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.
It Takes Two May and Cody on classroom desk

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.
It Takes Two characters on fruit cards in classroom

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.
Pencil stands on connect-the-dots paper in classroom

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.
Tiny characters navigate wooden maze board puzzle indoors

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.
It Takes Two characters facing vacuum boss in workshop

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.
May and Cody turn wheel near yellow pipe indoors
Toy characters climbing through colorful ball pit playground

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.
Two players running on hexagonal platform near pink portal