recursal/Fanatic-Fandom huggingface dataset:
Model Village

Description

**Model Village** is a location found in *Untitled Goose Game*. It is the final location for the Goose to enter. Access to the location is granted after the bucket falls on the burly man's head (in the Pub), and he leaves the garbage bin open after throwing away a squashed box of tomatoes. Upon entering the area, a new to-do list will become available. After completing the second task on the to-do list, many paths that were once open to the Goose will now be closed, villagers will behave oddly, and the "danger" music will change (see the to-do list below).

## To-do list

Initially, the to-do list will contain 2 tasks. Upon completing them, the player will be notified of "a new to-do list item!!". Completing this last task will cause the game credits to appear, after which new to-do lists will be revealed.

* steal the beautiful miniature golden bell
* ... and take it all the way back home

To-do lists "**to do (as well)**" and "**to do (finally)**" become revealed after the miniature golden bell is returned home (see to-do list above). The tasks on these lists can be completed before then, revealing that the list exists, however only the completed tasks will be viewable:

## Take-able items

These items can be picked up or dragged.

* Mini Birdbath
* Mini Easel
* Mini Garden Bench
* Mini Golden Bell
* Mini Mail Pillar
* Mini Phone Booth Door
* Mini Pump
* Mini Shovel
* Mini Street Bench
* Mini Sunlounger
* Timber Handle
* Chrysanthemum
* Figurines:
	+ Mini Person
	+ Mini Person (Child)
	+ Mini Person (Groundskeeper)
	+ Mini Duck (Goose)
	+ Mini Person (Woman)
	+ Mini Person (Old Woman)
	+ Mini Person (Postie)
	+ Mini Person (Vestman)

## Interact-able items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* Castle

## For Fun

* Steal everything from the model village
* Take a figure of a person and take it to any NPC. When the (or the NPCs) NPC you want to confuse is within honk range, when you honk, the NPC will think that the figure honked.
Tidy Villager

**Tidy** is a type of villager found in Untitled Goose Game.

## Villagers of this type

* TV Shop Owner
* Tidy Neighbour

## Behaviour

Tidy villagers will worry about their items, and will try to retrieve them, by running after you and then putting them where they belong. If they see an item that they don't recognise, they will run after you, if you are holding them, and if not then they try to remove them from their area.
Tidy Neighbour

**Tidy Neighbour** is a villager in *Untitled Goose Game*. He lounges in his backyard in the Back Gardens. His actions include drinking tea and reading his newspaper. Judging by the items in his yard, he smokes a pipe and enjoys cricket. He is very tidy, and will throw anything he finds that doesn't belong to him over the fence he shares with his neighbor. He enjoys growing roses, and has grown a prize rose. He tolerates the Goose. If the Goose completes five tasks on the to-do list, he will place a "No-Goose" sign on his fence.

## Take-able items

These items can be picked up or dragged.

* Cricket Bat
* Cricket Ball
* Hat
* Pipe
* Tea Cup
* Tea Pot
* Newspaper
* Glasses
* Slippers
* Rose Box (can be pulled, but not removed from the area)
* Rose
* "No Goose" Sign

## Push-able items

These items can only be pushed.

* Broken Bit (because of the difficulty in pushing it, it is unlikely that the Goose will be able to remove it from the area)

## Interact-able items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* Tidy Neighbour's splitting fence
* Yellow Ribbon holding fence together

## Trivia

Tidy Neighbour is capable of breaking the Pushbroom
ForeGround Left Building

**ForeGround Left Building** is a building found in **Untitled Goose Game**.

It can be found in the foreground on the right side of the Pub. The building is used to decorate the street in the Pub area.

The roof tile texture is only textured for 3/4 of the building.

The left side of the building doesn't exist to save memory.
Mini Person (Groundskeeper)

Owner
 Description
 Available Actions

**Mini Person (Groundskeeper)** is an item found in **Untitled Goose Game**.

Unlike the other figurines in the Model Village, this figurine represents an in-game character, specifically the Groundskeeper, a villager in the game. Both of them have identical appearances and outfits, with the figurine even having the hat that the Groundskeeper usually wears.

Mini Person (Groundskeeper) is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
Groundskeeper's Hat

Owner
 Available Actions

**Groundskeeper's hat** is an item found in **Untitled Goose Game**.

The Groundskeeper's hat can be stolen while the Groundskeeper is wearing it. You can then go to the Back Gardens to make Messy Neighbour add it on the bust.

## How to steal the Groundskeeper's hat

1. Grab the Tulip and get the Groundskeeper to place it back.
2. Once he's leaning to add the Tulip back in the ground, grab the hat off his head.
Wall Climbing

*Wall climbing wasn't given an official name, as it is a fan-discovered bug*

**Wall Climbing** is a bug, that is found in Untitled Goose Game. It is used to scale walls and skip most locations for speedruns. It works only on the PC version.

