Getting Past the It Takes Two Farm Level Without Losing Your Mind

Getting Past the It Takes Two Farm Level Without Losing Your Mind

Look, let's be real for a second. If you’re playing Hazelight Studios' masterpiece, you probably expected a whimsical journey about fixing a marriage. What you might not have expected was a hyper-violent war between squirrels and wasps, or a boss fight against a literal toolbox. But then you hit the It Takes Two farm section—officially known as "The Garden"—and everything changes. It’s huge. It’s green. And honestly, it’s where a lot of casual players start to struggle because the mechanics shift so fast.

You’re not just jumping anymore. Suddenly, Cody is a walking sprout-dispenser and May is swinging a water hose like she’s auditioning for a firefighting gig. It’s a massive tonal shift from the "Cuckoo Clock" or "Rose’s Room" chapters.

Why the It Takes Two Farm Level feels so different

The Garden chapter is arguably the most mechanically dense part of the game. Josef Fares, the director, famously hates the idea of "replayability" if it means the first playthrough is boring. He wants constant variety. In the It Takes Two farm segments, that variety manifests as Cody becoming a literal plant. He can transform into a cactus to shoot needles or a vine to swing May across gaps.

It’s a bit weird, right? One minute you’re navigating the emotional trauma of a divorce, and the next, you’re using Cody’s leafy head to catapult May into the stratosphere.

The pacing here is frantic. You’ve got the Burrower boss, the frog-riding sequences, and the infamous battle with Joy. Most people get stuck because they forget that this game isn't a solo experience disguised as co-op; it’s a symbiotic relationship. If May isn't watering the soil, Cody's plant powers are basically useless.

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Mastering the Cody and May Synergy in the Garden

Let's break down how these two actually work together in the It Takes Two farm area. Cody gets a pot on his head. That’s his life now. He can turn into three different plants:

  • The Cactus: This is your long-range DPS. You’ll need this for the wasp swarms.
  • The Vine: Think of this as the "bridge" mechanic. Cody anchors, May swings.
  • The Sprout: This is for raw mobility and hitting those high-up switches.

May, on the other hand, gets a sentient water hose. It’s not just for making flowers grow. You have to use the pressure to move platforms and stun enemies.

I’ve seen so many players try to "brute force" the combat here. You can't. In the It Takes Two farm boss fights, specifically against the Giant Spider or the Burrower, you have to time the water stuns with Cody’s attacks. If May misses a beat with the hose, Cody gets flattened.

The frog-riding sequence is another spot where friendships go to die. It’s basically a high-speed obstacle course. The trick? Don't look at your own character. Look at the path ahead. If you’re playing split-screen, your eyes naturally want to wander to the other side of the TV. Resist that. Trust your partner to stay alive.

The Burrower: The First Real Skill Check

The Burrower is a jerk. Let's just put it out there. This boss in the It Takes Two farm chapter is the first time the game demands actual precision.

The Burrower stays underground, pops up, and tries to wreck your day. Cody has to use his vine form to grab the boss when it emerges, but he can only do that if May has cleared the path. It's a loop. If you miss the timing, the cycle resets, and you’re stuck dodging dirt mounds for another three minutes.

Most people fail here because they're too aggressive. You have to wait. Patience is a mechanic in this game, even if it doesn't feel like it.

Dealing with the Silk Worms and Spiders

Wait, there are spiders? Yeah. Lots of them. If you have arachnophobia, this part of the It Takes Two farm journey is going to be a rough ride. But mechanically, it’s fascinating. May has to use her hose to wash away the webbing while Cody clears the way.

It’s a metaphor, obviously. Clearing the "web of lies" or whatever. But in the moment, it’s just stressful. The game uses these enemies to teach you about area denial. If you let the spiders crowd you, you’re done. You have to manage the space.


The Beauty and Horror of "Joy"

The fight against Joy (the infected plant) is the climax of the It Takes Two farm saga. It’s a multi-stage boss fight that feels like a Zelda dungeon encounter.

  1. Stage One: May focuses on the sludge while Cody clears the smaller minions.
  2. Stage Two: The platforming gets vertical. You’re jumping between floating leaves.
  3. Stage Three: The "Final Stand." This is where Cody has to literally dive into the mouth of the beast.

It’s intense. It’s bright. It’s loud. And it’s the perfect example of why this game won Game of the Year. The way the music swells as you finally "cure" the garden is genuinely moving, even if you spent the last twenty minutes screaming at your partner for missing a jump.

Is the Garden the Hardest Part?

In my opinion? No. That honor goes to the Clockwork level or the final music stage. But the It Takes Two farm section is definitely the "filter." It’s where the game stops holding your hand.

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If you can make it through the Garden, you can finish the game. It tests your coordination, your communication, and your ability to not throw a controller at your spouse.

Actionable Tips for the Garden Level

  • Communicate the "Plant Swaps": Cody, tell May when you’re changing forms. If she thinks you’re a cactus but you’ve swapped to a vine, she’s going to jump to her death.
  • May should lead the camera: Since May has the hose, her "aim" dictates where the duo moves. Let the person playing May set the pace.
  • Don't ignore the side content: There’s a snail race and a "Birdstar" rhythm game hidden in the It Takes Two farm area. They’re great for blowing off steam if the boss fights are getting too tense.
  • Check your settings: If the frog-riding or swing-jumping feels "floaty," check your input lag. This chapter requires snappier response times than the earlier ones.
  • Look for the Golden Spatula: Okay, it's not a spatula, but there are tons of interactable items in the greenhouse that have nothing to do with the plot. Interact with everything. The humor in this game is hidden in the corners.

The It Takes Two farm level is a wild ride. It’s messy, it’s green, and it’s a bit chaotic. But once you get the rhythm of the water and the seeds, it becomes one of the most rewarding experiences in modern gaming. Just keep watering the dirt.

To get through the Garden efficiently, prioritize cleaning the "corrupted" purple sludge as soon as it appears. This sludge slows down both players and can lead to cheap deaths during the platforming sequences. If Cody is struggling to hit targets as the cactus, May should use the water hose to "herd" enemies into a tighter group. Finally, always look for the glowing yellow bulbs; these are Cody’s grappling points and are usually the only way to progress when you feel stuck.