
Big Walk: I lost my best friend in a giant bush, and it was my best co-op moment of the year
The Untitled Goose Game creators are back, and this time you do not cause mischief alone: you get lost together in the wild, and it is wonderful.

Getting started in Big Walk: understanding proximity chat, staying together, reuniting with megaphone, flares and signs, and progressing in the open world.
Alexandrosse
Big Walk is not a game you win, it is a game you live as a two. There is no really wrong way to play it, but there are a few reflexes that avoid the awkward lulls and make the adventure much sweeter. Here is the essential to avoid spending your first session desperately searching for each other in a bush.

The first thing to understand is that Big Walk is a "walker-talker": walking and talking are the heart of the experience. Do not launch it expecting objectives that pop or sharp action, you would miss the point. Launch it with a friend you feel like talking to, put on your headsets, and let the conversation carry the game as much as the puzzles.
The corollary is the choice of partner. Big Walk barely exists solo, and it falls completely flat with someone who does not feel like talking. Choose the right person, the one with whom silence is never awkward and jokes flow, and you hold the key to the game. It is the most important tip in this guide.
The central mechanic is proximity voice chat: the further your partner drifts, the fainter their voice in your headset. It is your natural compass. As long as you hear the other clearly, all is well. When their voice starts to fade, it is the signal to get closer or check in before you lose each other for good.
The reflex to develop, especially at the start, is announcing your intentions. Before cutting through a thicket or climbing a hill, say so. Half of separations come from one player heading off to explore without warning while the other was looking elsewhere. Staying grouped does not stop you from exploring, it just avoids the long minutes of searching.

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You will get lost, it is inevitable, and it is even part of the charm. When it happens, the game gives you three tools, and you should remember to use them rather than going in circles. The megaphone amplifies your voice across the distance: perfect for reconnecting when proximity chat no longer reaches. Flares signal your position in the sky: the lost one fires, the searcher aims for the light. And handwritten signs let you leave a message or a direction planted in the scenery, ideal when you advance and the other follows your trail.
The right method when you are separated: have one player stay still and fire a flare while the other heads toward it, rather than both moving at random. Two people wandering at the same time take three times longer to reunite than one staying fixed and one joining them.
Progress runs through structures scattered across the landscape, in which puzzles are hidden. The principle is simple: explore, spot these buildings, and search them together to unlock the next part. The game does not hold your hand, so be curious, experiment, and communicate what each of you finds on their side.
The best tip for progression is not to rush. Big Walk rewards wandering, quiet exploration and attention to the details of the world, not the race to the objective. Take the time to get lost on purpose, to chat, to take a detour toward that weird thing in the distance. The game will fill itself with the stories you make up along the way, and that is exactly what House House was trying to provoke.

Guide written from the PC version.
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