You boot up It Takes Two with your co-op partner and see seven chapters listed. The game shows 12 to 15 hours to complete. You want to know what you are getting into before you commit your weekend.
This guide breaks down all chapters in It Takes Two in exact order. You will learn what mechanics each chapter introduces, how long each section takes, where all 25 minigames hide, and what boss fights require. Everything you need to plan your playthrough or find that one minigame you missed.
Complete Chapter Timeline for It Takes Two

All Chapters in Story Order
Every chapter introduces completely new mechanics and discards the previous ones
Chapter 1: The Shed – Hammer and Nails Mechanics
The Shed introduces asymmetric cooperation. May’s hammer smashes obstacles and swings from nails. Cody’s throwable nails pin objects and create swing points. Neither player can progress alone.
Flip the Switch: Side path near Danger Moving Parts button, also in The Depths. Easy to miss if you rush.
Chapter 2: The Tree – Sap and Match Combat
Fuel and spark mechanics. May sprays red sap that does no damage. Cody fires matches that explode on sap. You must focus fire on the same targets together.
Chapter 3: Rose’s Room – The Longest Chapter
Rose’s Room is the most diverse chapter. You navigate childhood imagination, encountering toys the parents bought but never played with. Mechanics change every section from space exploration to top down RPG combat.
Chapter 4: Cuckoo Clock – Time and Cloning Puzzles
Temporal mechanics define this chapter. Cody rewinds and fast forwards objects. May creates a clone, moves, and teleports back to it. The most cerebral puzzles in the game requiring multi-step planning.
Chapter 5: Snow Globe – Magnet Physics
Each player gets half of a magnet. Red North and Blue South. Like poles repel, opposite poles attract. You pull each other across gaps or push objects away. Symbolizes relationship attraction and repulsion.
Chapter 6: Garden – Plant Transformation
May clears corruption with water and cuts vines. Cody burrows underground and transforms into different plants like Cactus Turrets and Vine Walls. The boss Joy is cured rather than destroyed, fitting the restoration theme.
Chapter 7: The Attic – Music and Flight
May sings to activate machinery. Cody throws a cymbal shield to block lasers. You gain jetpacks for full flight freedom. The finale is a concert victory lap using all musical mechanics with spectacular light shows.
All 25 Minigame Locations Complete List
Complete Minigame Location Guide
All 25 minigames in chronological order with exact location hints
Boss Battle Quick Reference Strategy Guide
Completion Tracker and Playtime Estimates
What to Expect for Full Completion
Conclusion
It Takes Two delivers seven completely unique chapters across 12 to 15 hours of cooperative gameplay. Every chapter discards the previous mechanics and introduces entirely new systems, keeping the experience fresh from start to finish. Rose’s Room is the longest chapter at 3 to 4 hours with the most diverse gameplay. The Shed and Cuckoo Clock are the shortest at around 1.5 to 2 hours each.
All 25 minigames are optional but required for full completion. Most are easy to find on the main path, but several like Flip the Switch in The Shed and Space Walk in Rose’s Room hide in side paths. Use the location guide above to collect them all without backtracking.
Boss battles emphasize cooperation over reflexes. The Wasp Queen and Moon Baboon have the most phases at three and four respectively. Joy in the Garden is unique because you cure the boss rather than destroy it, fitting the restoration theme of that chapter.
Plan for multiple sessions with your co-op partner. The game saves progress after every section, so you can stop and resume anytime. Expect the full journey to take 3 to 5 play sessions depending on your pace and whether you hunt for all minigames.
FAQ
How many chapters are in It Takes Two
It Takes Two has 7 main gameplay chapters plus a narrative epilogue. The chapters are The Shed, The Tree, Rose’s Room, Cuckoo Clock, Snow Globe, Garden, and The Attic. Some guides list 8 or 9 chapters by counting the final narrative section separately.
How long does it take to beat It Takes Two
The main story takes 12 to 15 hours for most players. Completionists who find all 25 minigames and explore every section can expect 20 plus hours. Rose’s Room alone takes 3 to 4 hours as the longest chapter.
What is the longest chapter in It Takes Two
Rose’s Room is the longest chapter with 10 distinct sections and 7 minigames. It takes 3 to 4 hours to complete. The chapter shifts genres constantly from space exploration to top down RPG combat to pirate ship battles.
How many minigames are in It Takes Two
There are exactly 25 minigames spread across all chapters. Rose’s Room has the most with 7 minigames. The Attic has 5. Most are on the main path but several like Flip the Switch and Space Walk hide in side areas.
Can you replay chapters in It Takes Two
Yes, you can replay any chapter from the chapter select menu. This lets you go back to find missed minigames or replay favorite sections without starting a new save file. Progress and collectibles save when you replay.
What mechanics does each chapter use
Every chapter has unique mechanics. The Shed uses Hammer and Nails. The Tree uses Sap and Match guns. Rose’s Room shifts genres constantly. Cuckoo Clock uses Time Control and Cloning. Snow Globe uses Magnetism. Garden uses Water and Plant transformation. The Attic uses Voice and Flight.
Which chapter has the most boss fights
The Tree has the most boss encounters with the Mortar Wasp, Giant Beetle, and Wasp Queen. Rose’s Room has the Giant Octopus and Moon Baboon which has 4 phases making it the longest single boss fight.
Do you need to find all minigames for completion
Minigames are optional for story completion but required for 100 percent achievement hunting. You can beat the game without playing any minigames. Chapter replay lets you go back and collect missed ones later.
What is the hardest boss in It Takes Two
The Wasp Queen is considered the hardest boss with its three phase bullet hell finale on circular rails. Moon Baboon is also challenging with 4 distinct phases requiring different strategies. The Toolbox in The Shed tests early cooperation skills.
Can you play It Takes Two solo
No, It Takes Two requires two players at all times. The game is designed around mandatory cooperation where puzzles and mechanics need both players working together. You cannot progress solo even with controller swapping.

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