It Takes Two Guide — Complete Strategy & Tips

Complete It Takes Two guide covering builds, strategies, progression tips, and everything you need to master the game.

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 guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

asymmetric co-op

Cody and May always have different abilities in every chapter. In The Tree, Cody throws explosive sap while May shoots matches to ignite it. In The Shed, Cody controls magnets while May fires nails. Every puzzle and combat encounter requires both players' unique tools, making communication essential.

genre-shifting gameplay

Each chapter is essentially a different game genre. The Tree is a third-person action game, Pillow Fort is a dungeon crawler, the Space section becomes a rail shooter, and Cuckoo Clock features stealth and rhythm mechanics. No two chapters play the same way.

ability swapping

Some chapters swap Cody and May's abilities at midpoints, forcing players to learn both sides. This keeps both players equally engaged and prevents one person from dominating. The swap also reveals new puzzle solutions using familiar mechanics from a different perspective.

minigame competitions

25 hidden competitive minigames are scattered throughout levels — whack-a-mole, chess, volleyball, shuffleboard, and more. They're purely competitive between the two players and track wins across the playthrough. Finding them all requires thorough exploration.

narrative integration

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.

Builds Overview

BuildTierPlaystyleKey Stats
Cody (Player 1)SSupport-oriented player who sets up combos and accesses unique puzzle paths.N/A — abilities change each chapter
May (Player 2)SAction-oriented player who executes combos and handles direct combat.N/A — abilities change each chapter
Ranged SpecialistACovers partner from range and handles distant threats.N/A — no persistent stats
Melee SpecialistAClose-range fighter who draws enemy attention and protects the partner.N/A — no persistent stats
Puzzle SolverSShot-caller who reads the environment and directs both players' actions.Communication > Observation > Timing

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.

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.

Ranged Specialist (A-Tier): In chapters with ranged combat (The Tree, Space), one player handles crowd control while the other focuses targets. The ranged-focused player should prioritize covering their partner and managing ammo-equivalent resources.

Melee Specialist (A-Tier): Several chapters feature close-range combat where one player tanks while the other deals damage. The melee-focused player draws aggro and uses defensive abilities to protect the ranged partner.

Puzzle Solver (S-Tier): The player who naturally takes the lead on puzzle sections, calling out solutions and coordinating timing. Many puzzles require precise simultaneous actions, so clear verbal communication from the puzzle-solver role is critical.

For full build breakdowns with gear and stat priorities, see our It Takes Two builds guide.

Equipment Guide

EquipmentWhy It MattersBest For
Cody's Sap Grenades (Tree)Throwable sap that sticks to enemies and surfaces.AoE setup, environmental traps, boss fight combos
May's Match Gun (Tree)Fires flaming matches that ignite Cody's sap on contact.Detonating sap, direct damage, range combat
Cody's Magnet (Shed)Attracts or repels magnetic objects and nails.Puzzle solving, redirecting projectiles, platform manipulation
May's Nails (Shed)Fires nails that stick into surfaces and can be used as platforms or pins.Creating platforms, pinning objects, precision puzzle solving
Cody's Size-Shift (Pillow Fort)Ability to shrink and grow, accessing tiny passages and becoming giant to interact with large objects.Accessing hidden areas, perspective-based puzzles, Pillow Fort chapter

Cody's Sap Grenades (Tree): Throwable sap that sticks to enemies and surfaces. Doesn't deal damage on its own but explodes when May ignites it with her match gun. Creating sap zones before combat encounters lets May detonate for massive AoE damage.

May's Match Gun (Tree): Fires flaming matches that ignite Cody's sap on contact. Also deals direct fire damage to enemies. The interaction between sap and matches is the first example of the game's asymmetric combo design.

Cody's Magnet (Shed): Attracts or repels magnetic objects and nails. Used for pulling platforms, redirecting May's fired nails, and solving physics puzzles. The push/pull toggle creates creative puzzle solutions.

May's Nails (Shed): Fires nails that stick into surfaces and can be used as platforms or pins. Cody's magnet can redirect them mid-flight. Nailing objects in specific positions is key to many Shed puzzles.

Cody's Size-Shift (Pillow Fort): Ability to shrink and grow, accessing tiny passages and becoming giant to interact with large objects. The size differential between Cody and May creates the chapter's unique puzzle perspective where both players see the same space differently.

Location Progression

LocationLevel RangeKey Rewards
The TreeChapter 1-2Core co-op mechanics tutorial, 5 hidden minigames
The ShedChapter 3-4Advanced puzzle mechanics, 5 hidden minigames, grind rail traversal
Pillow FortChapter 5-6Dungeon crawler combat, size-shift puzzles, 4 hidden minigames
Cuckoo ClockChapter 7-8Time manipulation, stealth gameplay, 4 hidden minigames
Snow GlobeChapter 9-10 (Final)Story conclusion, final boss, endgame minigames

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.

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.

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.

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.

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.

Tips That Actually Matter

  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
  2. 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
  4. 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
  6. 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
  8. 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
  10. A full playthrough takes 12-14 hours; it's not designed for replaying but switching Cody/May roles gives a fresh perspective

Common Mistakes to Avoid

  • 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.

Frequently Asked Questions

Can I play It Takes Two solo?

No, it's exclusively a two-player co-op game. There is no AI companion or single-player mode. You need either a couch co-op partner or an online partner.

Does the Friend's Pass work for the full game?

Yes, only one person needs to buy the game. The second player downloads a free Friend's Pass that gives access to the entire game when playing with the owner.

Is it couch co-op or online only?

Both. You can play split-screen on the same device or online with a friend. Cross-play is not supported — both players need the same platform.

How long is the game?

12-14 hours for one playthrough. There's limited replay value beyond switching which player is Cody/May for a different ability experience.

Is it appropriate for kids?

Mostly yes — it's rated T. The themes of divorce are handled maturely but accessibly. One scene involving a stuffed elephant is surprisingly intense and has been controversial.

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