It Takes Two The Tree Captured: Why This Boss Fight Is Actually A Masterclass In Game Design

It Takes Two The Tree Captured: Why This Boss Fight Is Actually A Masterclass In Game Design

You're stuck. It happens to everyone when they reach the "Captured" section of the Tree chapter in It Takes Two. One minute you’re platforming through a literal war zone between squirrels and wasps, and the next, you’re staring at a giant, mechanical nightmare. It takes two the tree captured sequence is arguably the first time the game stops holding your hand and demands you actually get good at the mechanics Hazelight Studios spent the last hour teaching you. It’s frantic. It’s messy. If you and your partner aren't in sync, it’s a total wipeout.

Honestly, the Tree is where the game finally finds its teeth. Up until this point, the vacuum was a bit of a warmup, and the shed was a tutorial. But when Cody and May get snagged by those squirrels and forced into their "suicide mission" against the wasps, the stakes shift. You aren't just playing a platformer anymore; you're playing a third-person shooter and a precision puzzler at the same time.

The Chaos of the Mortar Section

Let's talk about the specific moment where the tree "captures" your momentum. You’ve got Cody with the sap thrower and May with the matchstick launcher. This is the fundamental DNA of the game—asymmetry. If Cody doesn't coat the target, May's shots are basically useless pebbles.

The "Captured" segment specifically refers to the cinematic and gameplay transition where the duo is pinned down by the wasp swarm's heavy artillery. It’s a brutal bottleneck. Most players fail here because they try to play it like a standard shooter. You can't. You have to treat the sap like a primer. If Cody isn't painting the incoming projectiles or the shield generators, May is just wasting ammo.

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The pacing here is wild. One second you're sliding down a branch, and the next, the camera pivots 180 degrees and you're fighting for your life against a swarm that looks like a literal cloud of death. It’s intimidating.

Why the Shield Mechanics Trip People Up

In the depths of the tree, you encounter these shielded nodes. Most people think you can just spam the matchstick launcher. Wrong. You have to loop the sap around the physical barriers. Because the sap has weight and physics, Cody can actually curve his shots. It’s a detail most people miss on their first playthrough.

  • Cody needs to aim high to let the sap "drip" onto the target behind cover.
  • May needs to wait for the orange glow—don't just fire constantly.
  • Movement is more important than aim. If you stand still for three seconds, the wasps will overwhelm you.

That Ridiculous Beetle Fight

You can't talk about the captured sequence without the boss fight against the Shielded Beetle. This thing is a tank. It’s the first real "wall" for casual players. The game traps you in a circular arena, and the Beetle just charges. It’s relentless.

The logic is simple but the execution is stressful: Cody fills the floor grates with sap, the Beetle runs over them, and May blows them up. But here’s the catch—the Beetle is fast. Kinda too fast sometimes. If you’re playing on a high-latency connection via Friend’s Pass, the timing for the explosion can feel completely off. You have to lead the target. It’s not about where the Beetle is; it’s about where the Beetle will be in two seconds.

It’s a masterclass in "co-op tension." You’ll hear it in your headset. "Sap it! Sap it now!" "I am sapping it!" "You missed the grate!" It’s beautiful chaos.

The Narrative Weight of the Tree

Director Josef Fares has always been vocal about "ludo-narrative harmony"—the idea that the gameplay should feel like the story. In the Tree chapter, Cody and May are literally captured and forced to work together by a militant group of squirrels. They are hostages to a conflict they don't care about.

This mirrors their marriage.

They feel trapped. They feel like they're being forced to do things they don't want to do (like talk to each other). The physical act of being "captured" by the tree is a blunt metaphor for their domestic situation. They are stuck in the "roots" of their past problems. When you're fighting the Wasp Queen later on, you're not just fighting a boss; you're venting the frustration of a couple that’s forgotten how to be a team.

Technical Glitches to Watch For

Let's get real for a second. It Takes Two is polished, but the Tree section has some known hiccups. Specifically, the "Captured" cinematic has been known to trigger a black screen on certain PC configurations using older AMD drivers. If you’re playing the Steam version and the game hangs right after the squirrel cutscene, try disabling the overlay.

