This stretch of It Takes Two happens in the Garden chapter as you move from Frog Pond into the greenhouse. There’s an optional Snail Race minigame nearby, then a short co-op timing puzzle, followed by greenhouse combat and the Joy boss fight.
Snail Race detour
After you dismount the frogs and move forward on foot, you’ll crawl through a short tunnel and come out near a large lantern. Turn the corner nearby to reach the Snail Race start.
Getting into the greenhouse
Cody needs to transform into a mushroom in the soil so May can use it to reach higher ground. Once May is up, you’ll face three pitcher plants that raise temporary platforms when watered.
May should water one pitcher plant at a time while Cody jumps across before the platforms fold back down. Treat it like a relay: May calls the plant, Cody calls when he’s ready for the next one.
If you’re missing jumps, don’t “rush harder”. Slow down and sync the watering so Cody jumps the moment the platform rises.
Cleaning the greenhouse fights
Inside, the pattern is simple and repeats:
May clears purple slime to expose usable soil
Cody ground pounds the soil and moves through it to grow a flower bed or path
Enemies spawn right after, so reset your spacing and clear them together
You’ll repeat this loop multiple times, including on raised surfaces like tables, before the boss arena opens.
Joy boss fight
Joy is a corrupted plant boss. The fight keeps switching between “damage the infected growths” and “survive the slam patterns,” and Cody gets forced into different vegetable forms along the way.
What each player should prioritize
Cody
In vegetable form, use your dash to break the corrupted plants once May clears the sap around them
Stay mobile and look for the next target instead of tunneling on one plant
May
Your main job is cleanup: spray away the purple sap so Cody can safely build speed and connect his dash
When the arena gets cramped, clear a “safe lane” first, then help finish targets
The flow you can expect
First cycle Cody is turned into a tomato. Clear the corrupted plants while May keeps the floor manageable. Then May waters the soil at Joy’s base so Cody can burrow in and help expose the infected bulb for May to slash.
Second cycle The same idea returns with heavier pressure, and Cody later gets turned into a potato. Clear plants, then use the watered soil again to expose another infected spot for May to cut.
Survival interludes Joy’s slam attacks are telegraphed. Use the shadow or landing cue, then dodge late rather than early so you don’t roll into the next hit.
Final cycle and platform survival Near the end, you’ll be forced to survive on a shrinking set of raised plates or platforms while Joy keeps slamming. Keep moving, don’t both stand on the same plate unless you must, and jump as soon as the next safe spot is clear. Cody later becomes a lime, and the final infected bulb is removed after the last burrow sequence.
Mistakes that waste time
May waters “randomly” during the pitcher plant puzzle instead of holding one platform up long enough for the full jump sequence
Cody dashes before May clears sap, losing speed and taking unnecessary damage
Both players chase small enemies while a corrupted plant is still active
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