It Takes Two is Hazelight Studios' GOTY-winning cooperative adventure that can only be played with a partner. You play as Cody and May, a divorcing couple magically transformed into dolls by their daughter's tears. Each chapter introduces entirely new mechanics — one level you're a third-person shooter, the next a rhythm game, then a Diablo-style dungeon crawler. The asymmetric design means both players always have different abilities that must be combined to progress. With the Friend's Pass allowing a second player to join free, it's the most accessible premium co-op game available.
These tips go beyond the basics. They're the strategies experienced players use to play more efficiently, the hidden mechanics most people miss, and the optimizations that compound over a full playthrough.
Essential Tips
1. Use the Friend's Pass — only one copy of the game is needed; the second player downloads a free trial that accesses the full game in co-op
Use the Friend's Pass — only one copy of the game is needed; the second player downloads a free trial that accesses the full game in co-op.
2. Every chapter's abilities are self-contained; don't worry about 'wasting' anything between levels
Every chapter's abilities are self-contained; don't worry about 'wasting' anything between levels.
3. The vacuum cleaner boss in The Shed requires one player to bait its attacks while the other hits the weak point from behind
The vacuum cleaner boss in The Shed requires one player to bait its attacks while the other hits the weak point from behind.
4. In the Pillow Fort dungeon crawler section, Cody's abilities are melee and May's are ranged — play to those strengths
In the Pillow Fort dungeon crawler section, Cody's abilities are melee and May's are ranged — play to those strengths.
5. The Cuckoo Clock stealth sections are easier if the time-controller slows time while the other player sneaks past
The Cuckoo Clock stealth sections are easier if the time-controller slows time while the other player sneaks past.
6. There are 25 competitive minigames total hidden throughout the game — the counter in the menu tracks your progress
There are 25 competitive minigames total hidden throughout the game — the counter in the menu tracks your progress.
7. During boss fights, reviving your downed partner should always be top priority; bosses don't deal enough damage to punish the revive
During boss fights, reviving your downed partner should always be top priority; bosses don't deal enough damage to punish the revive.
8. The elephant scene in Cody's section is one of the most memorable (and disturbing) moments — no, you can't avoid it
The elephant scene in Cody's section is one of the most memorable (and disturbing) moments — no, you can't avoid it.
9. Play with someone you have good communication with — the game is designed for conversation and shared problem-solving
Play with someone you have good communication with — the game is designed for conversation and shared problem-solving.
10. A full playthrough takes 12-14 hours; it's not designed for replaying but switching Cody/May roles gives a fresh perspective
A full playthrough takes 12-14 hours; it's not designed for replaying but switching Cody/May roles gives a fresh perspective.
Advanced Strategies
Build Optimization
The difference between an average build and an optimized one is massive:
For Cody (Player 1) (S-Tier):
- Cody's abilities tend toward support and setup — sap grenades create explosive zones, magnets pull and hold objects, and size-shifting accesses tiny passages. His kit often sets up May's more direct abilities. Best for players who enjoy strategic thinking.
- Core gear: Chapter-specific abilities (sap, magnets, size-shift, time clone)
- Stat priority: N/A — abilities change each chapter
For May (Player 2) (S-Tier):
- May's abilities are typically more direct and action-oriented — match gun ignites Cody's sap, nails pin objects in place, and her hammer smashes through obstacles. Her kit tends toward the 'execute' role in the combo. Best for action-focused players.
- Core gear: Chapter-specific abilities (match gun, nails, shrink ray, time reversal)
- Stat priority: N/A — abilities change each chapter
Mechanic Interactions
Understanding how It Takes Two's systems interact is where the real optimization lives:
asymmetric co-op + genre-shifting gameplay: Cody and May always have different abilities in every chapter. Combined with genre-shifting gameplay, each chapter is essentially a different game genre.
ability swapping + minigame competitions: Some chapters swap Cody and May's abilities at midpoints, forcing players to learn both sides. When paired with minigame competitions, 25 hidden competitive minigames are scattered throughout levels — whack-a-mole, chess, volleyball, shuffleboard, and more.
narrative integration scaling: Gameplay mechanics directly reflect the story themes. Cody and May must literally cooperate to progress, mirroring their need to rebuild their relationship. Boss fights represent obstacles in their marriage. The mechanical design and narrative are inseparable.
