By 2026, It Takes Two had long since become a co-op classic. Cody and May did not simply work through a crumbling marriage—they were shrunk into dolls, tossed into split-screen chaos, and forced to lean on each other while a meddlesome talking book of love offered unsolicited advice. Hazelight’s later hit Split Fiction may have grabbed fresh headlines, but this Game-of-the-Year winner still delivers some of the most inventive chapters in co-op gaming. Here is every main chapter ranked, from serviceable to unforgettable.

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9. The Shed

The Shed was a scrappy opening act. May wielded the head of a hammer like a wrecking ball, while Cody flicked nails into gears with surprising precision. The room itself felt like a giant’s workshop, every shelf a skyscraper. A furious vacuum cleaner made for a hilarious first boss. Sure, it’s the tutorial, so the game gets a pass—but when ranked against the later spectacle, The Shed remained a warm-up rather than a main event.

8. The Attic

The Attic handed May a second chance at her abandoned music. Her voice became a tool—she could shout down obstacles and sing records into the air. Cody turned a cymbal into a frisbee. The duo explored a jukebox’s dusty guts and wandered through a dreamlike musical heaven. It introduced chess and other minigames, but the story beats were the real reward: for the first time in ages, Cody and May remembered why they fell for each other. The pacing occasionally stumbled, which is why it landed here.

7. The Tree

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The Tree was where the game gleefully got weird. Talking squirrels, an entire civilization inside a backyard trunk, and a wasp war. May launched matchsticks, Cody fired tree sap, and together they turned the canopy into a chain of explosions. There was also a ridiculous photo opportunity with a giant camera—and an airplane sequence that crashed into a Mortal Kombat-style showdown with a very determined rodent. Honestly, the squirrels deserved their own spin-off.

6. Cuckoo Clock

The Cuckoo Clock chapter cranked up the wonder. Cody could rewind and fast-forward time; May could drop a clone and teleport into its place. They rode mechanical birds through spinning gears and leaping clock hands. A clockwork bull charged again and again, only to be outsmarted by decoys and split-second timing. It was whimsical, coherent, and gloriously dizzying.

5. The Garden

The Garden brought Cody’s forgotten passion to the surface. His neglected greenhouse had become a sickly, overgrown mess. May carried a water gun and scythe, while Cody morphed into vines, blossoms, and other plant forms when properly watered. The level was a patient, beautiful act of restoration—both for the soil and for the marriage. If The Attic was May’s emotional turning point, The Garden was Cody’s.

4. Snow Globe

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The Snow Globe was pure magic. Magnets let the pair skate across a frozen village filled with minigames, snowball fights, an underwater candy factory, and a turtle family reunion. More importantly, it offered the first genuine softness between Cody and May as they lingered over better memories. Players who rushed through this world missed the point. It was a place meant to be savored.

3. Rose’s Room: Pillow Fort

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Rose’s Pillow Fort was the coziest chapter. It made every childhood blanket fort seem hilariously amateur. The space was soft, bright, and crammed with toys: an Etch-A-Sketch, a spinning Earth, and a tank minigame that quietly stole the show. Sharp-eyed fans also found Vincent and Leo from A Way Out tucked into the scenery. The only downside? It ended too soon.

2. Rose’s Room: Space Station

Rose’s Space Station introduced Moon Baboon, a plush guardian with catastrophic intentions. The chapter toyed with antigravity in ways that made brains bend. May walked on walls; Cody shifted size to solve puzzles. They reinserted batteries, charged a portal, and eventually battled Moon Baboon in space before flying his ship and blasting him from orbit. It was dark, funny, and unexpectedly cathartic.

1. Rose’s Room: Road to the Magic Castle

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At the top sat Rose’s Room: Road to the Magic Castle. The mission was deceptively simple: reach Queen Cutie, Rose’s beloved toy elephant. The path there threw everything at the duo—a pirate ship fight with a giant toy octopus, cooperative dinosaur navigation, a top-down RPG section with D&D classes, circus cannons, and trapeze stunts. Then came the infamous showdown with Cutie, one of the most quietly devastating moments in co-op history. That sequence alone made it the best chapter in It Takes Two.

Rank Chapter Core Idea
9 The Shed Hammer and nails tutorial
8 The Attic Music, singing, and a frisbee cymbal
7 The Tree Squirrel civilization and wasp warfare
6 Cuckoo Clock Time bending and mechanical birds
5 The Garden Restoring plants and Cody’s passion
4 Snow Globe Magnet skating and snowy minigames
3 Pillow Fort Cozy toys and tank battles
2 Space Station Antigravity, Moon Baboon, and size shifting
1 Road to the Magic Castle Circus chaos and the Cutie showdown

Insights are sourced from Digital Foundry, and they help contextualize why It Takes Two’s chapter-to-chapter creativity lands so well in co-op: the game’s steady performance and clear split-screen readability keep the focus on rapid mechanical swaps—from The Shed’s hammer-and-nails basics to the Cuckoo Clock’s time tricks and Rose’s Room set-pieces—so each new gimmick feels punchy rather than frustrating, even when the screen is packed with effects, moving platforms, and synchronized player actions.