The Definitive Guide to the Untitled Goose Game Map: All Secrets, Areas, and the Co-Op Layout

The Definitive Guide To The Untitled Goose Game Map: All Secrets, Areas, And The Co-Op Layout

The Definitive Guide to the Untitled Goose Game Map: All Secrets, Areas, and the Co-Op Layout

The map of Untitled Goose Game is a masterclass in cozy, interconnected level design, far more complex than its charming, low-poly aesthetic suggests. As of December 17, 2025, the core geography of the quaint English village remains unchanged, but the way players interact with it has evolved dramatically, especially with the addition of the free two-player cooperative mode, transforming the experience into the "Untitled Geese Game." This guide provides a deep dive into every location, the ingenious paths connecting them, and the hidden secrets that only the most dedicated honkers have uncovered.

The entire world is a single, continuous space that gradually unlocks as you complete your nefarious errands. Developer House House designed the map not as a series of disconnected levels, but as a living, breathing ecosystem where your actions in one area, like stealing the Groundskeeper’s keys or the Shopkeeper’s radio, can have hilarious consequences in a completely different part of the village. Mastering this interconnectedness is key to achieving 100% completion and tackling the most challenging post-game tasks.

The Six Interconnected Zones: A Full Map Breakdown

The journey of the horrible goose (or geese) begins in a small, introductory Home area and quickly expands into five main zones, culminating in a surprising final destination. Each location is defined by its unique set of human victims and a specific To-Do List of mischievous tasks.

  • The Garden: Your starting point and the domain of the beleaguered Groundskeeper. This area teaches you the basic mechanics of stealth, grabbing, and, of course, honking. Key tasks involve soaking the Groundskeeper and having a picnic with stolen items.
  • The High Street: The central commercial hub, featuring the Shopkeeper and the Boy in the Puddle. This zone introduces more complex public interactions, requiring you to distract the Shopkeeper to steal items like the toothbrush and the hairbrush, and to make the shop scales go "ding."
  • The Back Gardens: A residential area separated by a fence, home to the Woman and the Man. This zone is a test of observation, as you must learn the residents' routines to sneak into their properties and steal their slippers, socks, and other personal items.
  • The Pub: A lively, complex environment with multiple staff and patrons. It’s the first indoor area and requires advanced stealth and timing. The main goal is to perform a concert with stolen instruments and drop a bucket on the Head Chef.
  • The Model Village: The final, surprising area of the main game. Access is granted only after completing the primary To-Do Lists in the first four zones. The objective here is simple yet symbolic: steal the Golden Bell from the miniature castle.
  • Cross Roads & Out: These are transitional areas. The Cross Roads is a central hub connecting the High Street, Back Gardens, and Pub. The "Out" area is the path the goose takes after completing the main game, leading to the final destination to drop the collection of stolen bells.

The Hidden Paths and Map Interconnectedness

The true genius of the Untitled Goose Game map lies in the hidden routes and the ability to transport items across zones, which is often required for the post-game content. The entire village is a giant, interlocking puzzle.

One of the earliest examples of map flow is the ability to drag items from the Garden into the High Street via a small hole in the hedge. Another critical path is the route from the Pub, through the Back Gardens, to the High Street. For instance, the task "Trap the Boy in the Phone Booth" requires you to carry the Boy's glasses all the way from the High Street back to the Back Gardens and then to the phone booth at the Cross Roads, showcasing the non-linear design. Furthermore, to complete the "Cabbage Picnic" task, you must drag a cabbage from the Garden all the way to the picnic blanket in the Back Gardens—a true test of endurance and evasion.

The most famous example of map traversal is the task to carry the stolen Box from the delivery area outside the Pub back through the Back Gardens to the Man's property. This box is then used as a platform to climb over the fence and access new areas or complete other hidden tasks. These long-distance item-carrying challenges demonstrate the seamless, single-map structure of the game world, encouraging players to see the village as one large playground for mischief.

The Ultimate Challenge: The "To-Do (As Well)" List

After you complete the main game by ringing the Golden Bell in the Model Village and returning to the Out area with the collection of bells, the map's true potential unlocks. A second, much harder list appears: the "To-Do (As Well)" list. This list consists of 15 additional, non-mandatory tasks that push the boundaries of the map's interconnectedness and your skills as a stealth-puzzle player. [cite: 3, 8, 1st search]

These tasks often require you to move items across multiple zones or complete a series of actions under a strict time limit, making them the ultimate test of your mastery over the game's geography and the routines of the villagers.

Key Post-Game Entities and LSI Keywords

To fully appreciate the depth of the map, you must engage with these specific challenges and the entities they involve:

  • The Pub's Tiny Model: A post-game task requires you to place the tiny model of the Pub from the Model Village back into the real Pub. This meta-puzzle perfectly encapsulates the game's whimsical design.
  • The Time-Limited Tasks: Several "Quickly!!" tasks, such as having a picnic in the Garden before the Groundskeeper catches you, force you to optimize your route across the map and minimize time spent in hostile zones. [cite: 12, 1st search]
  • The "Lock the Groundskeeper Out" Task: This involves luring the Groundskeeper to a specific spot and then quickly closing the gate, a task that relies on precise timing and knowledge of the Garden's layout.
  • The Woman's Specs and the Man's Slipper: Stealing these personal items and hiding them in the Model Village is a classic example of a long-haul mission, requiring a strategic route through the Back Gardens and the Cross Roads.
  • The Radio: The stolen radio from the Garden can be carried far and wide, often used to distract villagers in other areas, demonstrating the utility of items across the entire village map.

The Co-Op Map Experience: Untitled Geese Game

The most significant update to the Untitled Goose Game map experience is the free two-player co-op mode, which effectively re-titles the game to "Untitled Geese Game." [cite: 6, 7, 1st search] Crucially, the physical map layout itself does not change; there are no new zones or areas added. Instead, the challenge and interaction dynamics are completely overhauled.

With a second goose (a gander) joining the chaos, the To-Do Lists are adapted for two players. This introduces a new layer of strategic complexity and emergent gameplay. For example, a task that was difficult for one goose—like distracting the Shopkeeper while simultaneously stealing the goods—becomes a coordinated, two-pronged attack. One goose can lure the victim far away, while the other quickly grabs the required item and sneaks out. The map, therefore, feels bigger and more dynamic because the possibilities for synchronized mischief are doubled.

The co-op mode emphasizes the stealth-puzzle aspect and the physics-based sandbox nature of the game. The sheer amount of chaos two geese can create in the confined spaces of the High Street or the Pub is a testament to the robust design of the original map. The ability to carry larger items together or block two separate paths simultaneously transforms the tranquil English village into a double-honking gauntlet of mayhem, making the Model Village and the final bell chase a truly memorable, shared experience.

In summary, the Untitled Goose Game map, created by the indie studio House House, is a perfectly contained and deeply interconnected world. Its longevity is a result of its brilliant design, which hides a complex web of paths and secrets beneath a deceptively simple surface. Whether you are a solo player tackling the original To-Do List or a duo wreaking havoc in the co-op mode, the village map offers endless opportunities for delightful, horrible fun.

The Definitive Guide to the Untitled Goose Game Map: All Secrets, Areas, and the Co-Op Layout
The Definitive Guide to the Untitled Goose Game Map: All Secrets, Areas, and the Co-Op Layout

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untitled goose game map

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untitled goose game map
untitled goose game map

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