Cody is one of the two playable protagonists in It Takes Two. Alongside May, he’s part of a married couple on the brink of divorce whose minds are transported into two dolls made by their daughter, Rose. The entire adventure is built around two-player cooperation, with each level giving Cody and May complementary tools that only work well when used together.

Think of Cody as the player who often creates openings, anchors, and setup moments that let May finish the move.

Who Cody is in the story

Cody and May start the game in conflict and are forced into a shared journey as dolls, pushed to communicate and cooperate to move forward. The premise is simple on purpose: the game uses the couple’s arguments, teamwork, and progress as the engine for both story and gameplay.

What makes Cody different in gameplay

You don’t “build a Cody build” in It Takes Two. Instead, the game hands Cody a new kit each chapter, paired with May’s kit, and expects you to coordinate.

Here are Cody’s standout tool themes, using examples from major chapters.

Setup tools that create paths

In The Shed, Cody uses throwable nails that can be summoned back to his hand, while May uses a hammer. The nails aren’t just weapons; they’re placement tools that enable swings, triggers, and puzzle timing.

Practical habits that help:

  • Place first, recall second
  • Aim for “safe” nail angles that are easy for May to read on her screen
  • Use a quick callout like “nail is set” before May commits to a swing

Combo tools that reward timing

In The Tree, Cody gets a sap gun while May gets a match-based launcher that detonates the sap. You’ll constantly alternate between Cody “tagging” a target and May “finishing” it, in both puzzles and combat beats.

Quick coordination rule:

  • Cody calls the target
  • May confirms she has line of sight
  • Cody fires
  • May detonates

Size control that changes your role on demand

In Rose’s Room, Cody can grow or shrink. The level design uses this for classic “big weight” moments and “small access” routes, while May navigates surfaces using her own traversal power.

What good Cody play looks like here:

  • Go big when the problem is pressure, weight, or reach
  • Go small when the problem is access, tight gaps, or precision

Time control that turns mistakes into solutions

In the Cuckoo Clock chapter, Cody manipulates time for certain objects, reversing damage or restoring paths, while May uses a clone-teleport style ability. The cleanest solves usually come from Cody restoring the route while May “bookmarks” a position and warps when the opening appears.

A simple callout that prevents chaos:

  • “Restoring now”
  • “Hold”
  • “Go”

Magnet play that is all about shared tension

In the Snowglobe chapter, Cody has the red magnet half and May has the blue. You’ll use attraction and repulsion to move objects, hold bridges in place, and launch yourselves onto metal surfaces. Many puzzles are designed so one player must maintain stability while the other crosses.

If you’re Cody, assume you’ll often be the “stabilizer”:

  • Keep force applied until May confirms she’s locked in
  • Don’t release early just because your screen looks fine

Defensive utility that lets May operate safely

In The Attic, Cody uses a cymbal as a shield and a throwable tool, while May uses voice-based interaction for puzzles. The game explicitly asks Cody to protect the approach while May stays close and executes the interaction.

This is one of the clearest “Cody leads, May follows” patterns in the game:

  • Cody sets pace and blocks hazards
  • May stays in your safe pocket and triggers the progress

How to choose who should play Cody

Pick Cody if you like:

  • Setting up movement options for the other player
  • Managing timing windows and “hold this steady” tasks
  • Doing the first move in a two-step solution

Pick May instead if you prefer:

  • Reacting to setups
  • Landing the detonation, teleport, or traversal finish
  • Being the one who “threads the needle” after Cody opens the path

Co-op communication that works with Cody’s kits

Most failures in It Takes Two aren’t mechanical; they’re coordination failures. Try short, repeatable language.

Voice actor

Cody is voiced in English by Joseph Balderrama.