Walkthrough#

It Takes Two is strictly linear — there are no branching endings, no levels, gear or skill trees to plan around. It splits a complete “story film” into seven themed chapters, each built around a brand-new pair of co-op abilities. So this walkthrough isn’t about “where to spend points or which route to pick” — it tells you which abilities each of the two players gets at the start of each chapter, what puzzles those abilities solve, how to split roles in boss fights, and what’s worth grabbing along the way.

Main Story at a Glance#

The seven chapters are scaled-up real-life settings, and in each one Cody and May receive a new pair of complementary abilities that reset when the chapter ends.

Chapter Setting Cody’s ability May’s ability Chapter boss
Chapter 1 The Shed Garden tool shed Nail gun Hammer Vacuum Cleaner
Chapter 2 The Tree Inside the oak Sap launcher Sap boots Squirrel General
Chapter 3 Rose’s Room Kid’s bedroom Match launcher Water gun Moon Baboon
Chapter 4 Snow Globe Frozen kingdom Time stop Grappling hook Snowfield gauntlet
Chapter 5 The Garden Insect garden Gravity reversal Gliding Wasp Queen
Chapter 6 The Attic Storage attic Clones Transformation CoCo the Elephant
Chapter 7 Journey’s End Inner world All abilities fused All abilities fused Dr. Hakim

A single chapter runs one to two hours; the whole game about twelve to fifteen. After clearing the game you can return to any chapter via Chapter Select to pick up collectibles, with all abilities and equipment retained — so don’t worry about missing anything.

Chapters 1-3: From the Shed to the Bedroom#

Chapter 1 The Shed#

The Shed is the game’s tutorial chapter; its main job is teaching the basic rhythm of “one player creates the condition, the other uses it”. Cody’s nail gun fires nails into walls or planks, leaving footholds to step on; May’s hammer smashes crates, breaks brittle walls, and can also knock Cody’s embedded nails deeper, shifting where the footholds sit.

  • Nail-wall ladder: May fires nails into the wall, Cody steps up on them, and the two alternate climbing the tool wall.
  • Weight mechanisms: push and pull together, or stand on pressure plates simultaneously, to power the shed’s gates.
  • Toolbox maze: wind your way among giant toolboxes and mountains of nails, watching for slippery slopes.

The Vacuum Cleaner fight is this chapter’s tutorial boss. The key is “one draws, one deals”: May pulls its attention head-on with the hammer, and Cody shoots its internal weak point with the nail gun during the brief pause after it inhales debris. Just don’t stand both players directly in front of the nozzle — keep at least one player dealing damage.

Chapter 2 The Tree#

The two climb a giant oak whose interior is a miniature ecosystem full of insect residents. Cody’s sap launcher sprays sticky sap that coats mechanisms or slows enemies; May’s sap boots bounce off sap surfaces — the longer the charge, the higher the bounce.

  • Sap bouncing: Cody lays sap where May can naturally reach it, and May chain-bounces up to high ledges. Placement matters more than max height.
  • Redirecting sap: rotate branches and reroute paths in the sap factory to steer sap to specific outlets.
  • Bouncy mushrooms: cross deep ravines on jumping mushrooms.

The Squirrel General fight hinges on the squirrel soldiers it summons — clear them first or get swarmed. Cody sticks the charging general with sap to slow it while May bounces in on sap boots to stomp the adds. The charge has a clear wind-up: the moment you see it crouch, dodge to the sides, and take turns drawing aggro so one charge never hits both of you.

Chapter 3 Rose’s Room#

This chapter moves into the daughter’s bedroom, where building blocks, toy soldiers, train tracks and crayon drawings all become real, interactive scenery. Cody’s match launcher ignites powder kegs and melts ice; May’s water gun extinguishes flames, spins water wheels and washes away small enemies. Fire plus water creates steam clouds that can block sightlines or launch the two of you upward.

  • Water-and-fire combo: May sprays first and Cody ignites, generating steam to drive mechanisms — or reverse it and use the steam cloud to hide obstacles.
  • Crayon bridge: bridges drawn in crayon become real walkable roads.
  • Block castle: trigger mechanisms with toy marbles and train tracks.

The Moon Baboon fight splits into UFO and robot forms. The UFO phase throws ring barrages — just move between the gaps; the robot form’s melee swipes have long recovery, your main damage window. May blinds it with steam clouds to interrupt its aim while the two of you alternate damage on a steady rhythm.

