It Takes Two Chapters List – All Levels in Order

Muhib Nadeem / December 17, 2025 / 12 min read
Note: This article reflects technical best practices from the writer’s perspective and does not necessarily reflect the views of Hone.

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.

📖
7
Main Chapters
🎮
25
Minigames
⚔️
11+
Boss Battles
⏱️
12-15
Hours to Beat
💡Quick Navigation
Use this guide to find specific chapters, minigame locations, or boss strategies. Each chapter changes mechanics completely, so you never repeat the same gameplay twice.

Complete Chapter Timeline for It Takes Two

It Takes Two

All Chapters in Story Order

Every chapter introduces completely new mechanics and discards the previous ones

1
Chapter 1
The Shed
Theme: Resentment and Utility
⏱️ 1.5-2 hours 🎮 2 minigames 🔧 Hammer & Nails
2
Chapter 2
The Tree
Theme: External Conflict
⏱️ 2-2.5 hours 🎮 2 minigames 💥 Sap & Match Gun
3
Chapter 3
Rose’s Room
Theme: Neglect and Imagination
⏱️ 3-4 hours 🎮 7 minigames 🎪 Genre-Shifting
4
Chapter 4
Cuckoo Clock
Theme: Time and Regret
⏱️ 1.5-2 hours 🎮 2 minigames ⏰ Time & Cloning
5
Chapter 5
Snow Globe
Theme: Attraction and Distance
⏱️ 1.5-2 hours 🎮 4 minigames 🧲 Magnetism
6
Chapter 6
Garden
Theme: Passion and Nurturing
⏱️ 2-2.5 hours 🎮 3 minigames 🌱 Water & Plants
7
Chapter 7
The Attic
Theme: Harmony and Music
⏱️ 2-2.5 hours 🎮 5 minigames 🎵 Music & Flight

Chapter 1: The Shed – Hammer and Nails Mechanics

The Shed
Your first transformation into dolls. Learn cooperation in a hostile workshop environment.
May: Hammer Cody: Nails 5 Sections

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.

Wake-up Call
Tutorial section. Learn movement, double jump, and ground pound. First cooperative door puzzle.
Biting the Dust
Get your tools from Dr. Hakim. Solve hammer and nail puzzles. Boss: Vacuum Tower.
The Depths
Dark underbelly section. Both minigames are here. Complex rotating fan puzzles.
Wired Up
Vertical section with rail grinding. High speed nail throwing while on moving cables.
Boss: Toolbox
Final boss. Pin the arm, smash locks, launch Cody to hit explosive canister. Three phase fight.
🎮Minigames in The Shed
Whack-a-Cody: Automatic path in sawdust room during The Depths section.
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

The Tree
Enter a war zone between squirrels and wasps. Your first pure combat chapter.
May: Sap Gun Cody: Match Gun 5 Sections

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.

Fresh Air
Receive new weapons. Enter the organic tree environment. Learn combustion mechanics.
Captured
Squirrel base with military training grounds. Tug of War minigame. Boss: Mortar Wasp.
Deeply Rooted
Descend into bioluminescent roots. Ride the blue catfish. Plunger Dunger minigame. Boss: Giant Beetle.
Extermination
Assault the wasp nest. High speed rail grinding with shooting obstacles. Cinematic action sequences.
Gateway: Wasp Queen
Three phase boss. Armor destruction, swarm formations, and circular rail bullet hell finale.

Chapter 3: Rose’s Room – The Longest Chapter

Rose’s Room
The game’s centerpiece. Ten sections with completely different mechanics in each one.
Genre Shifting 10 Sections 7 Minigames

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.

