
Here, you need to use the glass orb to get to the other side. The last portal in this level is the one with the alien. Repeat the process until Cody is at the top of the cupboard. Cody has to wait at the cupboard to see which one comes out.Ĭody basically needs to jump diagonally, which means May has to ground pound diagonally. May has to ground pound the buttons in the correct order. May jumps onto the planet above the moon.Ĭody then has to swing the planet towards the nearby cupboard. Cody turns big and swings the planet towards the other planet above the moon. May has to jump onto the planet at the bottom. One is above the moon, and the other is at the bottom. Once you’re at the middle platform, you will see two planets dangling by ropes. Here, you need to use the rail and jump onto the planets to get to the next rail. Cody does the battery while May switches it on. Cody has to hold the hook while May grapples onto it.įor the next grappling hook, both May and Cody have to hold on together.

You will then come across a hook section. In the next part, Cody has to shrink again while May moves upside down. When Cody releases, May has to jump to the right side without getting hit by the laser. May has to stand on the platform connected to the wheel. May and Cody have to ground pound the see-saw to switch positions.Īt the giant wheel, Cody has to turn it. Cody has to shrink to go through the gap. May can then crouch through the small gap. May has to push the springs to form steps for Cody.Ĭody has to ground pound the right-most spring. You will then reach an area with springs. In this portal, May has to go upside down while Cody goes to the right direction. We chose the one with the teacups first (green portal). You will then see three different portals. Now, jump all the way to the top using the anti-gravity field. Once the battery is in, May has to activate the switch. This mechanics will be featured many times in this chapter.Ĭody has to shrink himself to enter the back of the robot and push the battery in. You will then be able to get to the robot. Cody has to make himself big and ground pound the button. Go upside down and pull on the fire door. Next, to open the door, May has to use the special gravity walkway. In the third puzzle, arrange according to height.įor the fourth one, make a smile using the lines. Next, connect the lines to form a single line. You have to solve the puzzles to unlock the barrier.įor the first one, make sure it spells Override. On the way, you may also find a hidden room with characters from the developer’s other game – A Way Out. You basically play as tanks and the person who loses 3 health first will lose.Īfter you’re done with the minigame, just follow the cable all the way to reach the next destination. The first thing you’ll come across is a minigame called Tank Brothers. Rose’s Room Walkthrough & Guide Minigame: Tank Brothers Here’s a walkthrough and guide of Rose’s Room (chapter 3) in It Takes Two. Your task is to defeat the Moon Baboon to get to Rose, and later try to get her attention by getting rid of the elephant toy.

I mean, how many games don't you feel like, 'I've done this so many times.Rose’s Room is chapter 3 of It Takes Two and it’s a pretty lengthy one. Everything the characters are seeing, or interacting with, or encountering is part of the gameplay." Even in the two-minute trailer, we see multiple settings and activities, one after another, and Fares is very clear on the point that this is the feeling throughout the game - and it's been a force of will to make that happen: "The variation of the gameplay is important, both for the story but also to keep the player invested, so you feel that you don't lose interest – you're a part of it.

They could function and work in another game but, in story experiences, you have to have the and the narrative meld together. We need to drop the idea of the old thing where you learn your mechanic and blah, blah, blah, you get better. Play "We really need to look closer on how the mechanics are connected to the story," Fares continues, "and I really, truly believe that in narrative games, sometimes designers and writers are two different games.
