinates are there to confirm a match, not to turn the island into a spreadsheet.

Showing all 12 puzzle sites

Solutions stay closed until you ask.

01 Beach 3520, 1280

The yellow crane

A tall yellow crane with a red button underneath

movementobservation
First nudge

The switch is not meant to be reached from the ground.

One step closer

One player can become the missing piece of scaffolding.

Complete route

Stack one player on the other’s head, then let the upper player press the red button on the underside of the crane.

02 Beach 3510, 1195

The spyglass and the red light

A telescope-like viewer beside a button

communicationobservation
First nudge

The person at the instrument is pointing, not travelling.

One step closer

Hold the button and watch where the red light lands.

Complete route

One player keeps the button held and uses the viewer to direct the other toward the red light. Follow it to the glass box and complete the interaction there.

03 Beach 3660, 1295

The blue house of symbols

A blue house, loose symbol pieces and a door that separates the pair

symbolscommunication
First nudge

The useful information is inside; the useful objects are outside.

One step closer

Order matters as much as choosing the right five pieces.

Complete route

One player enters and is locked in. They describe the five symbols in order while the outside player places the matching pieces in that sequence.

04 Beach 3650, 1220

The green scaffolding switches

Green scaffolding with controls on opposite sides

timingcommunication
First nudge

The two switches are partners, not alternatives.

One step closer

Count down together; the gap between presses must be very short.

Complete route

Put one player at each side and press the two buttons immediately one after the other.

05 Blue 3505, 1960

The turnstile symbol rooms

Two separate rooms divided by a turnstile

symbolscommunication
First nudge

One room has the answer; the other has the pieces.

One step closer

Describe each symbol before the placing player touches anything.

Complete route

The player on the right reads the symbols in order. The player on the left places the five matching pieces, then uses the check control.

06 Blue 3590, 2020

The five-minute room

A locked room with several buttons and an unusually long timer

timingobservation
First nudge

The timer is not a joke, and there is no hidden fast-forward.

One step closer

Make sure every required button is active before settling in.

Complete route

Get the group inside, press the required buttons and wait for the full five-minute timer to finish.

07 Blue 3700, 1950

The tomato timer course

An obstacle route, switches and a carryable tomato-shaped timer

movementtiming
First nudge

The first obstacle is teaching you how to move as a pair.

One step closer

Leapfrog with head-stacking, then keep the timer moving toward its holder.

Complete route

Use head-stacking and leapfrogging to cross the obstacles and operate the switches. Carry the active tomato timer to the holder at the far end before it expires.

08 Blue 3360, 1930

The blurred-colour course

A golden headpiece and a course seen only as blurred colour

movementcommunication
First nudge

The person who can move through the course cannot read it clearly.

One step closer

The outside player should give short, directional commands.

Complete route

One player wears the golden headpiece and enters the course. The partner stays outside with the clear view and guides them around the obstacles.

09 Blue 3250, 1940

The charades room

Pose displays inside and selectable pieces outside

symbolscommunication
First nudge

Words are less useful here than silhouettes.

One step closer

Exaggerate each pose and let the outside player choose before moving on.

Complete route

The inside player acts out each of the five displayed poses. The outside player selects the matching pieces in the same order.

10 Green 3825, 1930

The split light-and-speaker rooms

Two rooms with incomplete displays, intercoms and flashing red lights

communicationsymbols
First nudge

Each room is missing the information visible in the other.

One step closer

Use the intercom and count the red flashes carefully.

Complete route

Put a player in each room. Exchange the missing symbol and red-light-count information through the intercom, place the pieces, then use the check control.

11 Green 4020, 1870

The minesweeper lamps

A field of lamps, some carrying red star markings

observationmovement
First nudge

The marked lamps are warnings, not destinations.

One step closer

The dangerous positions do not move between attempts.

Complete route

Identify and mark every lamp showing a red star, then cross without stepping on those positions.

12 Green 4100, 1880

The ten-head count

Two viewpoints facing a row of ten lamps with dark silhouettes

observationcommunication
First nudge

Neither player can see the complete count.

One step closer

Count only the black head silhouettes, then combine the two partial totals.

Complete route

Split between the two viewpoints, count the black silhouetted heads visible from each side, add the totals and enter the combined number.

A gentle rule

Read one layer at a time.

A Big Walk puzzle is usually more fun one almost-correct idea before the answer. Open the first hint, give the group another attempt, and leave the complete route for the moment when frustration stops being funny.

Walking as a pair? Read the two-player guide