Also, there's a rare bug where Cody’s sap gun stops responding. If that happens, you usually have to restart the checkpoint. It’s annoying, but the checkpoints are generous enough that it won't ruin your night.

How to Optimize Your Run Through the Tree

If you're trying to get through this without fifteen deaths, you need to change your perspective.

First, stop looking at your own half of the screen. I know it’s hard. But in the captured sequence, May needs to be looking at where Cody is aiming, not just at the enemies. If Cody is lagging behind, May needs to provide cover fire by hitting the smaller, unshielded wasps to keep them off his back.

Second, use the dash. The dash in this game has generous invincibility frames (i-frames). You can dash through the wasp's stingers if your timing is right. Most people just try to run away, but running away is how you get cornered. Dash toward the danger, reposition, and then let the sap fly.

The Environmental Storytelling

Look at the walls. Seriously. The "Captured" area is filled with squirrel propaganda. It’s hilarious, but it also adds layers to the world. You see blueprints of how they built their mechanical army out of human trash. It’s a reminder that while Cody and May are small, the world around them is massive and functional. The squirrels aren't just NPCs; they’re a civilization. This makes the stakes feel higher. You aren't just playing a mini-game; you're navigating a war zone.

Breaking Down the Difficulty Spike

Why is this part harder than the rest of the early game?

  1. Multitasking: You have to manage movement, aiming, and communication simultaneously.
  2. Visual Noise: The screen gets very "orange" very fast. It can be hard to see the hazards.
  3. Resource Management: While ammo is infinite, the "overheat" or reload timing matters. If May spams her launcher, she’ll be clicking empty air right when the boss opens its weak point.

It’s a test of patience. The game is checking to see if you’ve actually learned how to be a partner. If you’re playing with a child or someone who doesn't play many games, this is where you’ll need to be the "anchor." Let them take the easier role (usually May) while you handle the sap placement, which requires more spatial awareness.

Practical Steps for Dominating the Tree Chapter

To get past the captured sequence and the ensuing boss fights without losing your mind, follow these specific strategies:

Focus on the Floor
During the heavy combat encounters, Cody should prioritize "area denial." Don't just aim at the wasps; spray the ground where they are likely to land or congregate. This creates a minefield that May can detonate at any time, even if she isn't aiming perfectly.

The "High-Low" Strategy
When navigating the vertical sections of the tree, have one player stay low to draw aggro while the other stays on a higher platform. The wasps in the "captured" sequence usually target the closest player. By splitting up, you prevent the swarm from clustering and hitting both of you with one attack.

Check Your Settings
If the camera feels wonky during the fast-paced rail-grinding sections of the tree, turn off "Camera Auto-Follow." It gives you more control over where you’re looking, which is vital when you’re trying to find targets while moving at high speeds.

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Communicate the "Pop"
May should always call out when she’s about to fire. "Popping!" or "Firing!" helps Cody know when to move his aim to the next target. If you’re both firing blindly, you’ll end up with "dry" explosions that don't do any damage.

Prioritize the Mortars
In the captured arena, some wasps carry large explosive seeds. These are your priority. If you see a wasp carrying something heavy, Cody needs to paint it immediately. Taking these out in the air causes massive splash damage that usually clears the rest of the wave for you.

Once you clear the captured sequence and the Beetle, the rest of the Tree is a breeze compared to what’s coming next (the Rose's Room chapter is a whole different beast). Take a breath, enjoy the weird squirrel lore, and remember: it’s supposed to be a bit frustrating. That’s the point of the story. You’re two people who don't work well together being forced to do exactly that.


Next Steps for Players:
Check your hardware if you're experiencing stuttering during the wasp swarm scenes—lowering "Effects Quality" can drastically improve your aim. Once you've beaten the Beetle, make sure to explore the side paths in the following room; there's a hidden trophy/achievement related to a "Catch of the Day" mini-game that many people skip in their rush to finish the chapter. Focus on the timing of your "Sap-and-Snap" combos, as this mechanic returns in a much more difficult form during the final encounter of the chapter.