## How to perform

1. Go to the game's settings and change your default grabbing button to mouse wheel.
2. Grab a small item (like Daisy or Crushed Drink Can).
3. Carry it to a wall, crouch and start rolling the mouse wheel at the same time. You should start climbing.
4. Have fun!
Get thrown over the fence

**Get thrown over the fence** is a task on the "To do (as well) 2'' list. Below there's a guide how to complete it.

## Guide

1. Grab the Empty Box item
2. Pull it to the Back Gardens
3. Open the Tidy Neighbour's splitting fence
4. Pull the Empty Box into The Tidy Neighbour's Garden
5. Hide in the Box
6. Get the Tidy Neighbour's attention
7. Wait to be thrown over the fence
Get into the garden

This task is related to the Garden. Getting into the garden is a simple task. In the Garden, there is a secret opening for geese in the side of the hedge on the eastern wall. Go through the hedge, and you have successfully completed "Get into the garden." You can also get in by turning on the sprinklers via the knob next to the fence, or turning on the radio and making the groundskeeper open the gate to turn them off.
"No Goose" Sign 5

Owner
 Available Actions

**"No Goose" Sign 5** is an item found in **Untitled Goose Game**.

It's placed by the Publican's Husband near the Pub entrance after you've completed most of your To-Do list. When trying to sneak into the Pub, you can steal the sign and drag it away. This will lure the Publican's Husband away and give you time to sneak in.
Groundskeeper

Description

The **Groundskeeper** is one of the villagers in *Untitled Goose Game*. He tends to the Garden, waters plants, uses his favorite trowel, and at times can't decide the best place for the large pot, moving it often. He can't stand having the radio on, and if it is turned on anywhere near the garden area, he will seek it out, take it, and turn it off. He tolerates the Goose, but becomes wary if the Goose gets too close. If the Groundskeeper gets too close while the goose is holding an item he is concerned with (see below), he will take it.

After the goose completes five of the six tasks on the to-do-list, the Groundskeeper will post a "No Goose" sign, hammering it into the ground near the back door of the garden.

After the miniature golden bell is stolen (see Model Village to-do list), the Groundskeeper will stand in front of the Garden gate, blocking the exit from the Garden (he will resume his normal activity once the golden bell has been taken back home). He will attempt to retrieve the golden bell from the Goose, and will hang it from his waist.

## Take-able items

These items can be picked up or dragged.

The Groundskeeper is only concerned about the following items:

* Small Radio
* Topsoil (3)
* Shovel
* Carrot (10)
* Tulip
* Pumpkin (4)
* Wooden Crate
* Trowel
* Watering Can
* Rake
* Gumboot (2)
* Apple (from his table)
* Jam
* Thermos
* Mug
* Esky Cooler
* Keys
* Gardener Hat
* Sun Hat
* "No Goose" Sign
* Mallet
* Mini Golden Bell

Items the Gardener is unconcerned with:

* Picnic Basket
* Apple (from the bench)
* Sandwich

## Push-able items

These items can only be pushed.

* Cabbage (4)
* Big Pot (because it tends to roll around in circles, it is unlikely that the Goose will be able to remove it from the area)

## Interact-able items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* Water Faucet (2)
* Garden Gate
Pub Patrons

The **Pub Patrons** are villagers in **Untitled Goose Game**. They are happy, and spend their whole time in the Pub talking and laughing. If the Goose climbs on the small stage beside their table, they will turn to it excitedly, in anticipation of a performance. They will direct the Goose how to perform, applaud, and reward it with a flower. Although, they are very tolerant of the Goose, they will knock the Goose back if it gets too close.

## Steal-able items

* Daisy (Although it is awarded to the Goose, the Publican (or Publican's Husband) will return it to the table if she/he catches the Goose with it.)

They will steal the Golden Bell if you have it. Honking will make them try to find out what was the cause of the sound. They will not walk around until they see the Goose with the Golden Bell or the Goose honks in a place where they cannot reach you.
The Azor Trick

*The Azor Trick wasn't given an official name, because it is a fan-discovered bug.*

**The Azor Trick** is a bug that can be used to jump on the Publican's Husband's head. It uses the Mop Bucket.

## How to perform

Remember to finish the "Drop a bucket on the burly man's head" task, as you need to have the trash bin on the back side of the Pub opened.

1. Place the Mop Bucket in the lower left corner of the bin.
2. Lure the burly man to the bin
3. Position yourself next to the trash bin, facing the nearby gate. The burly man should position himself in front of your sight.
4. Run towards the man as quickly as possible. You should end up on his head. Stop running, when that happens.
5. When you'll walk a direction, the burly man should walk that direction too.
6. Have fun!

## Trivia

* It might be possible to use this trick on the Shopkeeper too, by placing the Mop Bucket next to the table where you can hide, then using the push of the lady to go on it, and then using the same strategy as in step 4., as above. It wasn't confirmed yet though.
	+ It might be possible with the Wimp too, by carrying his glasses.
* The name origins from the fact that your dog (if you have one) always runs after you.
Rose Box

Owner
 Description
 Available Actions

**Rose Box** is an item found in **Untitled Goose Game**.

It can't be pulled out of the dirt path in the Tidy Neighbour's Garden.

