It Takes Two Walkthrough
Every chapter in It Takes Two throws away the previous mechanic and hands you a new one. Below is the full chapter list in story order, with the theme, expected playtime, minigame count, and the core co-op mechanic for each.
| # | Chapter | Theme | Playtime | Minigames | Core mechanic | Status |
|---|---|---|---|---|---|---|
| 1 | The Shed | Resentment and Utility | 1.5–2 h | 2 | Hammer & Nails | Live |
| 2 | The Tree | External Conflict | 2–2.5 h | 2 | Sap & Match Gun | Live |
| 3 | Rose's Room | Neglect and Imagination | 3–4 h | 7 | Genre-Shifting | Live |
| 4 | Cuckoo Clock | Time and Regret | 1.5–2 h | 2 | Time & Cloning | Live |
| 5 | Snow Globe | Attraction and Distance | 1.5–2 h | 4 | Magnetism | Live |
| 6 | The Garden | Passion and Nurturing | 2–2.5 h | 3 | Water & Plants | Live |
| 7 | The Attic | Harmony and Music | 2–2.5 h | 5 | Music & Flight | Live |
Chapter by chapter
- Ch.1 — The Shed The opening chapter. Resentment becomes a toolbox as you learn the basic two-player verbs that carry the whole game.
- Ch.2 — The Tree Cody and May are shrunk among the roots. Sap guns and a giant wasp introduce the game's real combat.
- Ch.3 — Rose's Room The longest chapter. The game genre-shifts every few minutes inside Rose's imagination, and hides the most minigames.
- Ch.4 — Cuckoo Clock A clockwork world of time and regret, with cloning puzzles and a bull to outrun through the gears.
- Ch.5 — Snow Globe A winter diorama built on magnetism — and notably, no traditional boss fight.
- Ch.6 — The Garden Growth and nurturing via water and plants, with a burrower lurking underground between the set-pieces.
- Ch.7 — The Attic The finale. Music and flight replace combat as the story resolves and the last minigames appear.
Total: 7 chapters · 25 minigames · 11+ boss battles · 12–15 hours to beat. Chapter metadata is cross-checked against hone.gg's chapter list; every chapter now has its own full walkthrough page. Track your run with the Completion Tracker, and see the full 21 trophies.