Untitled Goose Game walkthrough: how to finish the whole village
An untitled goose game walkthrough is less about reaction time and more about reading a sandbox. Each of the four areas in the village is built as a small open puzzle space, packed with NPCs who react to stolen objects, broken items, and unexpected sounds. The game never flashes an objective marker on screen, so the practical challenge is matching a vague “make the villagers miserable” prompt to a chain of small actions that triggers a completion stamp. This guide walks through every area in release order, lists the tasks in a useful checklist form, and explains the stealth and pathing mechanics behind the trickier objectives so the run feels intentional rather than random.
The game is a short, single-player stealth puzzle sandbox developed by House House and published by Panic. According to the developer’s official description and the Untitled Goose Game entry on Wikipedia, the project began as a 2017 comedy jam prototype and grew into a four-area release that earned several end-of-year awards. A Guardian feature on the game’s release describes its design as a chain of small puzzles that reward improvisation over memorised routes. That framing is useful before starting: there is almost always more than one valid way to finish a task, and a creative detour rarely breaks progression.
How the sandbox actually works
Before working through the area-by-area checklist, it helps to understand the systems the walkthrough will keep referencing. The game never explains its own rules, so most players learn them by accident during the first thirty minutes.
- Honking. Pressing the honk button near an NPC forces them to look toward the goose, drop whatever they are holding, or flinch backwards. Honking near an item on the ground does nothing useful, so honks should be aimed at villagers or specific interactive props such as a radio or a door.
- Grabbing and carrying. The goose can carry most handheld objects by holding a button. The carried object shows in the goose’s beak and can be dropped anywhere. Some items, such as a sign or a rake, are too large and must be dragged along the ground instead, and a few objects like the gardener’s wheelbarrow are far too heavy to move at all.
- Dragging. Larger items such as a broom, a chair, a garden sign, or a stool have a drag mode. While dragging, the goose walks more slowly, but can pull the object into a new location, which is required for several multi-step tasks in the high street and the castle.
- Stealth. Crouching reduces the sound of footsteps and lowers the detection cone in front of the goose. Crouching behind tall grass, hedges, or a fence gives a temporary sightline break that resets NPC attention, and the goose can re-enter an area from a different angle without alerting the same villager twice.
- Distraction chains. Several objectives only complete after an NPC responds to a new stimulus. For example, making a shopkeeper chase the goose out of a back room is often the only way to get a second item off a high shelf, and a second honk in a different room can pull the same NPC back across the shop.
- To-do list stamps. Each completed objective is stamped onto a paper to-do list held by the goose. The list disappears between areas, which means progress is per-area rather than global, and a fresh sheet appears as soon as the goose crosses into the next section of the village.
These rules are identical across the original release, the two-player update, and the co-op consoles. Multiplayer does not change the puzzle logic, only how the players split responsibilities between the two geese. The detection cones are slightly wider in co-op because two targets are easier for an NPC to spot, so a crouched approach is even more important in the high street shops.
One detail that often surprises new players is that the goose has no health bar. A thrown apple, a swung broom, or a startled villager’s reaction will stagger the goose for about a second, drop the carried item on the floor, and let the run continue. There is no game-over state in the sandbox, which is why a “stuck” task almost always means a missing trigger condition rather than a failure to survive.
Area 1: the village green
The first area teaches the core loop: pick something up, drag it somewhere loud, and let the villagers react. The list is short and most objectives are solved in less than a minute each, which is why this is the best place to learn the timings. Three NPCs share the area: a groundskeeper with a wide patrol path, a picnicker who is protective of a small basket of food, and a child playing with toys near the lake.
To-do list objectives
- Get the groundskeeper caught in his own net.
- Make the groundskeeper wear his sun hat.
- Steal the groundskeeper’s keys.
- Make the groundskeeper’s radio play.
- Get the groundskeeper to mow the lawn.
- Steal a picnicker’s stuff and hide it in a different spot.
- Make a child wear a sun hat.
- Get the child to play with a specific toy.
- Make the child cry.
- Cause a picnicker to fall into the lake.
Useful approaches for the trickier stamps
The groundskeeper tasks are the most likely place to get stuck, because his detection cone is wide and he chases the goose more aggressively than other NPCs. A reliable pattern is to crouch behind the hedge near the garden shed, wait for him to walk toward the pub, then loop back to his workbench. Forcing him to wear the sun hat requires grabbing it from the picnic blanket, dragging it close to him, and then honking so he picks it up by reflex. The mowing task completes when he reaches the lawnmower and starts the engine, which happens if the goose drags the lawnmower in front of him and honks. The keys can be lifted from his tool belt the moment he flinches, and the net stamp triggers when he walks backward into the netting he has left folded on the grass.
