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Clean all the leaves Map Overview

Yard unlock pattern, garage, vents, sell points, and 100% routing notes.

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Map Overview

Geography decides whether your upgrades feel strong or stranded. In Clean all the leaves!, you clean leaves across a yard that opens in stages, sell for cash, upgrade bag and tools, and use landmarks like the garage button, vents, and sell points to keep momentum. Full clear—100%—ties into the secret ending. This overview explains how to read the map as a progression board, not a single flat lawn. Deep unlock conditions live in Area Unlocks; ending requirements live in Secret Ending.

Up to 12 players can share the space, which makes callouts about zones and choke points essential.

Mental model: unlock outward

Think in layers:

  1. Starter yard pocket — dense tutorial leaves, nearby sell access, first upgrade shop visits.
  2. Expanded yard sections — more volume, longer walks, stronger need for capacity and better tools.
  3. Utility structures — garage access, vents, and shop adjacency that change routing more than raw leaf count.
  4. Completion sweep — revisiting every opened section for leftover strips before you claim a true 100%.

You do not need a painted tourist map to play well; you need a habit of asking “which layer am I funding next?” after every shop visit.

Sell points — the real checkpoints

Sell points are economic save rooms. Learn their silhouettes early from Getting Started practice loops. Strong players sell on purpose before the bag is a crisis; weak runs wait until movement is clumsy and the path is panicked.

Routing tip: after unlocking a new section, locate the nearest sell point before you commit to a deep clear. Co-op groups should announce which sell node is “active” so twelve avatars do not invent twelve paths.

Bag capacity upgrades (Upgrades Priority List) exist largely to stretch how far you can push from a sell point before returning.

Garage button — progression door, not decoration

The garage button is a confirmed interaction node tied to map/progression flow. Approach it like a mission objective: camera up, prompt ready, teammates not blocking. Some sessions stall because players vacuum leaves forever without checking whether garage access is the actual gate to the next tool or zone.

When your clear speed feels fine but the world feels small, walk the garage checklist before buying another marginal grab tick. Pair with Area Unlocks for the condition text your lobby is currently missing.

Vents — connectors and shortcuts

Vents matter because the yard is not only wide—it is multi-path. A vent route can turn a painful perimeter walk into a cut-through between leaf fields, shop, or garage approaches. On mobile, slow your stick as you near vent prompts so you do not skate past them (Controls).

Co-op use: send one runner through vents to scout whether a section still has leaves while clearers finish an open lane. Runners with move-speed investment shine here.

Zone unlock pattern (practical reading)

Without spoiling every trigger: unlocks generally reward cleaning progress + economy + structure interactions, not AFK standing. If a section stays closed:

  • Confirm you sold enough to afford required upgrades/tools.
  • Confirm tools are equipped, not just owned.
  • Confirm garage/vent objectives were actually interacted with.
  • Confirm you are looking at the correct fence line—new openings are easy to miss with a zoomed camera.

When in doubt, one player should stop clearing and do a landmark circuit: sell node → shop → garage → known vent → back. That five-minute scout saves twenty minutes of redundant sweeping.

Co-op map roles

  • Clearers — own open yard lanes with best AoE tools (Tools Tier List).
  • Sellers — keep capacity high and cash moving.
  • Runners — garage, vents, and “is this zone actually done?” checks.
  • Closer — late 100% specialist who hunts edges the crowd skipped.

Call zone names consistently. Even informal names (“back fence,” “garage lawn,” “vent alley”) beat silence.

100% routing mindset

Full clean is a cartography problem. After the map feels unlocked, switch modes:

  1. Wide camera passes per section.
  2. Edge and prop rings (where leaves hide from lane sweeps).
  3. Post-sell re-check—sometimes you unlock or notice spawns only after a shop break.
  4. Final vent/garage loop to catch forgotten pockets.

Secret-ending seekers should treat the map overview as a hub into Secret Ending and keep a pre-100% checklist on the Upgrade Planner so gear supports the closer role.

Landmarks cheat sheet

LandmarkWhy you care
Sell pointsCash conversion; session rhythm
Upgrade shopBag, grab, move, related spends
Tool buy/equipClear speed spikes
Garage buttonProgression / access gate
VentsShortcuts and scouting paths
Yard edgesWhere 100% attempts usually fail

After patches

Map collision, prompts, or unlock order can shift. When a patch drops, re-walk landmarks and skim Updates Hub. Do not trust memory of a vent that moved.

Next reads

Master the map’s rhythm—sell, structure, expand, sweep—and the yard stops feeling random. Leaves are the content; landmarks are how you stage it.

FAQ

Frequently Asked Questions

Quick answers about Clean all the leaves and this wiki.

What landmarks matter most on the map?

Sell points, the upgrade shop, tool buy/equip, the garage button, and vents. Learn those before optimizing rare edge cases.

Why can I not open the next yard section?

Check cleaning progress, cash/upgrades, equipped tools, and whether garage or vent objectives were interacted with—then see [Area Unlocks](/guides/area-unlocks/).

How do vents help?

They act as connectors/shortcuts between leaf fields and utility structures so you spend less time on long perimeter walks.

How should co-op teams split map work?

Clearers own lanes, sellers keep cash flowing, runners handle garage/vent scouting, and a closer hunts leftover edges for 100%.

Where do I read about the secret ending?

See [Secret Ending](/guides/secret-ending/) after you understand full-clean routing on this map overview.