Where to go
The launcher is at about 3880, 1520, southeast of Red Tower. It is a bright yellow raised platform visible from the tower and overlooking a small train station. The shooter is on the left; the green return pedestal is on the right.
Pre-position one player below the yellow launcher, fire the tomato timer, return it up to the platform, and slot it before it expires.
Go to approximately 3880, 1520, at the yellow platform overlooking a small train station. Before touching the shooter, send one player into the field below and leave one player on the platform. The platform player presses the launcher on the left, sending a tomato-shaped egg timer into the field. The ground player immediately picks it up and throws or kicks it back up; a forward kick carries farther than a weak head throw. The platform player catches or retrieves it, then places it in the hole on the green pedestal at the right side before it bursts. If the timer expires, keep both roles in position and fire a fresh one.
The launcher is at about 3880, 1520, southeast of Red Tower. It is a bright yellow raised platform visible from the tower and overlooking a small train station. The shooter is on the left; the green return pedestal is on the right.

Travel southeast from Red Tower and look above the small train station for the raised yellow launcher platform.
You can see a launcher at the left edge, an open field below, and a green pedestal on the right side.

Leave the operator on the yellow platform and send the second player down into the field beneath the launcher. Stand clear of the rail and watch the launcher mouth.
The retriever is already below the platform with an unobstructed view of the landing area.

When the retriever confirms position, the operator presses the launcher control on the left side. This starts the tomato timer and fires it downhill.
The tomato-shaped timer leaves the launcher and travels into the waiting player’s field.

The field player watches the launch arc, moves to the timer, and picks it up immediately. Do not wait beside the platform—the object lands farther down the field.
The retriever has the active timer and is facing back toward the yellow platform.

Return to the closest clear point below the platform and send the timer upward. If a head throw falls short, use a forward kick or a stronger overhead throw; the verified run explicitly found the kick travelled farther.
The timer clears the ledge and becomes reachable by the platform operator.

The platform player catches or retrieves the returned timer, crosses to the right side, and immediately places it into the round hole on the green pedestal.
The timer stays in the pedestal, the puzzle completes, and the Red Tower control-panel piece is released.
Use one fixed launcher/slot operator and one fixed field retriever. Pre-positioning the retriever removes almost all wasted timer travel.
Keep one operator at the pedestal, one retriever at the landing point, and use extras as return relays or spotters. The game can scale targets by host count, but the launch-return-slot logic stays the same.