The picnicker setup works best as a chain: take the sandwich, drag it to a far corner, then take the apple, then the basket. The objective is not satisfied until the items are scattered, so the easiest route is to drop one item behind the hedge, the second on the far side of the path, and the third near the lake. Once all three are gone, the picnicker gives up and sits on the bench, which is the trigger for the “fall into the lake” stamp. Honking the picnicker while they sit on the bench pushes them backwards off the dock, and the stamp fires the moment the splash animation plays.
The child tasks are short but easy to break. The child runs toward the goose on sight, so the trick is to lure the child away from the toys, drop the sun hat in their path, and let them put it on. The “specific toy” stamp is satisfied by the toy the child was not already holding, so grabbing the current toy first and then dropping the new one in front of the child forces the swap. Crying is triggered by grabbing the child’s favourite toy and dragging it into the lake, which is the same physics object that catches the picnicker a few seconds later.
Area 2: the high street and shops
The second area introduces enclosed spaces. Each shop has a back room that the goose can only enter after creating a distraction, and several tasks require the goose to move items between shops, which means a working mental model of doorways and sightlines. Three NPCs share the high street: the bookshop owner, the burger chef, the record shop owner, and a woman with a shopping bag who walks the length of the canal.
Area 2 to-do list
- Steal a book from the bookshop and get the shopkeeper to notice.
- Make the bookshop owner read a different book.
- Get the bookshop owner to write in his own book.
- Make the shopkeeper wear a different pair of glasses.
- Get the shopkeeper to ring the bell without a customer.
- Get a burger from the burger shop.
- Make the burger chef cook a specific burger.
- Make the chef chase you out of the shop.
- Steal the record from the record shop.
- Make the record shop owner play a different record.
- Lock the record shop owner out of his shop.
- Steal the woman’s groceries.
- Make the woman drop her shopping bag in the canal.
Shop-specific patterns that save time
The bookshop is built around a sliding rule: the owner only looks at the customer area when the bell rings. Honking from the back room is the easiest way to make him walk out, which gives a clean window to swap his glasses or place a new book on his reading stand. The “wear different glasses” stamp is satisfied by any swap, so dragging the spare pair from the side counter to his face and then honking completes the task. The “write in his own book” stamp triggers when the owner dips a pen into an ink pot the goose has dragged onto the desk, which is a two-step chain that most first runs miss on the first pass.
The burger shop has a more rigid layout because the chef only chases the goose in straight lines. The fastest burger task is to grab the bun from the prep counter, drop it on the floor near the back door, then grab the patty and drag it into a different order. The chef’s order for a specific burger changes which burger he calls “wrong,” so swapping the bun, sauce, and patty in one trip is the most reliable way to force the retry. The “chase you out” stamp completes the moment the chef follows the goose past the front door, so dragging a piece of bread along the shop floor toward the entrance pulls him out without any extra honks.
The record shop is the area that gives most players the most trouble, because locking the owner out requires the goose to drag a heavy object to the front door at the same moment the owner is inside. The reliable pattern is to honk from the back room, drag a stool to the entrance as the owner walks toward the back, and then close the door. The owner will try to push the stool aside for several seconds, which is long enough for the stamp to trigger. Swapping the record on the turntable is simpler: drop the new record on the player’s own side of the counter, honk, and the owner swaps the disc as he walks back to the front of the shop.
For the groceries objective, the order is less important than the geography. Pick up the bag, drag it past the bench, drop it near the canal edge, and then honk. The woman walks straight to the bag, leans over, and the stamp triggers as she loses her balance. The “steal the groceries” stamp is satisfied as soon as the bag leaves the woman’s hand, so it almost always triggers before the canal drop, which is why the two objectives tend to be listed as one in casual write-ups.
Area 3: the pub and the model village
Area 3 is split into two connected spaces. The pub has fewer NPCs but more fragile items, while the model village has tiny set pieces that the goose can interact with by leaning over the model. The two spaces share an objective pool, so the to-do list crosses between them. The NPCs here are a bartender, two seated customers, a landlord, and the single tiny model villager who reacts to almost any interaction with the diorama.
Area 3 to-do list
- Steal the pub’s silverware.
- Make the bartender serve a drink to the wrong person.
- Get a customer drunk enough to fall over.
- Make a customer leave without paying.
- Get the model village resident to sweep the broken glass.
