It Takes Two: Beginner's Guide & Best Tips - Game Guide

Honest Take on the Game

Look, I’ve been playing co-op games for twenty years. From the couch split-screen days of Halo to the janky online co-op of early Dead Island, I’ve seen the genre evolve. And then It Takes Two showed up and basically told every other co-op game to take a seat. The thing is, this game looks like a cute Pixar movie about a divorced couple, but it’s actually a brutal, beautiful, and occasionally rage-inducing platformer that demands you and your partner have actual communication skills. If you’re here because you’re stuck, frustrated, or your partner is about to throw their controller through the TV — I get it. I’ve been there. I spent a solid hour on the first major boss fight with my wife, yelling about timing and jumping, before we finally clicked.

This isn’t a game you can coast through by button-mashing. The game forces you to cooperate, and if one person is dragging, you both fail. That’s the beauty and the pain. But once you get the rhythm, it’s one of the most satisfying experiences you’ll ever have with another person. So let’s cut the fluff. Here’s what actually matters.

Why Players Struggle

The number one gripe I see from new players is: “My partner keeps dying in the same spot and I’m just standing here waiting.” That’s not a game design flaw — that’s the core mechanic. It Takes Two is designed to break your individual habits. If you’re used to playing solo games where you can carry bad teammates, forget it. The game gives each player a completely different set of abilities for every level, and those abilities are always paired. Player one might have a nail gun that can create platforms, but player two has a hammer that can smash buttons. If player one doesn’t shoot a platform in the exact spot player two needs to jump to, you’re both falling into the void. Again.

Another huge pain point is the camera. This game has a fixed camera in some sections, and it will screw you. You’ll be running toward what you think is a ledge, and the camera shifts, and suddenly you’re falling because your depth perception went out the window. I died in the Tree of Life section at least fifteen times because the camera refused to show me the platform I needed to grab. It’s not unfair — it’s just something you need to anticipate. The game also has a bad habit of teaching you a mechanic, then immediately throwing you into a chaotic boss fight where you have to use that mechanic under pressure. That’s stressful. It’s meant to be.

Finally, the communication barrier. If you’re playing online with a random, or even with a friend who isn’t great at explaining things, the game can feel impossible. I can’t tell you how many times I’ve had to stop, ping a spot, and say “No, wait, jump after the platform rotates, not before.” The game has no built-in way to show your partner exactly where you want them to be beyond a basic ping system. You have to talk. If you’re quiet, you will fail.

What You Actually Need to Know Day One

Don’t skip the prologue. Yeah, it’s slow and you’re probably eager to get to the action, but the prologue teaches you two critical things: how to use the interact button (default E or F depending on platform) and how the game handles verticality. Also, take the time to adjust your camera sensitivity right away. The default sensitivity is way too high for a platformer where one misjudged jump sends you back to the last checkpoint. Turn it down to about 65% for both players. Trust me, your aim will improve instantly.

The game doesn’t have an inventory or a skill tree in the traditional sense. Each level, you get a new tool that stays with you until the end of that level. You don’t “unlock” abilities permanently. This means you can’t grind to make yourself stronger — you have to learn the tool immediately. So spend the first five minutes of each new chapter just messing around. Stare at the tool. Try to break things. See what happens when you hold the button versus tap it. For example, in the Toolshed level, Cody gets a nail gun that can shoot 3 nails before reloading (reload takes 1.5 seconds). May gets a hammer that charges up to 1.2 seconds for a full smash. Knowing those numbers saved me from dying while waiting for a platform to appear.

Checkpoints are generous but not infinite. The game saves at specific moments, usually after a puzzle is completed or a hallway is cleared. If you quit mid-boss, you’ll restart at the start of the boss room. That’s fine. But if you quit during a platforming gauntlet, you might end up back at the start of the entire sequence. I learned this the hard way in the Space Land section — we quit to take a break and came back to a fifteen-minute section we had to redo.

One thing the manual doesn’t tell you: you can respawn after a death without a loading screen if your partner stands on a designated platform or presses a button nearby. It takes about 2 seconds for the revive animation to complete. If your partner is in combat, they might not be able to get to you. So don’t just spam the call for help — wait until they clear the area. I’ve had teammates die because they tried to revive me while a boss was charging an attack. Prioritize alive players.

Expert Tips & Tricks

Okay, you’ve got the basics. Now let’s talk about the stuff that separates a smooth playthrough from a controller-throwing rage session.

First: the ping system is your best friend. Holding middle mouse button (or R3 on controller) places a permanent marker on a spot. This is huge for communicating platform locations, hidden loot, or where you need your partner to stand. I ping EVERYTHING. If I see a glowing thing in the distance, I ping it. If I need a platform shot at a specific angle, I ping the wall. The game doesn’t highlight where your partner should go — you have to do it. Make it a habit to ping before you jump. Your partner will thank you.

Second: learn the jump-cancel trick. In many of the later platforming sections, you can cancel a long jump by pressing the jump button again mid-air to do a quick hop. This lets you adjust your trajectory mid-flight. I use this constantly in the Snowball Fight section to dodge the rolling projectiles. The timing is tight — you have to press the second jump within 0.4 seconds of the first jump. Practice it in the first safe area you find.

Third: the vacuum cleaner boss is the first real filter. In the Shed level, you fight a giant vacuum cleaner. This is where most new players hit a wall. The key is that one player has to distract the boss by running circles while the other player hits the weak points. If you both try to attack, you’ll both get sucked in. The amount of suction damage is 25 HP per second and it ignores your health upgrades for that level. So whoever is distracted needs to stay at max range. I suggest the player with the hammer (May) does the distraction because she can break the floor panels to create obstacles for the boss.

