Game Tips

Game Tips for It Takes Two



Below is a comprehensive collection of tips organized by category and difficulty level. These insights are designed to enhance your cooperative experience, reduce frustration, and uncover hidden depths in Hazelight’s masterpiece.

Beginner Tips (Essential for New Players)



Communication is Everything


  • Why it works: Every puzzle, combat encounter, and platforming section requires coordination. Use voice chat (even a simple “jump now” or “wait”) to synchronize actions. Without it, you’ll often fail repeatedly.

  • When to use: Always. Before starting a new section, quickly discuss roles (who goes first, who activates what).


  • Play Both Characters at Some Point


  • Why it works: Cody and May have radically different abilities (e.g., Cody’s sticky sap vs. May’s buzzsaw). Understanding both sides helps you anticipate what your partner can do and plan better strategies.

  • When to use: After completing the first playthrough, swap characters in New Game+ or replay levels to see the other perspective.


  • Don’t Rush the Cutscenes


  • Why it works: The story is central to the emotional payoff. Skipping cutscenes may make you miss context for why certain abilities appear or why characters behave in specific ways.

  • When to use: First playthrough – let the narrative breathe.


  • Use the Camera Freely


  • Why it works: The camera can be controlled independently, allowing you to spot hidden ledges, collectibles, or enemy positions while your partner waits.

  • When to use: In open areas like the toolbox or snow globe, pan the camera around to find secret paths.


  • Combat Tips



    Beginner: Target Priority


  • Tip: Always eliminate enemies that summon more enemies first (e.g., the floating eyes in the Tree level).

  • Why it works: These “spawners” quickly overwhelm you if ignored. Focusing them reduces incoming damage and simplifies the fight.

  • When to use: In any encounter with multiple enemy types.


  • Intermediate: Ability Synergy


  • Tip: Combine Cody’s sticky sap with May’s buzzsaw to create explosive traps. Cody coats an area, May throws a saw into it, and the sap detonates, dealing area damage.

  • Why it works: The game design encourages pairing abilities. This combo clears groups quickly and stuns tougher enemies.

  • When to use: When facing clusters of enemies or a large boss minion segment.


  • Advanced: Animation Canceling


  • Tip: Jump immediately after attacking to cancel the recovery animation, allowing faster follow-up attacks.

  • Why it works: Reduces the time you’re vulnerable after a swing. Useful against fast enemies like the Toy Soldier blitzers.

  • When to use: In rapid melee exchanges, especially against the Queen Bee’s swarm.


  • Exploration & Collectibles



    Beginner: Listen for Sound Cues


  • Tip: Many hidden items (like Minigames and Canisters) emit a faint humming or musical tone when you’re near.

  • Why it works: The game uses audio to guide attentive players. Turning up your headphones can reveal secrets without constantly checking a guide.

  • When to use: In every level, especially in dense forests or industrial sections.


  • Intermediate: Look Up and Down


  • Tip: The game often hides collectibles above eye level (on ceilings) or below platforms (in crevices). Use Cody’s transformation (if available) to reach high ledges or May’s grappling to swing to unexpected spots.

  • Why it works: Level designers deliberately place rewards at vertical extremes. Sticking to the main path will miss many.

  • When to use: Anytime you see an unusual vertical texture or ledge that seems just out of reach.


  • Advanced: Sequence Breaking for Collectibles


  • Tip: Some collectibles can be obtained earlier than intended by using advanced movement techniques (e.g., wall jumps, timed ability swaps). For instance, in the “Wells” section, use May’s grappling to skip a locked gate and grab a Canister out of order.

  • Why it works: The game allows some flexibility in order if both players master movement. This saves backtracking time.

  • When to use: In subsequent playthroughs or when speedrunning.


  • Resource Management (Health and Lives)



    Beginner: Health Pickups Are Shared


  • Tip: When one player heals, the health station (e.g., the blue hearts) becomes unavailable for a short cooldown. Don’t both rush for the same pickup.

  • Why it works: Wasting heals leads to both players being low on health during boss fights.

  • When to use: Coordinate who takes the heal – the player with lower health or the one who will face immediate danger next.


  • Intermediate: Stacking Invincibility Frames


  • Tip: Many abilities (like Cody’s transformation into a turret or May’s hammer slam) grant brief invulnerability windows. Use these to tank a single hit without losing health.

  • Why it works: You can intentionally absorb small damage to protect your partner or to bypass a dangerous obstacle.

  • When to use: During the train section or the cursed clock tower, where chip damage is common.


  • Advanced: No-Death Strategy for Achievements


  • Tip: To get the “Complete the game without dying” achievement (if you’re aiming for it), restart the chapter if either player dies. However, note that falls into pits that respawn you immediately do not count as deaths for this achievement – only when health reaches zero does it count.

  • When to use: Only if you’re achievement hunting – otherwise, dying is part of learning.


  • Puzzle Solving Strategies



    Beginner: Use the Aim Marker


  • Tip: When your character needs to shoot a projectile (e.g., May’s nails), aim at the glowing indicator that your partner’s action creates. The game often provides a visual cue of where to shoot.

  • Why it works: The indicator is literally a “shoot here” sign designed by the developers. Ignoring it makes puzzles harder.

  • When to use: In almost every puzzle involving projectiles or pressure plates.


  • Intermediate: The “Wait for Partner” Rule


  • Tip: Do not activate a lever or button until your partner is in position. Many puzzles reset if one player acts too early, wasting time and resources.

