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It Takes Two Chapters: All 7 Levels and Minigame Guide

Explore all It Takes Two chapters in order, find every section and all 25 minigames, and plan your co-op adventure with campaign length and replay tips.

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It Takes Two Chapters: All 7 Levels and Minigame Guide

The Shed and The Tree: Start Your Chapter Checklist

Wondering how many adventures stand between Cody, May, and the credits? The It Takes Two chapters span seven main locations, so knowing their order helps you track progress and plan your next co-op session. This guide covers all It Takes Two chapters, their sections, and the locations of all 25 optional minigames without revealing the story’s ending.

The campaign order is The Shed → The Tree → Rose’s Room → Cuckoo Clock → Snow Globe → Garden → The Attic. Each chapter contains several smaller sections, and the game regularly changes the abilities and challenges you tackle together.

Budget approximately 13–15 hours for the main campaign, or around 16–17 hours for a completionist playthrough. Your pace depends on your experience, retries, and time spent exploring optional activities. Use those figures to plan the whole adventure; individual chapters contain different numbers of sections.

Chapter 1: The Shed

The Shed opens the campaign with five sections, including the Intro. It also introduces the first pair of competitive minigames, both found in The Depths.

ChapterSection, in play orderMinigames
The ShedIntro—
The ShedWake-up Call—
The ShedBiting the Dust—
The ShedThe DepthsWhack-a-Cody; Flip the Switch
The ShedWired Up—
The TreeFresh Air—
The TreeCapturedTug of War
The TreeDeeply RootedPlunger Danger
The TreeExtermination—
The TreeGateway—

Follow this opening route:

  1. Begin with Intro, then continue through Wake-up Call and Biting the Dust.
  2. Check The Depths for both Whack-a-Cody and Flip the Switch.
  3. Complete Wired Up before moving into The Tree.

Because character abilities change throughout the adventure, talk through what each player can do whenever a new mechanic appears. Describe your own ability, then ask your partner how theirs might connect with it. The game’s challenges are built around those complementary roles.

Chapter 2: The Tree

The Tree follows with another five sections. Its two minigames are spread across separate sections, making the checklist slightly different from The Shed’s.

  1. Start with Fresh Air, then continue into Captured.
  2. Look for Tug of War during Captured and Plunger Danger during Deeply Rooted.
  3. Finish Extermination and Gateway to complete the chapter.

Keep this opening minigame checklist handy:

  • The Depths: Whack-a-Cody and Flip the Switch.
  • Captured: Tug of War.
  • Deeply Rooted: Plunger Danger.

Across these two It Takes Two chapters, there are four minigames to discover. Once you find a minigame during the campaign, it becomes available from the main menu. Settle a rivalry there later if you want to keep the story moving now.

Official page: It Takes Two (ea.com)

Rose’s Room: Follow All Ten Sections

Rose’s Room is the third chapter and contains ten sections, covering everything from Pillow Fort to The Queen. Seeing several new area names here does not mean you have moved through several main chapters.

It Takes Two — Rose’s Room: Follow All Ten SectionsImage: Steam / Hazelight Studios

This distinction matters when using the It Takes Two chapters list to judge your progress. Rose’s Room contains more named sections than the other chapters, but section counts do not translate directly into hours remaining.

Section, in play orderMinigames
Pillow FortTank Brothers
Spaced OutLaser Tennis; Spacewalk
HopscotchBatting Team; Feed the Reptile; Rodeo
Train Station—
Dino Island—
Pirates Ahoy—
The Greatest Show—
Once Upon a TimeBirdstar
Dungeon Crawler—
The Queen—

Work through the chapter in these groups:

  1. Begin at Pillow Fort, then continue through Spaced Out and Hopscotch.
  2. Follow Train Station, Dino Island, Pirates Ahoy, and The Greatest Show.
  3. Continue into Once Upon a Time, then finish Dungeon Crawler and The Queen.

Rose’s Room contains seven minigames, with six concentrated in its opening three sections. Check those early areas carefully if discovering every activity is part of your plan.

Use this checklist before moving on:

  • Pillow Fort: Tank Brothers.
  • Spaced Out: Laser Tennis and Spacewalk.
  • Hopscotch: Batting Team, Feed the Reptile, and Rodeo.
  • Once Upon a Time: Birdstar.

Keep both Spaced Out activities on your list; finding one still leaves another in that section. The same applies to Hopscotch, where there are three separate minigames.

For session planning, write down your current section name when you stop playing. “We’re in Rose’s Room” leaves a lot of ground to cover, while “we reached Train Station” tells you exactly where you are within the chapter. Use the ordered table to pick up your progress check next time.

There is no need to turn every discovery into a lengthy tournament. Try an activity together, then use its main-menu access for rematches when you want a break from the campaign.

Cuckoo Clock and Snow Globe: Track the Middle Chapters

After Rose’s Room, the It Takes Two chapters move through Cuckoo Clock and Snow Globe. These are chapters four and five, with three and four sections respectively.

It Takes Two — Cuckoo Clock and Snow Globe: Track the Middle Chapters

Together, they contain six minigames. Their distribution makes it easy to organize your search: two are in Gates of Time, three are in Winter Village, and one is in Beneath the Ice.

