This section is built around two new mechanics: Cody’s cymbal and May’s voice. You’ll move through a recording-studio themed space, enter a jukebox, clear a circuit board, steer a platform through lasers, and deal with microphone snakes.
New powers for this section
- Cody can throw a cymbal to cut or break obstacles, and he can hold it up as a shield to block hazards.
- May uses her voice in two ways: singing to activate or affect certain objects, and screaming for force actions like launching or blasting. Her voice is limited by an on-screen meter, so timing matters.
If something needs gentle control, use singing. If it needs a shove or a launch, use a scream.
Get into the recording studio
Climb up the stacked boxes to reach the ledge, then pull the lever to trigger the scene and open the path forward. Treat this area like a puzzle room with lots of interactable props—most progress gates are tied to your new abilities.
Clear the VHS tape obstacle
You’ll run into a VHS tape held in place by straps. Have Cody cut or break the restraints with the cymbal, then have May use a scream to knock it down and continue.
Some doors here only respond to May’s voice, so if you’re stuck, scan for anything that looks like it’s meant to “hear” you.

Cross the hot disc platforms
You’ll reach discs that are unsafe to stand on by default. May needs to sing to raise the discs and make them usable long enough for both of you to cross.
Don’t hesitate once the path is up—May’s voice meter drains, and you can run out mid-crossing if you wait.

Use microphones and speakers to move forward
Next, you’ll use mic-and-speaker setups to gain distance. The reliable pattern is simple: Cody positions on a speaker or near a target, and May aims at the microphone and screams to trigger a launch or a strong push.

If a launch doesn’t line up, adjust where Cody stands before May uses the mic again. Repeat this across the next speaker set until you reach the jukebox area.
Enter the jukebox
When you reach the jukebox, three coins drop nearby. Pick them up and insert all three into the coin slot to open the way inside.
Once you’re in, expect a short platforming stretch before the next major co-op puzzle.

Break through the circuit board area
Inside the jukebox, Cody will drop into a lower section and grab a portable speaker. May can scream into a microphone above, and that scream is relayed through the speaker Cody is holding to destroy or clear obstacles on the circuit board path.

When you reach the final barrier in this segment, park the portable speaker facing the wall ahead. Cody should push the volume control up to max, then May screams into the mic to blast the blockage and move on.


Block lasers and steer the arrow platform
You’ll hit a sequence where Cody must actively use the cymbal as a shield while standing on a platform that needs May’s voice to steer it. Four microphones correspond to the platform’s directional arrows, so May moves Cody by screaming into the mic that matches the direction you need.
Keep the roles clean: Cody calls directions and blocks incoming hazards, May drives the platform with the correct mic. Once you reach the correct side, Cody can cut the obstructing wire to open the route forward.

Work the cassette deck and moving discs
Move across the instrument props until you reach the cassette deck. Close the two cassette covers by having each player stand on one cover at the same time.
Right after that, Cody will manipulate moving discs or dials to reposition platforms while May climbs upward. Keep Cody’s movement steady and predictable so May can chain jumps without waiting for a perfect cycle.

Handle microphone snakes

These enemies kill you if you get too close, so distance and coordination matter. May should sing to pacify the snake and expose its vulnerable power source, then Cody throws the cymbal to break it.
If a snake is out of reach or you don’t need to fight it, May can often sing to keep it calm long enough for you to pass safely.
Survive the giant snake chase
When the big one shows up, treat it like a chase sequence. Keep moving forward, dodge what breaks in front of you, and don’t stop to “win” a fight that the game clearly wants you to outrun.
You’ll get an obvious co-op finish prompt near the end—focus on staying alive until then.

Mistakes to avoid
- Using scream when the game expects singing, especially on discs and snakes.
- Waiting too long on voice-limited sections and draining May’s meter before the crossing is done.
- Forgetting Cody can block hazards with the cymbal during platform sequences with lasers.
- Steering the arrow platform without calling directions, which wastes time and increases laser exposure.
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