Puzzle Finder
What can you see?
Names describe landmarks, not rewards. Coordinates are there to confirm a match, not to turn the island into a spreadsheet.
01
Beach
3520, 1280
The yellow crane
A tall yellow crane with a red button underneath
movementobservation
First nudge+
The switch is not meant to be reached from the ground.
One step closer+
One player can become the missing piece of scaffolding.
Complete route+
Stack one player on the other’s head, then let the upper player press the red button on the underside of the crane.
02
Beach
3510, 1195
The spyglass and the red light
A telescope-like viewer beside a button
communicationobservation
First nudge+
The person at the instrument is pointing, not travelling.
One step closer+
Hold the button and watch where the red light lands.
Complete route+
One player keeps the button held and uses the viewer to direct the other toward the red light. Follow it to the glass box and complete the interaction there.
03
Beach
3660, 1295
The blue house of symbols
A blue house, loose symbol pieces and a door that separates the pair
symbolscommunication
First nudge+
The useful information is inside; the useful objects are outside.
One step closer+
Order matters as much as choosing the right five pieces.
Complete route+
One player enters and is locked in. They describe the five symbols in order while the outside player places the matching pieces in that sequence.
04
Beach
3650, 1220
The green scaffolding switches
Green scaffolding with controls on opposite sides
timingcommunication
First nudge+
The two switches are partners, not alternatives.
One step closer+
Count down together; the gap between presses must be very short.
Complete route+
Put one player at each side and press the two buttons immediately one after the other.
05
Blue
3505, 1960
The turnstile symbol rooms
Two separate rooms divided by a turnstile
symbolscommunication
First nudge+
One room has the answer; the other has the pieces.
One step closer+
Describe each symbol before the placing player touches anything.
Complete route+
The player on the right reads the symbols in order. The player on the left places the five matching pieces, then uses the check control.
06
Blue
3590, 2020
The five-minute room
A locked room with several buttons and an unusually long timer
timingobservation
First nudge+
The timer is not a joke, and there is no hidden fast-forward.
One step closer+
Make sure every required button is active before settling in.
Complete route+
Get the group inside, press the required buttons and wait for the full five-minute timer to finish.
07
Blue
3700, 1950
The tomato timer course
An obstacle route, switches and a carryable tomato-shaped timer
movementtiming
First nudge+
The first obstacle is teaching you how to move as a pair.
One step closer+
Leapfrog with head-stacking, then keep the timer moving toward its holder.
Complete route+
Use head-stacking and leapfrogging to cross the obstacles and operate the switches. Carry the active tomato timer to the holder at the far end before it expires.
08
Blue
3360, 1930
The blurred-colour course
A golden headpiece and a course seen only as blurred colour
movementcommunication
First nudge+
The person who can move through the course cannot read it clearly.
One step closer+
The outside player should give short, directional commands.
Complete route+
One player wears the golden headpiece and enters the course. The partner stays outside with the clear view and guides them around the obstacles.
09
Blue
3250, 1940
The charades room
Pose displays inside and selectable pieces outside
symbolscommunication
First nudge+
Words are less useful here than silhouettes.
One step closer+
Exaggerate each pose and let the outside player choose before moving on.
Complete route+
The inside player acts out each of the five displayed poses. The outside player selects the matching pieces in the same order.
10
Green
3825, 1930
The split light-and-speaker rooms
Two rooms with incomplete displays, intercoms and flashing red lights
communicationsymbols
First nudge+
Each room is missing the information visible in the other.
One step closer+
Use the intercom and count the red flashes carefully.
Complete route+
Put a player in each room. Exchange the missing symbol and red-light-count information through the intercom, place the pieces, then use the check control.
11
Green
4020, 1870
The minesweeper lamps
A field of lamps, some carrying red star markings
observationmovement
First nudge+
The marked lamps are warnings, not destinations.
One step closer+
The dangerous positions do not move between attempts.
Complete route+
Identify and mark every lamp showing a red star, then cross without stepping on those positions.
12
Green
4100, 1880
The ten-head count
Two viewpoints facing a row of ten lamps with dark silhouettes
observationcommunication
First nudge+
Neither player can see the complete count.
One step closer+
Count only the black head silhouettes, then combine the two partial totals.
Complete route+
Split between the two viewpoints, count the black silhouetted heads visible from each side, add the totals and enter the combined number.