- Move the broken church tower in the model village.
- Make the model villager ring the bell on the model church.
- Get the model villager to chase you out of the model.
- Get the pub landlord to mop the floor.
- Cause a scene in the pub car park.
Pub timing and the model village camera
The bartender task depends on which glass is on which coaster. The simplest method is to pick up the correct drink, drag it to the wrong coaster, drop it, then honk. The bartender walks to the coaster, sees the wrong drink, and serves it to the named customer. The stamp triggers the moment the customer lifts the glass, which is useful to know because the bartender will not react to a glass that is still on the wrong coaster after the customer has already left.
Drunk-customer timing is shorter than it looks. The customer leans on the bar in a fixed loop, and the goose needs to swap a non-alcoholic drink in place of an alcoholic one during the loop. Honking the customer after the swap speeds up the wobble, and the fall triggers as soon as the second drink is finished. The “leave without paying” stamp is a separate chain: the goose has to grab the customer’s coins from the table and drag them behind the bar, which prompts the customer to walk out in confusion before reaching the till.
The model village is a literal diorama. The goose leans over the edge, and its beak can pick up small props in the model, such as the church tower, the bench, or the small figure of a villager. The objectives are mostly about rearranging props. For the “ring the bell” stamp, the goose should pick up the tiny bell with its beak, swing it, and the model villager reacts. The “chase you out” stamp completes when the model villager leaves the diorama through a specific gap, which requires the goose to drag the model figure out of the diorama and into the pub area.
The broken glass task is the easiest of the model village chain. The goose smashes a tiny glass on the model path, waits for the model villager to grab a broom, and stamps the objective as the broom hits the floor. The “car park scene” stamp at the end of the area is a free objective: honk twice near a parked bicycle and the landlord walks out to investigate, which lets the goose stamp the area exit and cross into the castle.
Area 4: the castle and the final list
The castle is the largest single area and contains the densest list. Several objectives are only available after the back gardens are unlocked, and one task in particular is widely known as the “stuck” stamp because it is hard to read from the to-do list alone. The NPCs here include a king, a queen, two guards with spears, a gardener, a schoolchild with a painting, a bell ringer on a platform, and a cook who works in the castle kitchen.
Area 4 to-do list
- Steal the king’s crown and hide it somewhere specific.
- Get the queen to wear the crown.
- Make a guard chase you into the moat.
- Steal a guard’s spear.
- Get the gardener to eat a vegetable from his own patch.
- Get the gardener to water the flower bed.
- Make the gardener throw his hat into the moat.
- Steal the schoolchild’s painting and replace it.
- Get the schoolchild to admire their own work.
- Get the schoolchild to chase the goose into the schoolhouse.
- Make the bell ringer ring the bell twice.
- Get the bell ringer to fall off the platform.
- Get the queen to walk on the path to the rose garden.
- Get the castle cook to taste his own dish.
- Get the cook to drop a pot on the floor.
Castle shortcuts and the most-missed stamps
The crown swap is the single most-skipped task on a first run. The to-do list reads “steal the king’s crown and hide it somewhere specific,” and the only place that counts is the back of the king’s throne. The reliable pattern is to honk the king once, grab the crown while he flinches, run to the throne, drop the crown behind it, and then honk again so the king walks forward, sees the crown, and picks it up off the floor. The stamp triggers as the king puts the crown back on his head. The “queen wears the crown” stamp is a follow-up: after the king is on the throne, drag the crown from his head a second time, drop it near the queen, and the stamp fires as soon as she places it on her own head.
The gardener’s hat task is the second most-skipped stamp because the hat has a separate physics state from the gardener’s body. The goose must grab the hat, drag it to the moat edge, and drop it. The gardener walks over, leans down, and the hat falls in. The “gardener eats a vegetable” stamp is the opposite chain: drag a vegetable out of the patch, drop it on the gardener’s path, and let him pick it up and bite into it on his next loop. The “water the flower bed” stamp triggers when the goose drags the watering can to the bed and honks, which is the same trigger pattern used for the groundskeeper in the first area.
The schoolchild chain is three steps and worth grouping together. The goose has to grab the painting, drop a replacement painting from the schoolhouse window onto the easel, then honk so the child admires the new picture. The “chase into the schoolhouse” stamp requires the goose to grab the new painting a second time and run, which pulls the child across the courtyard and into the schoolhouse door.
