I understand what you mean. And I know there's a difficulty spike there. I'm currently thinking of ways to solve that.
However like I said, I don't want to add a dialogue line or other direct hint that directly leads to this discovery, that will just ruin the aha moment.
My intention is to use puzzle design in such a way to lead the players to discover this on their own.
Portal games do the same thing, very rarely you are directly told what to do, instead the game nudges you into the solution. I want to replicate that