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It Takes Two All Minigames: All 25 Locations Guide

Find It Takes Two all minigames with locations for all 25 challenges, chapter-by-chapter directions, and tips to unlock the Minigame Megalomania trophy.

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It Takes Two All Minigames: All 25 Locations Guide

How to Find All 25 Minigames in It Takes Two

One overlooked tambourine can leave you a single discovery short of a trophy. This It Takes Two all minigames guide covers every location needed for Minigame Megalomania, from the Shed’s hammer showdown to the Attic’s arcade machines. Follow the It Takes Two all minigames checklist in story order to collect all 25 without a lengthy return trip.

You only need to find and unlock the minigames to earn Minigame Megalomania. Winning every match is unnecessary, and completing every challenge is unnecessary, too. Play whichever ones catch your attention, then keep exploring.

Look and listen for a floating purple tambourine. Its sound can lead you toward an activity tucked above the main route or behind a side passage. Whack-a-Cody introduces minigames automatically, but later discoveries require more attention.

Your collection breaks down like this:

  • The Shed: 2
  • The Tree: 2
  • Rose’s Room: 7
  • Cuckoo Clock: 2
  • Snow Globe: 4
  • Garden: 3
  • The Attic: 5

Use Chapter Select to check progress by chapter and section. Discovered minigames appear yellow, while missing ones remain gray. The Minigames menu also lets you track and replay unlocked activities.

Nothing is permanently missable. After finishing the story, return through Chapter Select to collect anything you skipped. Keep this It Takes Two all minigames route handy during your first playthrough to reduce that cleanup.

Official page: It Takes Two (ea.com)

The Shed and The Tree: Minigames 1–4

The opening chapters contain four minigames. Three sit close to the main route, while Flip the Switch rewards a short detour.

It Takes Two — The Shed and The Tree: Minigames 1–4Image: Steam / Hazelight Studios

#MinigameChapter / sectionWhere to find it
1Whack-a-CodyThe Shed / The DepthsAutomatically introduced after a cutscene in the room with sawdust on the floor.
2Flip the SwitchThe Shed / The DepthsShortly after Whack-a-Cody, explore the side path in the room with the red “DANGER Moving Parts, Use Caution” button. Collect it before crossing to that button.
3Tug of WarThe Tree / CapturedAfter the furnace-launching sequence, enter the cave area with a white soccer ball. Look opposite the ball for the tambourine and rope apparatus.
4Plunger DungerThe Tree / Deeply RootedAfter riding the large blue catfish, look directly ahead when control returns. The opposing plunger guns are nearby.

What to watch for along the route

At Flip the Switch, Cody stands on the small platform while May hits the large yellow button to begin. During the challenge, May strikes targets with her hammer and Cody shoots targets with his nails.

Whack-a-Cody gives the characters different jobs, too: Cody earns points by staying above the holes, while May tries to hammer him. Vary your timing as Cody; keep your attention on the holes as May.

Tug of War is a button-mashing contest, with the loser pulled into the hole. Plunger Dunger switches to aiming: shooting moving targets pushes them toward your opponent, and targets reaching the opposite side score points.

Before leaving these chapters, check that both minigames in each chapter are marked as discovered. That gives your It Takes Two all minigames collection its opening four entries.

Rose’s Room: Minigames 5–11

Rose’s Room contains seven minigames, the largest chapter total. Its two hidden space-elevator portals deserve particular attention: both are easy to pass while floating toward the story objectives.

It Takes Two — Rose’s Room: Minigames 5–11Image: Steam / Hazelight Studios

#MinigameSectionWhere to find it
5Tank BrothersPillow FortNear the beginning, climb the first pillow stack before passing the purple star lamp. The game sits above the lower route.
6Space WalkSpaced OutInside the gravity elevator, find the wall opening just below the first group of three portals. Enter its hidden teleporter.
7Laser TennisSpaced OutAfter completing the first three portals, ascend toward the second group. Enter another wall opening before reaching that next group.
8RodeoHopscotchFrom the start, continue straight past the blocks instead of taking the story route right. Find the bucking bulls on the pillows.
9Feed the ReptileHopscotchAfter the first rail-riding sequence, follow the green floor path toward the reptile heads before climbing the yellow bounce pads.
10Batting TeamHopscotchContinue beyond the Etch-A-Sketch and floating blocks. Look for the toy baseball setup beside the piggy bank area.
11BirdstarOnce Upon a TimeEnter the castle courtyard and walk toward its far end. Find the large television on the left.

Check both elevator openings

For Space Walk, stop below the first portal floor and inspect the elevator wall. If you have reached the group of three portals, descend slightly to find the opening.

Repeat that search during the next ascent for Laser Tennis. Completing the lower portal challenges lets you travel farther up the elevator, where the second hidden opening waits.

These two detours are worth checking before moving on with your It Takes Two all minigames hunt.

Play the toys to their strengths

Tank Brothers ends when one player lands three direct hits. Use cover to break your opponent’s line of fire before lining up your own shots.

Space Walk has you claim cubes by landing on them. Jump onto your partner’s colored cubes to take them over while expanding your own territory.

Laser Tennis turns illuminated floor buttons into attacks on the opposing court. Step on those buttons while watching for incoming lasers to jump over.

In Hopscotch, Rodeo tests your button-prompt reactions, Feed the Reptile asks you to throw balls into reptile mouths, and Batting Team revolves around timing your swings. Birdstar finishes the chapter’s collection with a rhythm challenge at the television.