Chapters 4-6: Snow Globe, Garden and Attic#

Chapter 4 Snow Globe#

The two are trapped inside a snow globe containing an ice kingdom. Cody’s time stop is the most important control skill in the game — freeze projectiles mid-flight, pause water flows and waterfalls, halt spinning platforms; May’s grappling hook transforms mobility, swinging from anchor points, crossing huge gaps and reeling in flying enemies.

  • Time stop plus grappling hook: Cody freezes a spinning platform and May swings across the suspended mechanism — the chapter’s signature combo.
  • Avoiding ice cracks: swing across crevasses and chasms with the grappling hook; don’t trust the brittle frozen ice.
  • Owl guards: watch the guards’ line of sight and use time stop to open windows for May to slip through.

There’s no traditional single boss this chapter — instead a continuous snowfield gauntlet: waterfalls thunder down and ice keeps shattering, demanding constant use of the time-stop-plus-grapple combo. It’s the proficiency exam for Chapter 4’s kit.

Chapter 5 The Garden#

The two shrink to insect size and explore beehives, Venus flytraps and spider burrows among the flower beds. Cody’s gravity reversal flips gravity upside down; May’s gliding enables short flights, riding updrafts to extend airtime. Together they’re the key to the whole level.

  • Gravity plus glide: Cody reverses gravity first, May leaps and unfolds her glide, converting height into distance.
  • Pollen explosions: detonate pollen to open sealed paths, or use petals as bounce platforms.
  • Nectar gathering: gliding is the most efficient way to collect nectar.

The Wasp Queen fight is the biggest mid-game difficulty spike. Her body flies high while the floor is guarded by swarms. After reversing gravity, Cody can walk the ceiling and dodge the floor’s venom zones; May uses gliding to switch quickly between reversed and normal states. Alternate who holds the reversal, never land both at once, and dodge stinger volleys with horizontal Z-shaped movement.

Chapter 6 The Attic#

The attic is a nostalgic storage space hiding a music-box kingdom, a memory maze and Valentine’s cards. Cody’s clones let him “be in two places at once” — a clone can hold down mechanisms that need continuous contact; May’s transformation switches between a tank form and a stealth form, the tank crushing obstacles and weighing down plates, the stealth form slipping past sight-based enemies.

  • Clone holds the plate: park a clone on a continuously-triggered mechanism while the main body works another one.
  • Musical-note puzzles: clone and body step on different note plates to solve the music box.
  • Transformation switching: May tanks plates in tank form or flanks in stealth form, signaling Cody to sync actions.

The CoCo the Elephant fight leans into dodging and baiting, thick with emotional atmosphere. In the toy rampage phase you mainly dodge its stomps and trunk sweeps; in the sorrowful rage phase the trick is luring it out using the environment. Split its attention with Cody’s clones and strike the back weak point from the side as May; bait it into the marked fragile walls for big damage that also reshapes the arena.

Chapter 7 Journey’s End#

The finale fuses every ability from the first six chapters into a full skills exam. The opening puzzle chain runs faster and demands rapid switching between abilities; final boss Dr. Hakim calls up each chapter’s mechanics in turn, escalating through book form, merged form and final form.

  • Voice countdown: every dodge and damage action that needs syncing goes through the countdown — the core of the endgame fight.
  • Preserve HP first: protect your health in the first half; the final form’s windows are short, so take the safe dodge over a greedy hit.
  • Swap abilities per phase: when Dr. Hakim changes moves, both players switch to that chapter’s ability combo in response.

Post-Game Collecting#

The game has no true “missable content” — everything can be picked up afterward via Chapter Select. Worth returning for:

Content Where When
Minigames Hopscotch (Shed), whack-a-mole (Shed), ski race (Snow Globe), bowling & billiards (several chapters), go-kart (several chapters) Challenge them in one batch after finishing
Hidden collectibles Tucked into chapter corners, reached with that chapter’s abilities Grab them before finishing each chapter
Achievements Some tied to specific minigame wins or hidden actions Cross-check against the achievement list

For exact minigame and hidden-content locations and how to win them, see the minigame collection and hidden content pages in this section. Since every chapter can be revisited freely after credits, don’t chase full collection on your first playthrough — experience the complete story first, then mop up chapter by chapter. That’s the most recommended way to play It Takes Two.

内容最后验证于 2026-07