The Red Tower is the map route. After the drawbridge, climb to the tower, collect five red prize pieces from nearby challenges, cut the blank key through five machines, and open the Map Room.

Landmarks
- Red Tower: 3670, 1400
- Map Room entrance: 3560, 1425
- Map Room reward: the handheld map, compass and the Big View achievement
The red tower is an upside-down-cone structure reached by the path opposite the gym, uphill from the starting area. Its five puzzles are spread around the tower and can be tackled in any order, though the route below is the most natural. These are a convenient nearby set, not a claim that every group must use exactly these prizes; the important requirement is five pieces in the Red Tower control panel.
Puzzle 1: Green Button Room — 3760, 1430
One player enters the green room and is locked inside, where a terminal displays a series of symbols. That player calls out what appears on the screen, while the player standing outside presses the matching button on their panel. The inside player cannot see the outside panel and vice versa, so clear callouts matter more than speed. Get the sequence right and a collectible unlocks.
Best callout: use the room's direction or number, not a long description. If the player inside can point directly at the button, the puzzle becomes much faster.
Puzzle 2: Yellow Maze — 3840, 1350
Split up at the fork: one player goes left and the other right. The player on the left path picks up a timer along the way and passes it across through the hole or window where the two paths meet; the player on the right places it on the green pot to complete the puzzle. The routes meet near a window, so you can coordinate without relying on a clear line of sight.
Puzzle 3: Train Station Timer Cannon — 3880, 1520
The cannon fires a timer across the area. The moment it goes off, the second player needs to start moving immediately — the timer will not wait. Chase it down, grab it, and throw it back to your partner, who should already be standing on the platform ready to catch. Once the timer lands on the platform it goes on the green pot and the puzzle is done. The margin for error is tight, so get into position before the cannon fires rather than reacting after.
Puzzle 4: Basketball Court — 3830, 1560
The most straightforward puzzle in the tower. Both players pick up light bulbs scattered around the court and throw them through the baskets overhead. Keep throwing until every light on the board flips to green — there is no hidden mechanic. The number of successful baskets scales with the world setting; one two-player run needed eight. Retrieve missed lanterns before throwing again so the arena does not run out of usable light.
Puzzle 5: Mountain Overlook Gesture — 3880, 1450
The most involved puzzle of the five. One player takes position at the overlook point and uses the telescopes there to watch five different platforms spread across the mountain. The other player travels to each platform and performs a physical gesture using their arms and body — the platform player needs a pair of binoculars before they set off. The player at the overlook watches which gesture is being performed, then selects the matching gesture card from the options. Five platforms, five gestures, five matches; once all five are correct the final collectible drops.
It takes longer than the others, so communicate clearly and confirm each gesture before moving to the next platform. If it gets dark mid-run, bring a light or wait for day.
Cut the Red Tower key
Place five pieces in the rooftop control panel. Take the blank key downstairs and insert it into the slot right in front of the Red Tower entrance to start cutting it. The five key-cutting machines are lined up on the pathway leading down toward the gym area; after each cut the machine reveals an arrow to the next. At the final cutter you get the proper key, which you use on the terminal at the top of the blue tunnel with red stairs.
Insert the finished key at the door to open the Map Room. The room contains a full-island diorama, a portable map and a compass. The paper map is the useful one for four-digit coordinates such as 4166, 1899 (see the coordinate puzzle guide); the diorama is better treated as a progress display.