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.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. Follow this path to avoid common traps that stall most players.
Quick Progression Summary
| Phase | Area | Focus | Build | Duration |
|---|---|---|---|---|
| 1. Start | The Tree | asymmetric co-op basics | May (Player 2) | 1-2 hours |
| 2. Early | The Shed | genre-shifting gameplay mastery | May (Player 2) | 3-5 hours |
| 3. Mid | Pillow Fort | ability swapping + gear | Cody (Player 1) or May (Player 2) | 5-10 hours |
| 4. Late | Cuckoo Clock | Build optimization | Cody (Player 1) | 5-10 hours |
| 5. Endgame | Snow Globe | Min-max | Cody (Player 1) or Puzzle Solver | Ongoing |
Phase 1: Getting Started — The Tree
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.
Level/Difficulty: Chapter 1-2 Key Rewards: Core co-op mechanics tutorial, 5 hidden minigames
What to Do in The Tree
- Learn asymmetric co-op. Cody and May always have different abilities in every chapter. Spend your first session getting comfortable with this.
- Pick May (Player 2) as your starting build. It's the most forgiving option.
- 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
- Acquire your first equipment upgrade — May's Match Gun (Tree) or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand asymmetric co-op fundamentals
- May (Player 2) selected and functional
- The Tree main content cleared
- Ready for The Shed
Phase 2: Early Game — The Shed
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.
Level/Difficulty: Chapter 3-4 Key Rewards: Advanced puzzle mechanics, 5 hidden minigames, grind rail traversal
What to Do in The Shed
- Work on genre-shifting gameplay. Each chapter is essentially a different game genre. This system becomes critical from here on.
- Farm for May's Match Gun (Tree) if you haven't already. It's the key upgrade for this phase.
- Every chapter's abilities are self-contained; don't worry about 'wasting' anything between levels
- Complete all objectives before pushing to Pillow Fort.
- Consider whether Cody (Player 1) might suit your playstyle better than May (Player 2).
Phase 2 Checklist
- genre-shifting gameplay integrated into gameplay
- May's Match Gun (Tree) acquired
- The Shed fully cleared
- Ready for Pillow Fort
Phase 3: Mid Game — Pillow Fort
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.
Level/Difficulty: Chapter 5-6 Key Rewards: Dungeon crawler combat, size-shift puzzles, 4 hidden minigames
What to Do in Pillow Fort
- Master ability swapping. Some chapters swap Cody and May's abilities at midpoints, forcing players to learn both sides. This unlocks a new layer of gameplay.
- Start working toward Cody's Sap Grenades (Tree). It's the best equipment and becomes accessible around now.
- The vacuum cleaner boss in The Shed requires one player to bait its attacks while the other hits the weak point from behind
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in minigame competitions for the tactical depth you'll need going forward.
Phase 3 Checklist
- ability swapping mastered
- Cody's Sap Grenades (Tree) acquired or in progress
- Pillow Fort fully cleared
- Ready for Cuckoo Clock
Phase 4: Late Game — Cuckoo Clock
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.
Level/Difficulty: Chapter 7-8 Key Rewards: Time manipulation, stealth gameplay, 4 hidden minigames
What to Do in Cuckoo Clock
- Finalize your build. You should be running Cody (Player 1) or May (Player 2) with optimized gear.
- Cody's Sap Grenades (Tree) should be your primary. If you don't have it yet, prioritize getting it.
- In the Pillow Fort dungeon crawler section, Cody's abilities are melee and May's are ranged — play to those strengths
- narrative integration optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Snow Globe.
Phase 4 Checklist
- Build fully optimized
- Cody's Sap Grenades (Tree) upgraded to max
- Cuckoo Clock fully cleared
- Ready for Snow Globe
Phase 5: Endgame — Snow Globe
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.
Level/Difficulty: Chapter 9-10 (Final) Key Rewards: Story conclusion, final boss, endgame minigames
What to Do in Snow Globe
- Snow Globe tests everything. Come prepared with your best build and gear.
- The Cuckoo Clock stealth sections are easier if the time-controller slows time while the other player sneaks past
- The endgame loop: run Snow Globe, optimize gear, push harder content.
- Experiment with Puzzle Solver for a fresh take once you've mastered the standard builds.
- This is where narrative integration mastery separates good players from great ones.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Snow Globe fully cleared
- Ready for challenge content
Common Progression Mistakes
- 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
Key Tips for Smooth Progression
- 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
- In the Pillow Fort dungeon crawler section, Cody's abilities are melee and May's are ranged — play to those strengths
- The Cuckoo Clock stealth sections are easier if the time-controller slows time while the other player sneaks past
For detailed build optimization, see It Takes Two builds. For quick wins, check tips & tricks.