Pillow Fort
Cozy blanket labyrinth. Seek Moon Baboon. Tank Brothers minigame at the very start.
Spaced Out
Sci-fi shift. Cody shrinks and grows. May gets gravity boots for wall walking. Space Walk and Laser Tennis minigames.
Hopscotch
Board game world with dice and cards. Rodeo, Feed the Reptile, and Batting Team minigames.
Train Station
Puzzle area with toy train track rearrangement. No minigames but complex routing challenges.
Dino Island
Ride toy dinosaurs. May on Ankylosaurus smashes obstacles. Cody on Apatosaurus creates platforms.
Pirates Ahoy
Water level with toy ship. Boss: Giant Octopus requiring cooperative steering and cannon fire.
The Greatest Show
Circus theme with cannon launches and trapeze. Manic colorful environment.
Once Upon a Time
Medieval castle assault. Birdstar rhythm minigame near TV at start.
Dungeon Crawler
Full top down isometric RPG. Cody is ice mage, May is warrior. Traditional RPG tactics required.
The Queen (Chessboard)
Chess puzzle boss. Navigate grid avoiding chess piece capture zones. Final boss: Moon Baboon with four phases.
📊Rose’s Room Completion
This chapter alone takes 3 to 4 hours and contains 7 of the 25 total minigames. Budget more time here than any other chapter. Many players spend an entire session just in Rose’s Room.

Chapter 4: Cuckoo Clock – Time and Cloning Puzzles

Cuckoo Clock
Steampunk precision platforming inside an antique clock mechanism.
Cody: Time Control May: Cloning 3 Sections

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.

Gates of Time
Bavarian village hub. Horse Derby and Bomb Run minigames in the funfair area and rooftops.
Clockworks
Inner machinery with gears and pendulums. Complex temporal puzzles. Boss: Clockwork Bull using clone misdirection.
A Blast from the Past
Falling through the clock timeline. Dodge pendulum blades and ticking hands. Transition sequence to next chapter.

Chapter 5: Snow Globe – Magnet Physics

Snow Globe
Winter wonderland with literal attraction and repulsion mechanics.
Magnetism 4 Sections 4 Minigames

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.

Warming Up
Introduction to magnet mechanics. Learn attraction and repulsion basics through simple puzzles.
Winter Village
Open hub with three towers. Icicle Throwing, Shuffle Board, and Snow Warfare minigames in tower caves.
Beneath the Ice
Underwater swimming section. Use magnets to latch onto pipes and navigate currents. Ice Race minigame at surface.
Slippery Slopes
High speed skiing down icy tracks. Momentum based exit sequence avoiding chasms.

Chapter 6: Garden – Plant Transformation

Garden
Overgrown garden representing Cody’s lost passion. Nurture and corruption themes.
May: Water & Sickle Cody: Plant Forms 5 Sections

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.

Green Fingers
Get water hose and plant transformation. Garden Swings and Larva Basket minigames near start.
Weed Whacking
Navigate the thicket. Boss: The Burrower, a giant pest requiring whack-a-mole tactics.
Trespassing
Stealth section sneaking past sleeping moles. Stepping on twigs wakes them. Requires patience.
Frog Pond
Ride frogs with charged jumps and tongue grapples. Snail Race minigame near big lantern.
Affliction: Boss Joy
Three phase boss using Tomato, Potato, and Lime forms. Focus on cleaning and healing, not destruction.

Chapter 7: The Attic – Music and Flight

The Attic
Final gameplay chapter. Forgotten dreams and the music of your relationship.
May: Voice Cody: Cymbal Jetpacks

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.

Setting the Stage
Hub with musical instruments. Slotcars, Chess, and Musical Chairs minigames all near start.
Rehearsal
Learn voice and cymbal mechanics. May opens paths by singing, Cody protects with cymbal blocks.
Symphony
Recruit orchestra of toys. Get jetpacks for Z-axis flight. Volleyball and Track Runner minigames.
Turn Up
DJ themed section with neon lights. Platforms appear to music beats. Time jumps to audio cues.
A Grand Finale
The concert. Victory lap using all musical mechanics. Less combat, more spectacle and celebration.

