Classroom Trials (Math, Memory, Dot-to-Dot)

You’ll hit three back-to-back “school” challenges. They’re simple once you split jobs and call things out fast.

1) Math Challenge (Number tiles 1–9)

  • You have nine number tiles (1 through 9) on the table.
  • A target number appears, and you’re on a timer.
  • Build a correct equation that matches the target before time runs out.
    Tip: Don’t overthink it—start with quick combinations (often a basic sum) and adjust if the target changes.

2) Memory Challenge (Find the Pair)

  • There are 12 face-down cards, each pair shows matching fruit/berries.
  • Match every card with its pair while staying under 7 mistakes, or the challenge resets.
    Tip: Use a simple callout system (“Top row, second card is grapes”) and let one person flip while the other “records” positions out loud.

3) Dot-to-Dot Challenge (Shared Pencil Controls)

This is the coordination test.

  • You must connect the dots within the time limit.
  • Controls are split:
    • Cody moves the pencil up/down
    • May moves the pencil left/right
  • Follow the numbered sequence (1 through 27).
    Tip: One player becomes the “navigator” (calls next number + direction), the other focuses on smooth micro-movements to avoid over-steering.

Marble Maze Tables (Roll the Ball to the Goal)

After the classroom, you’ll reach tabletop “tilt” puzzles.

  • Your characters’ positions tilt the board.
  • Roll the ball through the openings and into the goal area.
  • You’ll do this on two boards.
    Tip: One player stabilizes near the center to reduce wobble while the other “nudges” from the edge for controlled turns.

Cushion + Air Pump Room (Hook Timing)

In the room with cushions/air pumps, you’re basically launching a partner to hooks and moving platforms.

  • Player A stands on the cushion/launch spot.
  • Player B jumps on (or ground-pounds) the pump/button to launch Player A upward.
  • Player A grabs the ceiling hook to reach the next position before the mechanism resets.
  • Repeat the same sequence to get the other player across.
    Tip: Count down (“3, 2, 1, NOW”) so the launcher hits the pump at the exact moment the other player is ready to grab.

Spinners + Stopping the Ball Flow

Soon after, you’ll get fidget spinners used for extended airtime/gliding.

  • Use the spinner to stay airborne longer and clear long gaps.
  • Look for wheels/levers that shut off the falling/rolling balls—turn them to stop the flow and make the path safe.
    Tip: Don’t rush the glide sections. Take off from the highest stable point, then aim for the next “safe” platform rather than maximum distance.

Kaleidoscope: The Tile Bridge Puzzle

The most common “stuck” moment here is a gap that can’t be jumped.

  • The solution is in the lit tiles on the floor and side walls.
  • Step on the blank floor tiles at the same time (Cody and May together) to complete the lit chain and reveal a path across.