ChapterSection, in play orderMinigames
Cuckoo ClockGates of TimeBomb Run; Horse Derby
Cuckoo ClockClockworks—
Cuckoo ClockA Blast from the Past—
Snow GlobeWarming Up—
Snow GlobeWinter VillageSnow Warfare; Shuffle Board; Icicle Throwing
Snow GlobeBeneath the IceIce Race
Snow GlobeSlippery Slopes—

Chapter 4: Cuckoo Clock

Cuckoo Clock’s minigames both appear in its opening section.

  1. Begin with Gates of Time and look for Bomb Run and Horse Derby.
  2. Continue through Clockworks.
  3. Finish A Blast from the Past before entering Snow Globe.

Keep track of both activities separately. Since they share a section, discovering one does not complete the minigame checklist for Gates of Time.

After finishing Cuckoo Clock, you have three main chapters remaining: Snow Globe, Garden, and The Attic. Use this to track your progress, but don’t count it as the exact halfway point in playtime.

Chapter 5: Snow Globe

Snow Globe spreads its optional competitions across its middle two sections.

  1. Start at Warming Up, then continue into Winter Village.
  2. Check Winter Village for Snow Warfare, Shuffle Board, and Icicle Throwing.
  3. Look for Ice Race in Beneath the Ice, then finish Slippery Slopes.

Your checklist for these chapters is:

  • Gates of Time: Bomb Run and Horse Derby.
  • Winter Village: Snow Warfare, Shuffle Board, and Icicle Throwing.
  • Beneath the Ice: Ice Race.

Pay particular attention to Winter Village if you are collecting minigames. It contains three activities, so tick them off by name instead of marking the whole section complete after a single discovery.

Garden: Complete the Five-Section Route

Garden is chapter six in the It Takes Two chapters order. Its five sections run from Green Fingers to Affliction, with three minigames distributed between Weed Whacking and Frog Pond.

It Takes Two — Garden: Complete the Five-Section RouteImage: Steam / Hazelight Studios

By this stage, keep communicating whenever the game introduces another ability pairing. Since the mechanics change throughout the campaign, a tactic from an earlier chapter will not answer every new challenge. Explain what your character can interact with and coordinate your actions around your partner’s abilities.

Section, in play orderMinigames
Green Fingers—
Weed WhackingLarva Basket; Garden Swings
Trespassing—
Frog PondSnail Race
Affliction—

Follow the route in this order:

  1. Begin with Green Fingers, then continue into Weed Whacking.
  2. Look for Larva Basket and Garden Swings during Weed Whacking.
  3. Progress through Trespassing to Frog Pond, where you can find Snail Race.
  4. Complete Affliction to finish Garden.

The optional activity checklist is short:

  • Weed Whacking: Larva Basket and Garden Swings.
  • Frog Pond: Snail Race.

Garden’s minigames bring the campaign’s running total to 20 before The Attic. Use that total to check your own discovery list if you have been tracking every activity from the beginning.

If you are planning the final stretch with a partner, remember that finishing Garden leaves one main chapter. Avoid assigning a fixed duration to that remaining chapter based on its position alone; use your current session’s pace when deciding whether to continue.

The Attic: Finish the Final Chapter

The Attic closes the It Takes Two chapters list with five sections, beginning at Setting the Stage and ending with A Grand Finale. It also contains the final five minigames.

Four activities share Setting the Stage, while Volleyball appears later in Symphony. Keep the opening section’s checklist nearby if you want to discover the complete set.

Section, in play orderMinigames
Setting the StageMusical Chairs; Track Runner; Slotcars; Chess
Rehearsal—
SymphonyVolleyball
Turn Up—
A Grand Finale—

Follow the closing route:

  1. Start at Setting the Stage and check for Musical Chairs, Track Runner, Slotcars, and Chess.
  2. Continue through Rehearsal into Symphony.
  3. Look for Volleyball during Symphony.
  4. Finish Turn Up and A Grand Finale.

Your final minigame checklist is:

  • Setting the Stage: Musical Chairs, Track Runner, Slotcars, and Chess.
  • Symphony: Volleyball.

Across all seven chapters, the minigame totals are 2, 2, 7, 2, 4, 3, and 5, adding up to 25. Compare those chapter totals with your checklist to identify where an overlooked activity belongs.

After discovering minigames, use the main menu to play them again without replaying the campaign to reach them. That makes the optional competitions useful for a shorter co-op session after the story, especially when you want another round of a particular activity.

FAQ

How many It Takes Two chapters are there?

There are seven main chapters: The Shed, The Tree, Rose’s Room, Cuckoo Clock, Snow Globe, Garden, and The Attic. Each chapter is divided into smaller named sections.

How long does it take to finish all seven chapters?

Allow approximately 13–15 hours for the main campaign and around 16–17 hours for a completionist run. Experience, retries, and time spent on optional activities affect your total.

How many minigames are in It Takes Two?

There are 25 minigames across the seven chapters. Rose’s Room contains seven, The Attic has five, Snow Globe has four, Garden has three, and The Shed, The Tree, and Cuckoo Clock each have two.

Can you replay minigames without replaying the story?

Yes. Once you discover a minigame in the campaign, you can access it from the main menu and play it again with your partner.

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