
Spoilers from here. This page describes what the endings require, not what happens in them — no dialogue, no final images, no reveal. It is written for a group that wants to finish, not for someone deciding whether to buy. If you have not played, the beginner guide is the page you want.
Two Endings, One Sequence
Steam's own store page lists An Ending
, singular, among the game's features, and the two ending achievements are labelled internally as the first and the second. Both facts point the same way, and playing confirms it: these are not branching outcomes you pick between. They are stage one and stage two of the same finish.
| Ending | Achievement | What it takes |
|---|---|---|
| The first ending | Big Goodbye | Finish the five towers, take the Black Key beyond the wall, clear the sphere |
| The true ending | Big Game | Everything above, then every remaining challenge, the seven purple ones, and the White Key |
The gap between how many players have reached each one is enormous — see the live unlock rates. That gap is not difficulty. It is that the credits roll, the group says good game, and nobody realises the island reopened behind them.
The First Ending: Big Goodbye
The route is the one on the walkthrough page, and the last three steps are:
- Bring six gourds to the black tower and take the Black Key.
- Use it on the gate at the western end of the wall, and walk through. That is the Big Wall achievement.
- Cross to the giant sphere, clear the co-operative rooms inside it, and leave through the far side.
The ending plays, Big Goodbye unlocks for everyone present, and the credits run. This is a real ending — if your group stops here, you have finished Big Walk in the sense House House meant it.
The True Ending: What Changes After the Credits
Keep playing on the same save, with the same host, and the world is not quite the world you left. Seven new purple challenges have appeared across the island.
They are not bonus fluff. They take mechanics the game already taught you and push them to the point where a sloppy group simply cannot finish — longer sequences, tighter coordination, less margin. Expect them to take as long as a whole tower did.
Reaching the true ending means completing the island, in the literal sense:
- Every ordinary challenge you skipped. Anything left unsolved on the way to the first ending still counts.
- All seven purple challenges. These only exist post-credits.
- The last 15 gourds, turned in. The green collection building near the starting area and Map Room has fifteen empty slots waiting: eight for red gourds, seven for purple ones.
The White Key
Fill all fifteen slots and the building produces a White Key. It has one destination, and it is a place you walked past on your very first day: the small black sphere in the starting area's tutorial hall, which has now split open to reveal a keyhole.
Put the White Key in, go down the stairs, and follow what you are told. That is the true ending, and Big Game — the rarest achievement in the game — unlocks when it finishes.
The host must be the same person. Progress lives on the host's save, so the true ending has to be finished on the save the first ending was finished on. If your usual host cannot play, your group cannot continue — this is the single most common way a completion run dies. The how to play guide covers hosting properly.
If a Purple Challenge Is Beating You
The host can turn on challenge skipping in the accessibility menu, which surfaces a skip option on challenges. House House built it so that a challenge requiring hearing, speech, quick reactions or fine motor control cannot lock a group out of its own game, and a skipped challenge still awards its gourd.
Using it to finish a purple challenge your group has genuinely bounced off is not cheating in any sense the game recognises — the achievement still unlocks. Details in the settings guide.
Planning the Completion Run
- Do not disband after the credits. Say out loud, before you reach the sphere, that there is a second half. Groups that scatter at the credits rarely reconvene.
- Take stock before starting. Open the map and list what is still unsolved. Fifteen slots is a checklist — treat it as one.
- Use the train and the chairlift. The final gourds are spread across the whole island. Walking it costs hours you do not need to spend.
- Keep four or more players. Purple challenges assume real coordination, and some challenges need more hands than a duo has.
Ending Questions
How many endings does Big Walk have?
Two, and they are sequential rather than alternative. The first plays when you clear the sphere beyond the wall and unlocks Big Goodbye. The second plays after full completion and unlocks Big Game.
How do I get the true ending in Big Walk?
Finish the first ending, then keep playing on the same save: solve every remaining challenge, complete all seven post-credits purple challenges, and turn in the final 15 gourds — eight red and seven purple — at the green collection building near the starting area. That produces the White Key, which goes into the black sphere in the tutorial hall.
What is the White Key for?
It opens the black sphere in the starting area's tutorial hall, which splits apart after the first ending to reveal a keyhole. Using it starts the true ending sequence and unlocks the Big Game achievement.
What are the purple challenges?
Seven harder challenges that appear across the island only after the credits roll. They reward purple gourds, which fill seven of the fifteen slots in the collection building. They are the hardest content in the game.
Can I get the true ending on a new save?
Not without redoing the entire game. The purple challenges only appear after the first ending, on the save where it happened, and that save belongs to whoever hosted it.
Does everyone in the group get the achievement?
Achievements unlock for the players present when the condition is met, so bring the whole group to the finish. They do not carry across platforms — a Steam unlock does not appear on a PS5 profile.
Working towards it? The walkthrough has the tower route, the achievements page lists what each of the twelve asks for, and the gadgets guide covers the tools the late game assumes you have.