It Takes Two Level List With Every Chapter And Major Section

28 September 2026 | 124

Hazelight Studios created a cooperative masterpiece that continually evolves its gameplay mechanics across seven distinct story chapters. Navigating through the journey requires understanding how each stage is divided into specific playable segments. This complete level breakdown details every main chapter and major section to help players track their progress through the game.

The Early Journey: The Shed and The Tree

The adventure begins in The Shed, where Cody and May learn basic movement and cooperative mechanics. This introductory chapter consists of five distinct sections: Intro, Wake-up Call, Biting the Dust, The Depths, and Wired Up. Players must master using hammer and nail tools to overcome early platforming challenges.

Following their escape from the workshop, players enter The Tree to navigate a suburban war zone between squirrels and wasps. This second chapter includes Fresh Air, Captured, Deeply Rooted, Extermination, and Gateway. Strategic combat takes center stage here as players combine sap projectiles with explosive charges.

Imagination and Time: Rose's Room and Cuckoo Clock

Rose's Room serves as the largest chapter in the campaign, spanning ten major sections filled with shifting genres. Players traverse Pillow Fort, Spaced Out, Hopscotch, Train Station, Dino Island, Pirates Ahoy, The Greatest Show, Once Upon a Time, Dungeon Crawler, and The Queen. Reviewing an It Takes Two level list with every chapter and major section helps co-op partners plan their play sessions through these extensive toy-themed areas.

The journey continues into Cuckoo Clock, which focuses on temporal puzzles and precise platforming. Its core story unfolds across Gates of Time, Clockworks, and A Blast from the Past. Partners must coordinate time manipulation and spatial cloning abilities to progress through complex clockwork puzzles.

Elements and Nature: Snow Globe and The Garden

Winter mechanics take over during the Snow Globe chapter, where magnetic forces guide exploration. The environmental puzzles are divided into Warming Up, Winter Village, Beneath the Ice, and Slippery Slopes. Co-op partners must utilize opposing magnetic poles to traverse frozen lakes and mountain paths.

The Garden shifts focus back to nature, forcing players to heal an overgrown backyard environment. This chapter contains Green Fingers, Weed Whacking, Trespassing, Frog Pond, and Affliction. Players transform into plant forms and utilize watering tools to defeat corrupted flora.

The Musical Finale: The Attic

The final chapter takes place in The Attic, bringing the story to its emotional resolution through musical themes. This culmination is split into Setting the Stage, Rehearsal, Symphony, Turn Up, and A Grand Finale. Players coordinate sound waves and flight mechanics to put on a grand concert before completing the story.