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Big Walk: All 46 Gourd Locations and 139 Gourd Stands

Big Walk marks 46 gourds on The Island, each one sitting in a stand, plus 93 more stands with nothing on them.

Game build 6000.3.17f1

Layers this guide uses

The Island has 46 gourds marked on it and 139 stands to go with them, which is 185 markers in the Gourds layer. Every gourd sits in a stand. The other 93 stands are marked on their own. Plenty of English guides call the same object a blorb, and it is the same thing this map calls a gourd. Open the Gourds layer to see the whole set.

What are the red things called

Gourds. That is the word on this map, and it is what several guides use. The other common English word is blorb, which is what the Steam completion guides say throughout. Red totem, red peanut and the eggy thing all turn up too, and every one of them means the same object: the small red or purple thing you pick up and carry to a stand.

Elsewhere it is груша in Russian, Kürbis in German, calabaza roja in Spanish, ひょうたん in Japanese and 葫芦 in Chinese. If you have been searching one of those words and getting nothing useful, that is the reason.

The stand it goes into is the part some players call a gourd holder. On this map the two are separate types in the same layer, which is what lets you look at one without the other.

Where to put a purple gourd once you have one

It goes in a stand. The layer does not split the 46 by colour, so no filter will pull the purple ones out from the red ones, but every stand on the island is marked and a stand is where a gourd ends up.

Which stand is worth carrying it to is readable from how the stands are grouped. Seven places hold four or more together, and those group sizes line up with what the run through the game asks for: 4 down at the shoreline where the drawbridge is, then 5 at each of four separate spots up on high ground. The next section has the coordinates for all seven.

If your group is one gourd short of a stage, walking it to the nearest single stand does nothing for that stage. Walk it to a bank.

Why the map counts 185

Most guides quote 30. That is what the towers ask for on the way through the game: 4 to get the drawbridge down, 5 for each of the four coloured towers, then 6 for the black obelisk.

The layer counts markers rather than stages, and it counts stands as well as gourds. Split it and it reads plainly. Only the gourds leaves 46 markers on the map. Only the stands leaves 139.

The two sets overlap. Each of the 46 gourd markers sits at exactly the same point as a stand marker, so a gourd on this map is always a gourd in a stand. Take those away and 93 stands are marked with nothing in them.

The seven banks of gourd stands

Stands are not spread evenly. Seven places on the island hold a group of four or more, and those groups take up 47 of the 139. Only one marker in all seven has a gourd on it, so a bank is not somewhere to go looking for one.

Stands in the groupCoordinate reader showsKey markers beside it
163528, 14971
73479, 16762
53307, 15641
53664, 14081
53539, 18591
53937, 19011
43534, 11311

The two numbers in the middle column are what a coordinate reader shows when you are standing at that group.

Every group has a key marked within a few paces of it, and one group has two. That accounts for all 8 key markers on the island, with none anywhere else. Switch stands and keys on together and the pairing is obvious at a glance.

The sizes are worth reading against the progression. The group of four sits down at the shoreline, and 4 is what the drawbridge asks for. The four groups of five all sit up on high ground, and 5 is what each coloured tower asks for. The groups of 16 and 7 match nothing in that sequence.

Where the 46 gourds actually are

Outside those seven groups there are 92 stands. 45 of them carry a gourd marker and 47 do not. Add the single gourd inside a group and you have all 46.

They are scattered over the whole island, mostly alone or in pairs, and the spread is unusually even. Cut the island into four bands from the north coast down to the southern tip and the counts barely move.

Band, by the reader’s first numberGourds
Under 3400, the north coast9
3400 to 370013
3700 to 400013
4000 and over, the southern tip11

No region holds a big share, so there is no cluster to farm and no shortcut for a group that has left one area untouched. That is what makes the gourd-only view worth keeping open: 46 markers is a list you can work through, while 185 is not.

Height varies far more than the flat picture suggests. Only two of the 46 sit near the top of the island’s high ground, and fifteen are close to sea level, but a marker that looks like a short walk can still be a long climb. Read the terrain under it before you send a teammate off to fetch it.

Planning a collecting run

Open a marker and press Mark once you have taken that gourd. The marks stay in your browser between sessions, and Hide marked strips them off the map so only the ones you still need are drawn. On a second or third session that is the difference between 46 markers and a handful.

Share this view copies the address with your filters, your position and any open marker inside it. Paste that into voice chat or Discord and everyone opens the same picture rather than five different ones.

Carrying room decides how much a single trip is worth. The gear layer has 6 Backpacks and 5 Hip packs on it, and you can tick just those two types in the layer panel to see them alone. If your group has not picked any up yet, plan short loops that end near a stand rather than long sweeps across the island.

Before a long walk, turn the stands back on for a moment. Knowing where the nearest bank sits changes which gourd you go for first, because one that is two minutes from a bank is worth more of your evening than one that is closer to you and ten minutes from anywhere useful.

Maps in this guide

More Big Walk guides

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  4. Big Walk: The Train, the Chairlift and How Not to Get Lost

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