The bell ringer sequence looks scripted but is actually a chain. For additional context, First, the goose needs to honk the bell ringer while they are pulling the rope, which makes them ring the bell a second time. Then the goose needs to drag a prop to the platform edge so the bell ringer trips. The fall triggers only when the prop is the bell rope, so the correct sequence is: honk during the first pull, then drag the rope sideways until the bell ringer loses balance. The “ring the bell twice” stamp and the “fall off the platform” stamp are independent, so a player can solve them in either order.
The cook’s dish is the final task and is a tribute to the design philosophy. The goose grabs a single ingredient, drops it into the pot, honks the cook, and the cook dips a finger into the pot to taste. The stamp triggers as the cook reacts to the flavour. The “drop a pot on the floor” stamp is satisfied by dragging the smallest pot off the counter, which prompts the cook to drop a second, larger pot as he turns around. There is no flag, no cutscene, and no marker: the to-do list simply stamps itself when the conditions are met, and the final cutscene plays once the last stamp is in place.
Two-player co-op differences
The two-player update does not add new objectives. The to-do list stays identical, but the players can split the work. A common division of labour is one player holding an NPC’s attention with a honk, while the second player sneaks behind to grab an item. In the castle, the bell ringer sequence is much faster with two players because one can hold the ringer’s attention while the other drags the rope. Co-op also lets the players stack distractions, which means the pub bartender can be hit with two honks in a row, knocking the drink into the wrong hand.
Multiplayer also changes one stealth rule: the NPCs detect two geese in a wider cone than one goose. The recommended pattern in the high street is to crouch both geese and approach from opposite sides of a single shop, which keeps the detection cone short. The two-player mode does not add new areas, so a co-op run takes roughly the same amount of time as a single-player run if the players coordinate. The biggest speed savings tend to come from the castle and the high street, where two players can run two distraction chains at once, while the village green and the pub tend to play out at the same speed because the area layouts limit how many tasks can be solved in parallel.
Local co-op uses the same controller bindings as single-player, and a single pair of joy-cons can split the geese between two players on the Switch version. Online co-op uses the same objective rules but adds a small amount of input lag, so honk timing on NPCs that move quickly (such as the record shop owner or the bell ringer) is slightly looser than in single-player.
Troubleshooting common stuck points
Even with a checklist, a few tasks reliably trap first-time players. The list below covers the four most common reasons a stamp does not trigger, plus a few secondary notes for the high street and the castle.
| Symptom | Likely cause | What to try next |
|---|---|---|
| The groundskeeper will not put on the sun hat | Hat is dropped too far from the NPC, or the NPC is already in chase mode | Drag the hat to the exact spot under the groundskeeper’s walking path, then honk from outside his cone of vision |
| The bookshop owner will not swap glasses | Spare glasses are still on the side counter | Drag the spare pair to the reading desk, drop them in front of the owner, and honk once |
| The model villager will not ring the bell | The goose tried to ring the bell with the bell itself rather than dragging the small bell prop | Lean over the diorama, pick up the small bell with the beak, and swing it toward the model church tower |
| The bell ringer falls but the stamp does not trigger | The wrong prop was used to trip the ringer | Drag the bell rope sideways rather than a stool or a box. The stamp only counts when the ringer trips on the rope itself |
For the high street record shop, the “lock the owner out” stamp is the most-missed task. If the stamp does not appear, the most common reason is that the owner caught the goose before the door closed. The fix is to drag the stool across the threshold from the inside, then run out through the back door. The owner will try to push the stool from the outside, which is the only state that satisfies the objective.
In the castle, two stamps confuse players who try to combine them. The “queen walks on the path to the rose garden” stamp and the “queen wears the crown” stamp share the same NPC but have different triggers. The rose-garden stamp is satisfied when the queen walks along the back path under her own patrol, which means the goose only has to clear the front path of debris. The crown stamp requires the goose to drop the crown near the queen and honk, which is a separate chain. Trying to do both at once usually fails the rose-garden stamp because the queen stays by the throne while the crown is on the ground.
