All Game Items

All Game Items Guide for It Takes Two



This guide catalogues every major item, gadget, collectible, and key object in It Takes Two. The game does not feature traditional weapons, armor, consumables, or currencies. Instead, each chapter grants Cody and May unique complementary gadgets that serve as both tools for environmental puzzles and weapons for combat. Additionally, there are cosmetic collectibles and optional minigames.

1. Gadgets & Abilities (by Chapter)



Each chapter introduces a new set of abilities that replace previous ones. All gadgets are obtained automatically as you progress through the story.

Chapter 1: The Shed


  • Cody – Nail Gun

  • - Description: A handheld nail gun that fires single nails. Nails can stick into wooden surfaces, rope, or soft materials.
    - How to Obtain: Automatically acquired early in the chapter after escaping the initial shed room.
    - Uses:
    1. Combat: Shoot enemies (e.g., wasps, gnomes) to damage them.
    2. Puzzles: Fire nails into target boards to create footholds, pull levers, or anchor rope for May to swing on.
    3. Co-op synergy: May can hammer nails deeper to open new paths.
    - Upgrades: None; the nail gun remains the same throughout the chapter.

  • May – Hammer

  • - Description: A standard household hammer. May can swing to strike objects.
    - How to Obtain: Obtained at the same time as Cody’s nail gun.
    - Uses:
    1. Combat: Smash small enemies or break weak barriers.
    2. Puzzles: Hit nails driven by Cody to drive them further, activate pressure plates, break fragile objects.
    3. Co-op synergy: Cody’s nail provides a target; May’s hammer completes the action.
    - Note: The hammer can also be used to pound on surfaces in rhythm-based sequences.

    Chapter 2: The Tree


  • Cody – Sap Shooter

  • - Description: A glob of tree sap that Cody can shoot from his hand. Sap sticks to surfaces and hardens into a gooey platform after a few seconds.
    - How to Obtain: Acquired when Cody is separated in the tree’s root system.
    - Uses:
    1. Puzzles: Create temporary platforms for May to jump on, or to reach higher areas. Sap can also be used to seal holes or block vents.
    2. Co-op synergy: May’s matchstick fire ignites sap to burn vines or destroy obstacles.
    3. Combat: Rarely used offensively; sap can slow enemies briefly.

  • May – Matchstick Shooter

  • - Description: May shoots a small flame from her fingertip. The flame can be held or shot.
    - How to Obtain: Acquired shortly after Cody gets the sap shooter.
    - Uses:
    1. Puzzles: Light flammable objects, burn vines, ignite Cody’s sap to create fire barriers.
    2. Co-op synergy: Combined with sap to burn through obstacles or heat metal mechanisms.
    3. Combat: Can set enemies on fire over time.

    Chapter 3: Rose’s Room


  • Cody – Bubble Gun

  • - Description: A toy-like gun that creates large, floating bubbles. Bubbles can envelop objects or enemies.
    - How to Obtain: Found after entering Rose’s bedroom.
    - Uses:
    1. Puzzles: Enclose objects in bubbles to make them float, then use May’s vacuum to move them. Bubbles can also lift Cody or May to higher ledges.
    2. Co-op synergy: May’s vacuum directs bubbles; Cody can create a bubble chain.
    3. Combat: Trapping enemies in bubbles leaves them helpless briefly.

  • May – Vacuum Cleaner

  • - Description: A miniature vacuum that can suck in and blow out air.
    - How to Obtain: Acquired simultaneously with Cody’s bubble gun.
    - Uses:
    1. Puzzles: Suck up objects (e.g., keys, small items) to retrieve them or blow them away. Move bubbles created by Cody.
    2. Co-op synergy: Directs and positions bubbles for puzzle solving.
    3. Combat: Suck enemies toward you or blow them off edges.
    - Note: The vacuum can also clear debris from vents.

    Chapter 4: The Bellow (Space Level)


  • Cody – Magnet Gun

  • - Description: A device that creates a magnetic field – both pulling and pushing metal objects.
    - How to Obtain: Given by the space explorers in the zero-gravity section.
    - Uses:
    1. Puzzles: Pull or push metal crates, activate magnetic switches, manipulate metal platforms.
    2. Co-op synergy: May’s thrusters allow her to ride magnetic objects Cody moves.
    3. Combat: Attract enemy robots or repel them.

  • May – Thruster Boots

  • - Description: Boots with built-in rocket thrusters that allow limited flight and zero-gravity navigation.
    - How to Obtain: Same area as Cody’s magnet.
    - Uses:
    1. Puzzles: Reach high or distant platforms, hover over gaps, push objects in zero-G.
    2. Co-op synergy: Cody uses magnetism to move platforms that May rides with thrusters.
    3. Combat: May can quickly dodge or pursue flying enemies.

