In this chapter you jointly pilot a toy ship. The key twist is that steering is shared: each player controls one blade, so the ship only turns when both players input the same direction. If one turns right while the other turns left, those inputs cancel and the ship won’t rotate.

What to do

Move forward while taking out enemy ships. Keep advancing until you reach the octopus.

How to steer without fighting each other

  • Use one caller. Pick one player to call turns (“Right… now,” “Left… now”). The other player follows the call exactly.
  • Turn together, then release together. Make steering a two-step habit: call → both turn → both stop. This prevents one person from “holding” a turn while the other tries to correct.
  • Correct in short taps. Instead of long holds, use brief, synced adjustments. It keeps you pointed forward and reduces over-rotation.
  • If the ship isn’t turning, assume mismatch. Don’t keep forcing it. Pause for a beat, confirm the direction out loud, then reapply the same input together.

Simple callouts that work

  • “Ready—Right—Stop.” (Three words, one action.)
  • “Tiny left.” (One short correction, then stop.)
  • “Neutral.” (Both hands off turning; go straight.)

Combat and forward progress

  • Keep your heading clean. The fastest way through is usually a steady forward line with small coordinated corrections.
  • Don’t split decisions mid-move. If you disagree on direction, stop turning, decide, then act together. Opposing inputs waste time and leaves you drifting.
  • Clear threats as you advance. Take down enemy ships while continuing forward, then push on toward the octopus.