Where to go
The two grey buildings face each other across separate cliffs east of Yellow Tower, behind the nearby chairlift station. Yellow communication cages mark the place where separated players can relay information.
Name every wall, describe the active light by local pattern and position, then press the matching button across the cliff.
Find the two facing grey rooms east of Yellow Tower around 3290, 1670. Put one player in the light room and one in the button room. Before the route separates, give both layouts the same wall names—left, back, curved, right, and door-side—and number positions on each wall from a fixed edge. The reader reports wall name, surrounding pattern, and exact position at the yellow communication cages. The operator repeats all three details, presses one matching button, and waits for the next light. There is no fixed code.
The two grey buildings face each other across separate cliffs east of Yellow Tower, behind the nearby chairlift station. Yellow communication cages mark the place where separated players can relay information.

Go east of Yellow Tower behind the chairlift and confirm two grey rooms on separate cliffs plus yellow cages.
Each player can enter a different room.

Before starting, walk the layout and label left, back, curved, right, and door-side walls from one fixed orientation.
Both players recite the same wall order.

Choose a start edge for every wall and count lights or buttons from that edge only.
“Position 3” points to the same relative place in both rooms.

The light-room player records the active wall, its surrounding pattern, and the target position before leaving for the cage.
All three details are ready before the handoff.

At the yellow cage, say the three-part callout. The operator repeats it exactly and points to the candidate control.
Reader and operator agree before input.

Press the matching control once, wait for progression, then repeat the same protocol for the next active light.
The sequence advances and eventually releases the reward.
Use one player for each information or action side. Keep one permanent reader and one permanent operator.
Keep the two core roles unchanged. Extra players should spot, carry, or record the current sequence without creating a second caller.