Cuckoo Clock and Snow Globe: Minigames 12–17

The next six discoveries span a clockwork town, a thawing village, and an icy skating course. Explore the town’s fairground, then remember that Winter Village’s activities depend on ringing its bells.

It Takes Two — Cuckoo Clock and Snow Globe: Minigames 12–17Image: Steam / Hazelight Studios

Cuckoo Clock: Gates of Time

Both minigames are in the same open town area. Use the horse display and Hell Tower sign as landmarks instead of relying on your camera’s orientation.

#MinigameSectionWhere to find it
12Horse DerbyGates of TimeFind the large horse-racing display in the town’s fairground, near the water and fishing poles. Interact with the two horses.
13Bomb RunGates of TimeSearch the nearby raised platforms and rooftops beside the fairground, close to the Hell Tower sign.

Horse Derby asks you to jump or duck as obstacles approach. Watch the upcoming obstacles so you can prepare the appropriate movement.

Bomb Run sends you through checkpoints with explosives attached to your character. Keep moving through the time bubbles to stay in the race.

The numbering here is a collection checklist; you can visit these two activities in either order.

Snow Globe: Winter Village and Beneath the Ice

Ring the relevant bell before searching its section of Winter Village. Thawing the town opens access to the three activities below.

#MinigameSectionWhere to find it
14Icicle ThrowingWinter VillageRing the left tower’s bell, then find the throwing booth in the thawed section beneath it.
15Shuffle BoardWinter VillageRing the middle tower’s bell. Enter the building with the illuminated “Shuffle Board” sign near the Ferris wheel.
16Snow WarfareWinter VillageRing the right tower’s bell, then enter the activity marked “Snowball Arena.”
17Ice RaceBeneath the IceFrom the underwater station, swim to the surface and look for wooden platforms and a race starting line. Collect it before turning the generator key to leave.

Icicle Throwing includes a 2× scoring ring. Aim through it when lining up target shots to increase your score.

Shuffle Board has you slide pucks across the ice. Adjust your power to place them in scoring areas; repeated matches introduce obstacles to the playing surface.

Snow Warfare begins with the players standing on the red and blue snowflake platforms. Once inside, settle your rivalry with a snowball fight.

For Ice Race, follow the yellow checkpoints and use the green rings for speed boosts. The race covers three laps.

Before leaving the village, verify that all three local entries appear in your It Takes Two all minigames collection. Ice Race belongs to the following section, Beneath the Ice.

Garden and The Attic: Minigames 18–25

Garden hides its activities along side routes. The Attic adds a different wrinkle: its Setting the Stage hub opens additional areas as you complete Rehearsal and Symphony.

#MinigameChapter / sectionWhere to find it
18Garden SwingsGarden / Weed WhackingAt the section’s beginning, climb the stones on the right to reach the swings.
19Larva BasketGarden / Weed WhackingAt the bouncy mushroom field, take the mushrooms on the left and climb toward the stone pillar.
20Snail RaceGarden / Frog PondAfter dismounting the frogs, continue through the platform sequence and short tunnel. Near the large lantern, search around the right corner for the wooden enclosure.
21SlotcarsThe Attic / Setting the StageNear the chapter’s beginning, follow the red carpet and look for the miniature racetrack on the floor.
22ChessThe Attic / Setting the StageAfter completing Rehearsal, return to the hub and find the chessboard near the Symphony entrance.
23Musical ChairsThe Attic / Setting the StageAfter Rehearsal, climb the books beside the chess area. Follow the elevated route across the room to the chair and blue radio.
24VolleyballThe Attic / SymphonyIn the cloud area where you receive jetpacks, look below the starting platform for a volleyball court on a cloud.
25Track RunnerThe Attic / Setting the StageAfter completing Symphony, return to the hub. Find the arcade cabinets to the right of the newly accessible objective entrance.

Follow the Attic’s return visits

Use this sequence to finish your It Takes Two all minigames checklist:

  1. Discover Slotcars when you first reach Setting the Stage.
  2. Complete Rehearsal and return for Chess and Musical Chairs.
  3. Enter Symphony and visit Volleyball in the cloud area.
  4. Finish Symphony, return to the hub, and approach Track Runner.

Musical Chairs sits off the main route within the hub. Climb the books and use the elevated traversal route rather than searching only along the red carpet.

For optional matches, Garden Swings rewards a long landing after launching from the swing. Larva Basket tests your aim against hungry moving targets. Volleyball ends when a player reaches 12 points, while Musical Chairs requires three round wins.

After discovering the final missing activity, you earn Minigame Megalomania. For full achievement completion, also finish the story and collect the separate chapter-specific achievements; finding every minigame completes only the collectible portion.

FAQ

Do you have to win It Takes Two all minigames for the trophy?

No. Minigame Megalomania requires finding and unlocking all 25 minigames. You do not need to win them or complete every match.

Can you collect missed minigames after finishing the story?

Yes. Use Chapter Select to revisit their sections. Check the gray entries to identify missing discoveries before replaying an area.

Why are Winter Village’s minigames inaccessible?

You need to ring the associated tower bells. The left tower opens Icicle Throwing, the middle tower opens Shuffle Board, and the right tower opens Snow Warfare.

Where is the last minigame in It Takes Two?

Track Runner is in the Attic’s Setting the Stage hub after Symphony. On your return, look for the arcade cabinets to the right of the newly opened objective entrance.

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