Clean all the leaves!

Game Guide & Reference

Co-op GuideClean all the leaves!

This page covers playing Clean all the leaves! with others: how co-op works, how to split roles so a full lobby clears instead of colliding, and the callouts that keep a team on the same page. Up to 12 players can share the mess — the difference between chaos and 100% is how you divide the work.

How Co-op Works

Getting into a lobby

Clean all the leaves! supports online co-op on Roblox only, with a maximum of 12 players and teams tagging available. To start, launch the game, wait for the main menu, and select the Multiplayer option.

Joining a friend's server follows the standard Roblox flow: add them as a friend, then join the server they are currently playing in from the friend list, or have them invite you from the in-game Multiplayer screen. Any server slot up to the 12-player cap is open to friends this way.

Playing solo. There is no separate solo mode — "solo" simply means entering a server by yourself. The cleaning loop does not require a squad, and every role can be done by one player (you haul your own bags, you open your own unlocks). Solo is the default way to play; co-op is optional.

Max players is a ceiling, not a requirement.

A duo or trio on voice will outperform twelve strangers if the lobby is pure chaos — the secret ending cares about leaves removed, not about filling every slot.

One important fact about the economy:

Cash, tools and bags progress per account, not as a shared lobby wallet. You coordinate spending advice, not shared money — everyone still buys their own upgrades.

Why Co-op Fails When It Fails

Twelve tools on one starter carpet look productive and accomplish little. The common failure modes:

Everyone cleans the center

Edges and vent pockets stay dirty.

Five players hunt the garage button while zero players sell.

Bags hit full at the same time

The sell point becomes a parade.

Nobody owns the 100% checklist

Until it is too late and people leave.

Good co-op is boring on purpose: clear roles, short callouts, repeated routes.

Role Split That Works

Pick roles for a 15–20 minute block, then rotate if people want variety.

Collector lanes (the majority of the lobby)

  • Split the open yard into lanes (north strip, center, south strip — use whatever landmarks you see in-world).
  • Walk dense piles; sprint only between your lane and the sell path.
  • Do not poach a teammate's unfinished edge “because it looks fun.”

Seller / banker (1 player, or rotate)

  • Keeps an eye on who is full.
  • Can carry a flexible lane near the sell point.
  • Calls “selling” so collectors do not all abandon leaves at once.

Unlock specialist (1 player)

  • Owns garage button puzzle attempts.
  • Scouts vents and announces new pockets.
  • Feeds unlock knowledge into lobby chat.

Percent caller (can combine with the unlock specialist)

  • Watches the clean percentage after each major pocket.
  • Points the lobby at whatever did not move the number.
  • Keeps the secret-ending checklist honest.

In smaller parties (3–4 friends), merge the seller and percent caller, and let everyone collect between unlock attempts. These are roles you do, not classes you own — the class system (a 7-class gacha of passive stat bonuses) is separate and does not assign jobs; see the Classes page.

Zone & Lane Division

Lanes exist to stop overlap, and overlap is the enemy:

Claim a lane, own it.

Announce which zone you are on so nobody double-cleans the same strip.

Call zone ownership, not just positions.

“Lane A clear, moving to edge” beats silent wandering.

Respect unfinished edges.

A half-cleaned edge on someone else's lane is theirs to finish unless they ask for help.

Flex players cover gaps

Edges, vent-adjacent clutter and unfinished corners — instead of adding a third sweeper to a finished center.

Team Economy

Cash, tools and bags are per-account — so the coordination is about when everyone spends, not about pooling:

Early group goal:

Everyone gets a usable tool and a non-miserable bag before anyone chases prestige upgrades.

Assign one player to call shop timing.

The mid-game failure mode is six players independently buying random upgrades while nobody opens garage flow.

Don't AFK in the menu during a garage open.

Announce a shop run (“Shop run, need bag upgrades”) so the group knows the pause is coming.

Upgrade splits for full lobbies:

Sellers stack capacity, clear specialists stack tool power, runners stack move speed — each role buys what its job needs.

Unlock Coordination

Garage button puzzle.

One voice leads the presses; everyone else keeps collecting unless the puzzle explicitly needs multiple players. As soon as the door opens, assign 2–3 sweepers to the interior while collectors maintain the outside lanes.

Vents.

One runner maps the connections and announces each pocket. Call “vent clear” when a pocket is finished so the percent caller can check the bar. Keep tunnels clear — AFK in a vent mouth is anti-co-op; you are a cork in the bottle.

Key-like interactions.

Call “key-like item on me” so the lobby does not duplicate the search, and confirm whether a gate opened before sprinting away.

Communication Scripts

Short calls beat essays:

Lane A clear, moving to edge

Full bag, selling

Garage open — sweeping interior

Vent pocket still dirty

Percent stuck — check vents/edges

Shop run, need bag upgrades

If your group uses Roblox voice, still type critical unlock state changes for anyone on mute.

Teams Tag Etiquette

Teams tags help when you want structured sides or friendly competition mid-clean:

  • Agree up front whether teams are competing for fun or cooperating for 100%.

  • If the goal is the secret ending, treat tags as jersey colors — not permission to ignore the other side's dirty vent.

  • Do not trap teammates in vents or body-block the garage button as a “prank” during a serious clear.

  • Rebalance lanes if one team spawned on a barren strip.

Competitive mini-games are fine after a completion run, not instead of one.

Sample 12-Player Plan (Completion-Focused)

A minute-level structure that works for a full lobby:

  1. Step 1

    Minute 0–3:

    Assign 8 collectors on lanes, 2 flex near the sell point, 1 unlock lead, 1 percent caller.

  2. Step 2

    Minute 3–10:

    Open-yard wipe + first sell/upgrade wave.

  3. Step 3

    Minute 10–15:

    Garage button resolve + interior sweep team.

  4. Step 4

    Minute 15–20:

    Vent mapping + pocket clears.

  5. Step 5

    Minute 20–30:

    Edge pass toward 100%.

  6. Step 6

    Hold for the ending sequence

    Nobody rage-leaves at 99%.

Shrink the same structure for smaller friend groups: duo = one collector + one seller/unlock; trio = two lanes + one flex who sells and calls unlocks.

Hosting Friends Who Are Brand New

Send them the getting-started guide before invite night. In-server, give them a quiet edge lane beside an experienced player — not the garage puzzle on minute one. Let them feel collect → sell → buy tool → bag upgrade before you throw vents at them.

Etiquette Checklist

Join with the intention to clean, not only to tour.

Ask before resetting puzzles others are mid-solving.

Don't dump all the work on one unlock specialist without collecting yourself.

Share discoveries (vent mouths, button locations) instead of gatekeeping.

If you must leave, say which lane or pocket you were covering.

No executor talk, no scam code links — keep the lobby safe.

FAQ

How many players can join?

Up to 12 players in online co-op on Roblox, with teams tagging supported.

What is the best role split?

Most players on collector lanes, plus someone watching sells, someone leading garage/vent unlocks, and someone calling the clean percent.

Should we all stand on the garage button?

Usually no. Appoint one unlock lead unless the puzzle clearly needs multiple players. Everyone else keeps cleaning.

Do teams tags mean we cannot help each other?

Only if you agreed to compete. For a 100% secret-ending run, treat tags as colors and still finish vents and edges together.

Is money shared in a lobby?

No. Cash, tools and bags progress per account — coordinate spending advice, not shared wallets.