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.

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