Where to go
The Beach Timer is the multilevel scaffold obstacle course above the beach and water. Carry obstacles, gated routes, switch stations, a large staircase, and the final timer pedestal appear in one connected course.
Open the route by carrying, synchronize the active switches, then deliver the timer through the staircase to its pedestal.
Treat the over-water beach scaffold as three separate phases. First assign a carry runner and door helper: lift or boost the required teammate over obstacles so they can open the route from inside. Second, put players on every switch lit by the current world and press together on a spoken countdown. Third, take the timer through the large staircase section and place it on the end pedestal. Do not scatter everyone across later phases before the current gate confirms. If the timer drops or a door closes, restart only that failed segment from its last stable checkpoint.
The Beach Timer is the multilevel scaffold obstacle course above the beach and water. Carry obstacles, gated routes, switch stations, a large staircase, and the final timer pedestal appear in one connected course.

Identify the multilevel beach course with carry obstacles, gates, switches, stairs, and end pedestal.
The full three-phase route is visible as one site.

Choose carrier, door helper, switch caller, and timer owner before anyone enters.
Every critical job has one owner.

Boost or carry the designated runner over the first obstacles so they can open the route from inside.
The gate confirms open and the group can advance.

Place players only on controls lit by the current world and press together on a 3-2-1 countdown.
Every active switch registers in the same window.

Give the timer to its owner, use spotters at open edges, and carry it through the large staircase section.
The timer reaches the final platform without being abandoned.

Place the timer fully on the end pedestal and wait for the course to register before moving it again.
The Purple Blob releases as the completion check.
Use one player for each information or action side. Finish carry, switches, and timer delivery as three named phases.
Keep the two core roles unchanged. Extra players should spot, carry, or record the current sequence without creating a second caller.