All 25 Minigame Locations Complete List

Complete Minigame Location Guide

All 25 minigames in chronological order with exact location hints

#1
Whack-a-Cody
The Shed
The Depths section, automatic path in sawdust room after cutscene
#2
Flip the Switch
The Shed
The Depths, side path near Danger Moving Parts button (easy to miss)
#3
Tug of War
The Tree
Captured section, cave to the left near white soccer ball
#4
Plunger Dunger
The Tree
Deeply Rooted, directly after riding the blue catfish
#5
Tank Brothers
Rose’s Room
Pillow Fort start, climb first stack of pillows immediately
#6
Space Walk
Rose’s Room
Spaced Out elevator, hidden wall opening below first portal tier
#7
Laser Tennis
Rose’s Room
Spaced Out elevator, higher up before second portal tier
#8
Rodeo
Rose’s Room
Hopscotch start, go straight to end instead of taking right turn
#9
Feed the Reptile
Rose’s Room
Hopscotch, after first rail slide near cow square
#10
Batting Team
Rose’s Room
Hopscotch main path, unmissable
#11
Birdstar
Rose’s Room
Once Upon a Time start, near TV screen (rhythm game)
#12
Horse Derby
Cuckoo Clock
Gates of Time town square funfair area
#13
Bomb Run
Cuckoo Clock
Gates of Time rooftops near Horse Derby
#14
Icicle Throwing
Snow Globe
Winter Village left tower (activate this tower first)
#15
Shuffle Board
Snow Globe
Winter Village middle tower cave
#16
Snow Warfare
Snow Globe
Winter Village right tower cave (snowball fight)
#17
Ice Race
Snow Globe
Beneath the Ice surface level after underwater station
#18
Garden Swings
Garden
Weed Whacking start, climb stones to the right
#19
Larva Basket
Garden
Weed Whacking near bouncy mushrooms on left side
#20
Snail Race
Garden
Frog Pond near big lantern after frog ride
#21
Slotcars
The Attic
Setting the Stage race track on floor near start
#22
Chess
The Attic
Setting the Stage near Symphony entrance (fully playable chess)
#23
Musical Chairs
The Attic
Setting the Stage left of Chess, swing across hooks
#24
Volleyball
The Attic
Symphony section on white cloud in outdoor area
#25
Track Runner
The Attic
Setting the Stage arcade machine in hub area

Boss Battle Quick Reference Strategy Guide

Vacuum Tower
The Shed – Biting the Dust
Phase 1: Evasion
Dodge explosive canisters using dash mechanics
Phase 2: Suction Loop
One player sucks canisters, other aims and fires the cannon. Requires vocal coordination
Toolbox
The Shed – Final Boss
Phase 1: The Arm
Cody pins sweeping arm with nails, May smashes locks using pinned arm as bridge
Phase 2: The Saw
Circular saw reduces arena size, forces confined movement
Phase 3: Rust-eze Can
May catapults Cody into air, Cody shoots nails at explosive canister mid-flight
Wasp Queen
The Tree – Gateway
Phase 1: Armor
May targets connection points with sap, Cody detonates
Phase 2: Formations
Swarms form shapes like hammers and swords. Identify safe zones
Phase 3: Rail Bullet Hell
Circular rail track. Jump electrical barriers while shooting weak points
Moon Baboon
Rose’s Room – The Queen
Phase 1: Lasers
Redirect lasers using reflector pylons
Phase 2: Rockets
Ride homing missiles back at UFO
Phase 3: Ejection
Cody shrinks to enter UFO and eject pilot
Phase 4: Radar Targeting
May pilots ship blind, Cody aims laser using radar screen. One player is the eyes
Clockwork Bull
Cuckoo Clock – Clockworks
Clone Matador Tactics
May places clone in front of statue, lures Bull as bait, teleports away last second. Bull crashes into statue for damage
Joy
Garden – Affliction
Phase 1: Tomato Form
Cody dashes into corrupt bulbs. May washes purple sludge
Phase 2: Potato Form
Ground slam attacks. Navigate rising pot lids to avoid shockwaves
Phase 3: Lime Form
Cody rolls and dashes while May clears path. Focus on healing not destroying

Completion Tracker and Playtime Estimates

What to Expect for Full Completion

Main Story Completion 12-15 Hours
All 25 Minigames +3-5 Hours
Completionist Run 20+ Hours
Planning Your Sessions
Most players complete It Takes Two in 3 to 5 co-op sessions. Rose’s Room alone can fill an entire 4 hour session. Budget 2 hours minimum per session to make meaningful progress through chapters.

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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Muhib Nadeem

Muhib Nadeem

I grew up on frame drops, boss fights, and midnight queues. Now I write about games with the same energy I once saved for ranked.

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