  • Why it works: The co-op design requires simultaneous or precisely timed actions. Rushing leads to retries.

  • When to use: In the giant vacuum cleaner, the space section, and the final boss.


  • Advanced: Environmental Memory


  • Tip: Some puzzles have multiple phases that repeat a pattern. Memorize the pattern (e.g., three lights in sequence) and call it out to your partner. This reduces the need to look up every time.

  • Why it works: Faster execution means fewer mistakes, especially under time pressure.

  • When to use: In the “Cuckoo Clock” and “Symphony” puzzles.


  • Boss Fight Tactics



    Beginner: Phase Recognition


  • Tip: Every boss has distinct visual or audio cues when transitioning phases. For example, the Toolbox boss (The Moon) changes color and spawns adds. Prepare for a new attack pattern when you see the cue.

  • Why it works: Knowing what’s coming allows you to reposition or use defensive abilities preemptively.

  • When to use: In all boss fights, especially against the Dragon and the Elephant.


  • Intermediate: Use Environmentals


  • Tip: Many boss arenas have interactive objects (exploding barrels, collapsing pillars). Lure the boss near them and detonate.

  • Why it works: These objects deal massive damage and can stagger the boss, creating openings.

  • When to use: Against the Toolbox boss (use the nail gun on gas tanks) and the Turtle boss (drop icicles on its head).


  • Advanced: Damage Race vs. Survival


  • Tip: Some bosses have regenerating health or time-limited phases. In those cases, focus all abilities on damage output rather than dodging. For example, the final boss’s third phase: both players should use their strongest attacks (e.g., Cody’s homing rockets, May’s charged hammer) simultaneously.

  • Why it works: The boss will regenerate if you take too long, so burst damage is critical.

  • When to use: Against the final boss and the space station boss.


  • Mini-Games and Economy (No In-Game Currency)



    Beginner: Minigames Are Worth Finding


  • Tip: Scattered across levels are 25 minigames (like Whack-a-Mole, Tennis, etc.). They don’t affect progression but unlock a trophy/achievement and provide fun breaks.

  • Why it works: They offer a change of pace and a chance to compete with your partner, strengthening your teamwork dynamic.

  • When to use: During exploration segments – if you hear a minigame jingle, stop and find it.


  • Intermediate: Minigame Strategies


  • Tip: Many minigames have simple tricks. For example, in “Sock Drifting” (soccer), aim diagonally to curve the ball. In “Ramp Jumping”, hold forward just before the launch pad to get maximum distance.

  • Why it works: These tricks give you a competitive edge if your partner is trying to win.

  • When to use: Only if you want to beat your partner – otherwise, just have fun.


  • Advanced: No Economy – But Use Checkpoints


  • Tip: Since there is no currency or shop, the only “resource” is time. Use the generous checkpoint system to your advantage: if you fail a difficult jump or puzzle, the game usually respawns you right before the challenge. No need to replay long sections.

  • Why it works: Saves frustration and encourages experimentation.

  • When to use: In any difficulty spike – just keep trying without fear of losing progress.


  • Advanced Strategies (Speedrunning & Tech)



    Movement Optimization


  • Tip: Learn to “wave dash” by jumping and immediately using your character’s ability (e.g., Cody’s sap slide or May’s hammer bounce) right after landing. This preserves momentum and speeds up traversal.

  • Why it works: The game’s physics allow ability animation to override landing lag, giving a speed boost.

  • When to use: In any long straight corridor or when racing a timer.


  • Skip Pausing with Quick Menus


  • Tip: You can open the start menu during a cutscene to skip it almost instantly. However, some skippable moments are hidden in quick-time events – wait for the prompt.

  • Why it works: Saves seconds per cutscene, which adds up in a full playthrough.

  • When to use: Only in repeat playthroughs, never on your first time.


  • Abuse the Magnet Boots (Cody’s Upgrade)


  • Tip: When Cody gets the magnet boots (around the Snow Globe section), you can cling to magnetic surfaces indefinitely. Use this to bypass entire platforming sections by jumping from magnet point to magnet point without touching the ground.

  • Why it works: Many puzzles are skip-able if you chain magnetic surfaces correctly.

  • When to use: In the Magnet level and later in the Cuckoo Clock.


  • Miscellaneous Tips



    Easter Egg: The “Friend Pass” Works for the Whole Game


  • Tip: If you own the full game, your friend can download the “Friend Pass” for free and play the entire game with you online. No need for both to buy it.

  • Why it works: Saves one player the cost.

  • When to use: If you’re the host.


  • Accessibility Features


  • Tip: Enable closed captions, increase subtitle size, and turn on “Hold to Interact” in settings if you have difficulty with rapid button presses.

  • Why it works: Reduces frustration for players with slower reaction times or hearing impairments.

  • When to use: Before starting the game, especially for younger or less experienced gamers.


  • When to Take Breaks


  • Tip: The game can be emotionally intense and physically demanding. If you find yourselves arguing or stuck, pause for 5 minutes.

  • Why it works: Frustration leads to poor teamwork. A short break resets your patience.

  • When to use: After three consecutive failures on the same section.


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Final Note: The most important tip is to enjoy the journey. It Takes Two is a celebration of cooperation – laugh at mistakes, celebrate small victories, and let the story unfold naturally. Good luck!