Route plan
Use this as a nearby cluster—not a mandatory quest chain.
Later red progression pieces can come from challenges across the island. This page groups 5 challenges near Green Tower because they make a practical route, not because every one is formally assigned to that tower.
Before you split up
Three things to agree on.
Lantern or visible signal
Spare objects for markers
Two players assigned as counters
Green Tower working index
5 nearby challenges, hint-first.
Reported 3825, 1930Split Speaker Rooms
S0 • Location and puzzle type only
Each room lacks half the data and has a different channel.
Use the tannoy to describe missing tiles and light pulses to encode tile indexes. Complete both displayed sequences, then check them.
Accessibility: the host can enable challenge skipping.
Reported 3790, 2250Coastal Crane
S0 • Location and puzzle type only
Two far controls share a narrow timing window, so agree on one visible signal first.
A complete input sequence is withheld pending original in-game QA. The supported general method is to pre-position players at both distant controls and agree on one immediate visual or voice signal before anyone starts.
Only the general role pattern is published. Exact inputs, layout, counts, and completion steps remain withheld pending original in-game QA.
Accessibility: the host can enable challenge skipping.
Reported 3740, 2140Invisible Ink
S0 • Location and puzzle type only
The tile art disappears when it leaves the lens.
In the documented world version, inspect nine tiles at the fixed lens and group them at memorable positions. When the target appears, use the current panel’s requested count rather than assuming the reported five is universal.
Accessibility: the host can enable challenge skipping.
Reported 4020, 1870Minesweeper Lamps
S0 • Location and puzzle type only
Unsafe lights remain consistent after a failed attempt.
Test the lights and mark red-star hazards with spare items. Restart, then activate only the safe lights.
Accessibility: the host can enable challenge skipping.
Reported 4100, 1880Head Count
S0 • Location and puzzle type only
Each player can reliably observe only part of the light set.
A fixed total is intentionally withheld pending original in-game QA. Divide the visible groups between players, report separate subtotals without overlap, then test the combined value shown by your current world.
Only the general role pattern is published. Exact inputs, layout, counts, and completion steps remain withheld pending original in-game QA.
Accessibility: the host can enable challenge skipping.
When an attempt fails
Preserve what the group already learned.
Keep any safe/unsafe markers in place after a failed attempt. For memory rooms, rebuild the same sorting layout before touching the check control.
- Keep roles stable: change one instruction or position at a time.
- Use short vocabulary: number positions before the next attempt.
- Watch the world version: trust active controls and visible meters over a fixed online count.
- Skip if needed: hosts can enable challenge skipping for accessibility.
Facility outcome
Reported route: Chairlift.
The facility panel is reported to require five general red progression pieces. Fill the visible slots, process the released key through the cutter route, and use the result at the matching facility. Counts and working names are community data rather than an official published checklist.
Evidence boundary
Core mechanics documented; uncertain steps stay labeled.
Official material confirms cooperative open-world challenges, restricted communication, group-size variants, crossplay, and challenge skipping. Puzzle names, coordinates, and step sequences are reported community working data and are not presented as developer terminology or independently verified pins.