Equipment Efficiency
| Equipment | Best Use Case | Why |
|---|---|---|
| Cody's Sap Grenades (Tree) | AoE setup, environmental traps, boss fight combos | Throwable sap that sticks to enemies and surfaces. |
| May's Match Gun (Tree) | Detonating sap, direct damage, range combat | Fires flaming matches that ignite Cody's sap on contact. |
| Cody's Magnet (Shed) | Puzzle solving, redirecting projectiles, platform manipulation | Attracts or repels magnetic objects and nails. |
| May's Nails (Shed) | Creating platforms, pinning objects, precision puzzle solving | Fires nails that stick into surfaces and can be used as platforms or pins. |
| Cody's Size-Shift (Pillow Fort) | Accessing hidden areas, perspective-based puzzles, Pillow Fort chapter | Ability to shrink and grow, accessing tiny passages and becoming giant to interact with large objects. |
Location Efficiency
The Tree (Chapter 1-2): The first major level set inside and around a giant tree. Introduces sap/match combo mechanics. Features a wasp queen boss fight and honey-themed platforming. The tutorial for the game's asymmetric design philosophy.
The Shed (Chapter 3-4): A toolshed reimagined as a massive industrial complex. Magnet and nail mechanics create physics-based puzzles. Features a vacuum cleaner boss and multiple rail-grinding sections. More complex puzzles than The Tree.
Pillow Fort (Chapter 5-6): Cody and May's daughter's pillow fort reimagined as a medieval fantasy realm. Features a Diablo-style dungeon crawler section, a chess boss, and size-shifting mechanics. The most genre-diverse single chapter.
Cuckoo Clock (Chapter 7-8): Inside a massive cuckoo clock with time manipulation mechanics. One player controls time while the other navigates changing environments. Features stealth sections and the most mechanically complex puzzles.
Snow Globe (Chapter 9-10 (Final)): The final area set in a magical snow globe world leading to the game's climax. Features the most emotionally impactful story moments alongside challenging platforming. The final boss tests every mechanic learned throughout the game.
Mistakes Even Veterans Make
- Trying to play solo — It Takes Two has no single-player option and the AI can't control the second character.
- Not exploring off the main path and missing the competitive minigames (whack-a-mole, chess, etc. )
- One player dominating puzzle solutions instead of communicating — both players need to understand the solution.
- Rushing through chapters without experimenting with the unique abilities — each chapter's mechanics are temporary.
- Playing with a partner who has vastly different skill levels without patience — some platforming sections require both players to succeed.
Efficiency Quick Reference
| Aspect | Optimal Choice | Notes |
|---|---|---|
| Build | Cody (Player 1) | S-tier, best overall |
| Starter | May (Player 2) | Most forgiving for learning |
| Equipment | Cody's Sap Grenades (Tree) | Best resource-to-power ratio |
| First area | The Tree | Core co-op mechanics tutorial, 5 hidden minigames |
| Priority mechanic | asymmetric co-op | Everything else builds on this |
Pro Quick Tips
- Use the Friend's Pass — only one copy of the game is needed; the second player downloads a free trial that accesses the full game in co-op
- Every chapter's abilities are self-contained; don't worry about 'wasting' anything between levels
- The vacuum cleaner boss in The Shed requires one player to bait its attacks while the other hits the weak point from behind
- Start with May (Player 2), switch to Cody (Player 1) when ready
- Invest in Cody's Sap Grenades (Tree) above everything else
- Clear areas in order: The Tree → The Shed → Pillow Fort → Cuckoo Clock → Snow Globe
- asymmetric co-op + genre-shifting gameplay together are stronger than either alone
For full build details, check builds. For progression path, see the walkthrough.