Fourth: health upgrades are shared, but not equal. Each level has hidden heart pieces. Collecting them increases your max HP by 1 full heart (which is 2 HP points, starting at 4 HP). Both players benefit from any heart piece collected, so you don’t need to compete. However, the location of these pieces is often hidden behind optional puzzles that require both players. If you see a suspicious ledge or a glowing vine, it’s probably a heart. I missed 4 heart pieces in my first playthrough because I assumed they were just decoration. They aren’t.

PRO TIP — The one thing I wish I knew from the start: When you and your partner both press the interact button at the same time on certain objects (like doors or turning cranks), the action happens 50% faster. This is not explained anywhere in the game. For timed sequences where you have to open a gate while running from an enemy, both of you mashing the button on the same crank cuts the animation almost in half. I saved about six minutes of cumulative waiting time across the whole game once I figured that out.

Fifth: boss patterns are more predictable than they seem. Every boss has exactly 3 attack patterns in each phase. For example, the vacuum boss has: a suction attack (wind-up of 2 seconds, lasts 3 seconds), a charge attack (wind-up 1.5 seconds, charge 0.8 seconds), and a spinning attack (wind-up 3 seconds, lasts 2 seconds). Learn the wind-up times. Once you know that a charge attack starts with the boss tilting left, you can dodge before you even see the attack animation. Count the seconds in your head during the first attempt. I shout the timings to my partner: “Charging in three, two, one — dodge!” It sounds stupid, but it works.

Common Mistakes to Avoid

Mistake #1: Hoarding your special moves. Each player has a special ability on a cooldown (usually 8-10 seconds). New players hold onto it “for the right moment” and then never use it. Use it on cooldown during combat. The damage bonus isn’t huge — about 15% more damage for 3 seconds — but it keeps the pressure off. If you’re both using it, you can stagger the enemy and interrupt their attacks. I’ve seen players finish entire sections without using their special once. Don’t be that person.

Mistake #2: Ignoring the environment. The game is packed with interactive objects that aren’t part of the main puzzle. Falling icicles, collapsing walls, exploding barrels — these deal 40-50 damage to enemies (most enemies have 150-200 HP). If you’re in a fight and see a hanging chandelier, shoot it. I cleared an entire room of bees in the Garden section by dropping a flower pot on them instead of fighting. Saved me five minutes of dodging.

Mistake #3: Not staggering your jumps. In sections where you both have to swing on hooks or jump on moving platforms, do NOT jump at the same time. If you both jump on the same platform, it might break or tip over. Wait for your partner to land, then jump. This is especially critical in the Clock Tower level where platforms only hold for 2 seconds after you land. Count to three after your partner jumps. Then go.

Mistake #4: Forgetting you can look up. The camera doesn’t tilt upward automatically in many areas. There are hidden collectibles, shortcuts, and story triggers literally above your head. I missed an entire optional cutscene in the Pillow Fort because I never looked up at the ceiling. Move the right stick or mouse upward every few minutes. It’s not natural at first, but it becomes second nature.

Mistake #5: Playing too fast. The game rewards careful observation. If you rush into a room, you’ll often trigger a trap or an enemy spawn before you’ve scouted the area. Stop at the door. Look around. Check for glowing spots (secrets), moving platforms, or pressure plates. I can’t tell you how many times I sprinted into a fight only to realize I could have shot a barrel to clear half the room first. Patience is a skill check in this game.

FAQ

Q: Can I play this with someone who isn’t good at video games?
A: Yes, but you’ll need to be patient and communicative. The game has a difficulty assist option that gives each player more HP and reduces damage taken by 50%. I used this with my sister who never plays platformers, and it made the difference between a fun time and a frustrating one. Also, let the weaker player take the easier role in each level. For example, in the Shed, the hammer player has a simpler movement pattern — give them that role.

Q: How long is the game?
A: First playthrough with moderate struggle took me and my partner about 12-14 hours. If you’re both experienced, you can probably do it in 10 hours. If you’re hunting all collectibles (there are 30 mini-games and 25 heart pieces), expect 16-18 hours. The mini-games are scattered and often hidden behind optional paths — I missed half of them my first run.

Q: Does the game have replay value?
A: Honestly, yes, but not for the story. The fun is replaying with a different partner. Each level’s mechanics are so unique that watching someone else discover them is genuinely entertaining. Also, the mini-games are competitive and your partner might want a rematch. I’ve replayed the Whack-a-Mole mini-game at least ten times with different friends. It’s a blast.

Q: What is the hardest level in the game?
A: Most players agree it’s the Space Land level, specifically the dual-gravity platforming section. One player controls gravity while the other jumps. It’s disorienting and requires precision timing. My tip: one player gives clear, simple commands. “Jump now. Flip gravity. Now jump again.” Don’t try to do both roles at once. For more on handling crazy co-op mechanics like this, check out our Portal 2 guide — the co-op puzzles there have similar mind-bending moments.

Q: Is there any way to skip a section if I’m stuck?
A: No. The game does not have a skip feature for main story sequences. You have to beat it. But if you’re truly stuck, there’s an invincibility toggle in the accessibility settings. It makes you immune to damage, but you can still fall off edges and die from instant-kill traps. Use it as a last resort. I used it on one particular section in the Toy Castle where I kept missing a jump because of the camera. No shame.

Q: Is the ending worth it?
A: I didn’t expect to cry, but I did. The story is genuinely touching, and the final boss is one of the best-designed fights in any co-op game I’ve played. It’s worth pushing through the frustrating parts. If you enjoy story-driven co-op, you might also like Brothers: A Tale of Two Sons guide — it’s shorter, but it hits similar emotional notes.