    Chapter 5: The Snowglobe


  • Cody – Snowball Launcher

  • - Description: A sling-like device that fires compact snowballs.
    - How to Obtain: Found after entering the snowglobe world.
    - Uses:
    1. Puzzles: Build snowman structures, hit distant targets, activate snow levers.
    2. Co-op synergy: May shapes snow with her shovel; Cody provides the material.
    3. Combat: Freeze enemies temporarily on direct impact.

  • May – Shovel

  • - Description: A toy shovel used to dig and shape snow.
    - How to Obtain: Same area as snowball launcher.
    - Uses:
    1. Puzzles: Dig up buried items, carve paths in snow, create ramps.
    2. Co-op synergy: Use the shovel to create snow blocks that Cody can use snowballs to shape.
    3. Combat: Can shove enemies or block attacks.

    Chapter 6: The Garden


  • Cody – Seed Launcher

  • - Description: Shoots magical seeds that instantly grow into large plant stems.
    - How to Obtain: Given by the gardening gnomes.
    - Uses:
    1. Puzzles: Create vertical climbing vines, block gaps, create bounce pads.
    2. Co-op synergy: May’s shears trim overgrown plants to adjust growth.
    3. Combat: Seeds can entangle small enemies.

  • May – Shears

  • - Description: Large gardening shears for cutting stems and leaves.
    - How to Obtain: Same area as seed launcher.
    - Uses:
    1. Puzzles: Cut Cody’s vines to control growth direction, open seed pods, trim barriers.
    2. Co-op synergy: Controls the height and shape of Cody’s plants.
    3. Combat: Slices enemies up close.

    Chapter 7: The Attic


  • Cody – Conductor’s Baton

  • - Description: A music-themed baton that influences rhythmic platforms and movable objects.
    - How to Obtain: Acquired after entering the musical toy area.
    - Uses:
    1. Puzzles: Sync with May’s tape recorder to activate moving platforms and music mechanisms.
    2. Co-op synergy: Must coordinate timing with May’s recordings.
    3. Combat: Tap on enemies to stun them in rhythm.

  • May – Tape Recorder

  • - Description: A vintage tape recorder that can record up to a few seconds of actions and replay them in a loop.
    - How to Obtain: Same location as the baton.
    - Uses:
    1. Puzzles: Record a series of moves (e.g., jumping, pressing buttons) and have the recording repeat to keep a mechanism active while May does something else.
    2. Co-op synergy: Cody’s baton and May’s recording combine to solve complex timing puzzles.
    3. Combat: Record a defensive action to act as a decoy.

    4. Collectibles



    Hats


  • Total: 30 collectible hats (15 for Cody, 15 for May).

  • Description: Purely cosmetic headwear that changes your character’s appearance in cutscenes and gameplay.

  • How to Obtain: Hidden throughout all chapters. Look for glowing sparkles or small pedestals in out-of-the-way locations. Each hat is unique (e.g., detective hat, pirate hat, party hat).

  • Use: No gameplay effect; only aesthetic. You can change hats at any time from the pause menu (Options > Customize).

  • Tips: Co-op partners should actively search together; some hats require both players’ gadgets to reach.


  • Minigames


  • Total: 30 optional minigames (not counting the forced story minigames).

  • Description: Short, fully playable minigames scattered across the world. They range from shooting galleries to racing to card games.

  • How to Obtain: Find a special interaction prompt (usually a game board or arcade machine) and both players must interact simultaneously.

  • Use: Completing a minigame rewards a trophy/achievement (“Friendship” or “World Tour” etc.). No in-game benefit.

  • Notable Minigames: “The Queen’s Challenge” chess game, “Squid Game” type red light green light, “Mario-like” platforming duel.

  • Tips: Minigames are completely optional but often hilarious. If you miss one, you can replay chapters via Chapter Select.


  • 5. Key Story Items (Plot Objects)


    These items drive the narrative but have no direct gameplay function.

  • Wedding Rings: The central object of the story. Cody and May want to destroy them to divorce. They are the source of the magic transformation.

  • Rose’s Tears: Not an item per se, but Rose’s emotional tears triggered the doll transformation.

  • The Book of Love: A sentient self-help book that guides (and annoys) the couple throughout their journey. It is a character, not a usable item.

  • Toolbox Items: In the shed, tools like pliers, screwdrivers appear as background elements but aren’t collectible.


  • 6. Important Notes


  • No Permanent Inventory: Gadgets are chapter-specific and do not carry over. You cannot revisit old chapters with new gadgets.

  • No Consumables: There are no health potions, ammo, or crafting materials. Gadgets have unlimited use.

  • No Currency: The game has no economy – everything is gifted through story progression.

  • Synergy is Everything: Most puzzles require coordinated use of the two current gadgets. Communication is the real “item.”


This guide covers all items present in It Takes Two. Enjoy your cooperative adventure!