You’re playing through Hazelight’s masterpiece, swinging through the garden or dodging lasers in space, and suddenly you see it—a floating tambourine. That’s your signal. You’ve found another one. But honestly, if you're trying to track down It Takes Two all minigames, you’ve probably realized that Josef Fares and his team hid these things in the weirdest corners of the map. Some are right in your face. Others? You’d walk right past them if you weren't looking for that specific yellow glow.
There are 25 minigames in total.
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Missing even one means you lose out on that Minigame Megalomania achievement, which is a massive pain if you have to go back and chapter-select just for one 30-second round of Plunger Perplex. It’s not just about the trophy, though. These little diversions are where the game’s competitive friction actually lives. Since Cody and May spend most of the story forced to cooperate, these moments are the only time you get to legally crush your partner's soul in a digital arena.
The Shed and the Start of the Rivalry
The first chapter is basically a tutorial, but it doesn't hold back on the competitive stuff. Whack-a-Cody is the first one you’ll hit. It’s impossible to miss. Cody is in the ground, May has a hammer. Simple.
Later in the same area, you'll find Flip the Switch. This one is tucked away a bit more. You have to look for it near the path where you’re dodging those oversized saw blades. It’s a basic "hit the targets" game, but it sets the tone for the rest of the run. Most players get through The Shed pretty fast because they're eager to see the rest of the world, but don't rush. The mechanics here are the foundation for the harder stuff later.
Tree and Rose’s Room: Where Things Get Weird
Once you get into the Tree chapter, you’re dealing with squirrels and wasps. It’s chaotic. Tank Brothers is located early on. You'll find it on some high-up branches before you even get into the meat of the combat sections. It’s a literal top-down tank game. It feels like a throwback to the Atari days, and it's surprisingly easy to lose track of time playing it.
Then there’s Rose’s Room. This place is huge. It’s actually broken up into several sub-sections like Dino Land and Spaced Out.
In Dino Land, you’ve got Slot Cars. It’s exactly what it sounds like. If you go too fast on the turns, you fly off. It’s classic. But the one people usually miss is Chess. It’s sitting right there in the open area of the "Spaced Out" section after you finish the first few puzzles. You can actually play a full game of chess. If you're playing with someone who actually knows Grandmaster theory, you might be there for an hour.
Don't Miss These in the Playroom
- Baseball: This is near the transition to the space area. It’s a small toy set on the floor.
- Feed the Reptile: Located after the sequence where you ride the spiders. You have to toss balls into the mouth of a plastic lizard.
- Rodeo: Right near the entrance to the Dino Land area. It’s a button-mashing contest.
- Birdstar: This is the rhythm game. It’s a clear parody of Guitar Hero and it’s located on top of the stack of books in the main playroom hub.
Cuckoo Clock and the Snowy Peaks
The Cuckoo Clock chapter is probably the most visually dense part of the game. It’s all brass gears and neon lights. Bomb Run is a standout here. It’s a platforming race where the floor literally disappears behind you. It’s located in the town square area. If you aren't looking at the side alleys, you’ll breeze right past it.
Then you hit the Winter Village. This is a completionist's nightmare because the village is an open-world sandbox. There are three minigames hidden here. Icicle Throwing is near the edge of the frozen lake. Shuffleboard is inside one of the larger buildings—you have to actually walk through the front door, which many players forget they can do. And Snowball Fight? It’s tucked away near the back of the village, past the giant bell.
The movement in the snow area is slippery. It makes the minigames feel different. You aren't just clicking buttons; you're fighting the physics of the ice.
The Garden and the Final Push
By the time you reach the Garden, you’re probably feeling like you’ve seen it all. But some of the most creative It Takes Two all minigames are buried in the weeds. Snail Race is a fan favorite. You're literally riding snails through a garden path. It’s slow, it’s clunky, and it’s hilarious. You find this right after the section where you fly on the back of the birds.
In the "Setting the Stage" chapter (the music-themed finale), the game gets very generous with minigames. Volleyball is out in the open on the clouds. Track Runner is a side-scrolling racer that feels like a 1980s arcade cabinet.
Most people think they're done when they see the final boss looming, but there are actually two more games near the very end. Don’t Feed the Monkey is one of them. It’s a circus-style game where you have to hit targets while avoiding a giant mechanical monkey. It’s frantic. It’s loud. It’s the perfect penultimate competition before the credits roll.
Why Some Minigames Are "Broken" (And How to Win)
Let's be real: some of these aren't balanced. If you’re Cody in Whack-a-Cody, you’re at a massive disadvantage because May can just spam the hammer.
The secret to winning most of these isn't fast reflexes. It's understanding the animation priority. In games like Tank Brothers, your turret turns at a fixed rate. You can't flick it like a modern shooter. You have to lead your shots.
In Snowball Fight, it’s all about the cover. Players usually stand in the open and just mash the fire button. Don't do that. Move between the wooden crates. The hitboxes are actually pretty precise for a game that isn't a dedicated FPS.
The Achievement Hunter's Checklist
If you are going for the 100% completion, use the Chapter Select menu. The game tells you how many minigames are in each section and how many you’ve discovered.
- The Shed: 2 games.
- The Tree: 1 game.
- Rose’s Room: 8 games (This is the big one).
- Cuckoo Clock: 2 games.
- Snow Globe: 3 games.
- Garden: 4 games.
- The Attic: 5 games.
If a section says "1/2," you missed something. Usually, it’s Plunger Perplex in the Shed or Birdstar in Rose’s Room.
Moving Past the Main Story
Once you’ve found It Takes Two all minigames, the game changes. It’s no longer a linear platformer. It becomes a competitive hub. You can access every single minigame you’ve unlocked directly from the main menu.
This is great for parties or just settling a domestic dispute over who has to do the dishes.
The beauty of Hazelight’s design is that these games aren't just filler. They reflect the themes of the chapters. In the snow chapter, the games are about warmth and community (like the snowball fight). In the clock chapter, they're about time and precision (like the bomb run). It’s subtle, but it makes the world feel cohesive.
How to Handle the "Hard" Ones
Some of these minigames are genuinely difficult if you're playing with someone who has a different skill level. Chess and Checkers are the obvious outliers. If you don't know the rules, you're going to get stomped.
However, games like Snail Race or Slot Cars are great equalizers. They rely on "feel" rather than technical skill. If you're struggling to find a specific game, listen for the sound. Every minigame tambourine makes a distinct jingle when you're close to it. The controller also vibrates slightly as you approach.
Practical Steps for Your Next Playthrough
If you’re sitting down to finish your collection, don't just run through the levels.
Stop. Look behind you.
The developers love placing minigames just behind a camera trigger. For example, when you enter a new room and the camera pans to show you a vista, turn around 180 degrees. There’s a good chance a tambourine is sitting right there.
Also, make sure you actually interact with the game. Just finding it doesn't count for the achievement. You and your partner both need to press the interact button to trigger the "Minigame Discovered" banner. If one person walks away too early, it might not register.
Finally, check the "Spaced Out" section of Rose's Room one more time. There are vertical levels in that hub that are very easy to miss if you're just following the main objective markers. Use the yellow teleport pads to check every floor.
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Getting through It Takes Two all minigames is a journey of its own. It turns a 12-hour game into a 15-hour game, and honestly, those extra three hours of screaming at each other over a virtual game of shuffleboard are some of the best moments the game has to offer.
Go back to the main menu now and check your "Minigames" tab. If there are any locks left, you know exactly which chapter to jump back into. Load up the "Winter Village" or "Dino Land" and start hunting. You've got this.