Where to go
The sound-matching building is on the upper Yellow Tower route near 3200, 1260. Identify it by the pale structure, red platform, five interior listening booths, and the loose yellow speaker units outside.
Compare one reference booth at a time, describe rhythm and pitch, and hang the matching movable speaker in that booth.
At the pale red-platform building around 3200, 1260, put one player inside with the five reference booths and one outside with five movable yellow speakers. Work from booth 1 to 5. The inside player plays one reference and describes its beat count, pauses, pitch movement, repetition, and sound texture through the intercom. The outside player tests candidates, carries the best match back, and hangs it in that same booth. Confirm every placement before moving on. If the reward does not release after five, keep four confirmed matches fixed and retest only the weakest pair.
The sound-matching building is on the upper Yellow Tower route near 3200, 1260. Identify it by the pale structure, red platform, five interior listening booths, and the loose yellow speaker units outside.

Go to about 3200, 1260 and verify five reference booths inside plus movable yellow speakers outside.
You can count five destinations and five candidate units.

Leave one player with the references and one with the loose speakers. Number booths 1-5 in a shared direction.
Both players agree which booth is number 1.

Start with booth 1 and replay it until the sampler can report beat count, pauses, pitch direction, and repetition.
The team is discussing only one active booth.

The carrier tests candidate speakers one at a time and repeats the same sound vocabulary instead of guessing an object name.
At least one structural detail matches the reference exactly.

Carry the selected speaker to the active booth, attach it in the destination slot, and have the sampler replay both sides.
The speaker is mounted, not lying on the floor.

Repeat through booth 5. If completion does not trigger, freeze confirmed matches and swap or retest only the weakest pair.
The reward releases without dismantling every correct placement.
Use one player for each information or action side. Keep the sampler inside and the carrier outside until all five are placed.
Keep the two core roles unchanged. Extra players should spot, carry, or record the current sequence without creating a second caller.