Speedrun-friendly route overview
Speedrunners treat the game as a short puzzle sandbox with three timing-heavy moments: the castle crown swap, the model village bell, and the pub drunk customer. A safe speedrun route groups objectives by NPC so the goose only moves across each area once. The grouping below works for a first-time speed attempt and keeps the backtracking to a minimum.
| Area | Suggested grouping | Time-saving detail |
|---|---|---|
| Village green | Groundskeeper tasks first, then picnicker, then child | Use the same chain of honks to move the groundskeeper across the area, which also opens the path to the child |
| High street | Bookshop, then burger shop, then record shop, then woman with groceries | Do the canal drop last because the water sound masks the goose’s footstep audio for the next task |
| Pub and model village | Pub tasks first, then cross to the model | The model villager will only chase the goose out of the diorama after the bell task, so do the bell first |
| Castle | Crown, then gardener, then schoolchild, then bell ringer, then cook | The cook task is also the trigger for the area exit, so leave it for last |
A clean first run with this grouping finishes each area in roughly the same amount of time as a casual playthrough, but cuts down on the backtracking that the unstructured run tends to add. The castle is the longest area in any route, because the to-do list has the most objectives and the geography is the largest. Two-player runs shave the most time in the castle and the high street, where two distraction chains can run at once. The village green and the pub gain almost nothing from a second player because the area layouts limit how many NPCs can be in motion at the same time.
For runners who want to push the time lower, the highest-value micro-savings are: (1) skipping the picnic basket round-trip by honking the picnicker into the lake on the first pass, (2) using the bell rope as the bell ringer’s tripping prop on the first attempt, and (3) dropping the gardener’s hat directly into the moat rather than dragging it close and waiting for the gardener to lean down.
What this walkthrough leaves out
A few design choices are deliberately not covered above. The game never tells the player how long a list is or which stamp is “the” final one in an area, so a walkthrough that lists every possible order can read as a spoiler. The order above is a practical grouping, not the only valid one, and most areas can be completed in a different sequence without breaking progression.
Some stamps can be completed by accident, which is part of the design. If a player is not sure whether a stamp is “official,” the practical test is to check the to-do list. A stamp is the only signal the game gives, and any other visual cue is decorative. A walkthrough that pretends the player must always solve a stamp in a single specific way would also misrepresent the sandbox, which is a significant part of the game’s lasting appeal.
Two more things this guide does not cover. First, the two-player update adds no new stamps, so the same to-do list is the only progress signal in co-op. Second, the console ports do not change any objective logic, so a Switch, PlayStation, or Xbox run uses the same walkthrough as the PC release. The only platform-specific detail is the motion-control honk on the Switch, which is a control mapping, not a content change.
Frequently asked questions
How many areas are in the untitled goose game walkthrough?
The main release has four areas: the village green, the high street and shops, the pub and model village, and the castle. Each area has its own to-do list, and the lists do not share objectives. A clean run of all four areas is the length of a single playthrough.
Do I need to finish the to-do list to beat the game?
Yes. The only “ending” the game offers is a final cutscene that plays after the last stamp in the castle area is triggered. Skipping objectives in earlier areas does not lock that final cutscene, but the list is the only progress signal, so it is the practical way to know where the run stands.
Can two players finish the walkthrough faster?
In most cases, yes. Co-op does not add new objectives but lets the players split distraction work. The biggest time saving is in the castle bell ringer sequence and the high street record shop, where one player holds an NPC’s attention while the other completes a swap.
What happens if the goose dies?
The goose does not have a health system and cannot die. If the goose is hit by a thrown object or by an NPC’s attack, it is briefly stunned and the carried item is dropped. The goose is back in action within a second, and no objective is failed by being hit.
Are the objectives the same on every platform?
Yes. The original release, the two-player update, and the console ports share the same to-do lists. The only platform-specific detail is that the Switch version uses motion controls for honking, which is a control mapping, not a content change.
Can I replay an area after the to-do list is complete?
After the final stamp in the castle area is triggered, the game returns to a title screen rather than a free-roam mode. The only way to replay an area is to start a new game or to reload an earlier save. The game does not have a chapter select.
Why does the groundskeeper not pick up his sun hat?
The hat must be dropped in the groundskeeper’s walking path, not next to the picnic blanket. The stamp only triggers if the groundskeeper walks over the hat and picks it up by reflex. Honking from behind a hedge while the hat is on the path is the most reliable way to satisfy the stamp.
Does the order of the to-do list matter?
No. The list is not a sequence, and stamps can be triggered in any order. Some groupings, such as the pub drunk customer sequence, are easier when done in a specific order, but the game does not enforce it.
What is the most-missed stamp in the castle?
The crown swap. The to-do list says “steal the king’s crown and hide it somewhere specific,” and the only valid hiding spot is behind the king’s throne. The stamp does not trigger if the crown is hidden in any other location, which is why this stamp is the most common point where a run stalls.
Is there a time limit on any objective?
No. The game does not have a clock, and no stamp has a time limit. The only pressure is the player’s own patience, and the only “fail” state is choosing to stop playing. The sandbox design means the run can be paused at any point without losing progress.

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