## To do list

These objectives feature the "Rose Box" item.

* Help the woman dress up the bust (however it introduces the  Rose item it's also a part of the Rose Box)
TV Shop

**TV Shop** is a location and a point of interest of the High Street. Found in Untitled Goose Game This shop is full of televisors. The TV Shop Owner doesn't tolerate the Goose in her shop. This shop has a door which can be opened only by the TV Shop Owner.

## To do list

* get on tv
* Open an umbrella inside the TV Shop

## Fun Stuff

When the TV Switch is clicked, you can see yourself running on the TV.

## Push-able Items

These items can only be pushed.

* Handset

## Interactable Items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* TV Switch
Mini Person (Postie)

Owner
 Description
 Available Actions

**Mini Person (Postie)** is an item found in **Untitled Goose Game**.

Postie seems to represent a villager that does not appear in the game, as there is no postal worker villager in the game. Because of this, Postie's true identity is unknown.

Mini Person (Postie) is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
TV

The TV's can be found at the window of the TV shop on High Street, while you are not able to move or pull them down it is possible to get yourself on them. This is one of the items on your To-do list. The TV's will either play a loop of a sports match or the weather, once you break into the TV shop (see TV shop for how to do that) you will be able to interact with a red switch behind the TV's, once you flick this switch the TV's will start projecting you. However once the TV shop owner comes back she will shoo you out and reset the TV's to the sport and weather loop again.
Home

Description

**Home** is a location found in *Untitled Goose Game*. It is the beginning point, where players are brought through a brief tutorial on how to be a Goose. Pressing <spacebar> on the keyboard will cause the Goose to honk, and begin the game. Pressing <tab> on the keyboard will open a list of available controls. Once the player enters the lake, the opening screen will appear and the first to-do list will become available (viewable by pressing <tab> on the keyboard). The Goose can swim the canal, and at a couple of places explore the banks of the canal. The first location the Goose can visit (and find a Villager to torment) is the Garden). Down one of the paths at Home (near the west of the forest) is the bell pit. The bell pit is a hole in the ground filled with golden bells. The last task in the main game is to drop the golden bell from the model village into the pit, where other identical bells are seen.

## Points of interest

The area is rather small, and there are no real points of interest. However, it is highly recommended that the player make good use of the zoom out control, as some areas, both at home, and elsewhere, may be difficult to notice without zooming out.

## Villagers

* None. The Goose has nobody to torment here.

## Tutorial

As you go through the tutorial, notice how the Goose will turn their head towards items they can interact with, and open their beak slightly.

* press <space> to honk
* <left-click> to move, double-click to run
* hold <ctrl> to bend forwards
* press <right-click> to use your beak  (pick up, drop, interact with)

(items can also be moved by walking into them or pushing them with your beak - walk while bending forwards)
* bend down to pick things up off the ground

(hold <ctrl> then press <right-click>)
* press <x> to spread your wings

## Take-able items

These items can be picked up or dragged.

* Crushed Drink Can
* Stolen Boot
* Tennis Ball
* Bent Bolt

After all the to-do lists have been completed

* Present
* Crown

## Interact-able items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* Bicycle Bell
* Gate Bolt

## For Fun

* Honk while holding the glass bottle (found farther down the canal)
* Find the second shoe
To-Do List

The **To-Do List** is a collection of tasks for the Goose to complete.

As the player enters a new Location a new to-do list will become available. To-do lists can be viewed by pressing the <tab> key on the keyboard. As the player finishes tasks, they will appear crossed-out on the to-do list.

Once the player has completed five tasks on a to-do list, a new task will appear, marked at the bottom of the to-do list with a large **\***. Completing this starred task will unlock the next location.

Once the Goose has completed the Model Village to-do list, the game credits will appear on the screen. After the game credits have finished scrolling, the "press <space> to honk" will display. After honking, the player will be notified of "new to-do list pages". The new to-do lists are "to do (as well)", "to do (quickly)", and "to do (finally)."

Once the Goose has completed all the to-do lists, the player will be notified "congratulations - a reward is waiting for you at home." There, the Goose will find a Present containing a Crown. going to any NPC in the game will cause them to put the crown on your head (you can't take it off unless you reset or quit the game.)

## Initial to-do lists

* get the groundskeeper wet
* steal the groundskeepers keys
* make the groundskeeper wear his sun hat
* rake in the lake
* have a picnic

(bring to the picnic blanket : sandwich, apple, pumpkin, carrot, jam, thermos, radio, basket)
**\*** • make the groundskeeper hammer his thumb

* trap the boy in the phone booth
* make the boy wear the wrong glasses
* make someone buy back their own stuff
* get on t.v.
* go shopping

(put in the basket : toothbrush, loo paper, hairbrush, tinned food, cleaner, fruit & veg)
**\*** trap the shopkeeper in the garage

* help the woman dress up the bust
* make the man spit out his tea
* get dressed up with a ribbon
* make the man go barefoot
* do the washing

(with : a bra, a pair of socks, a slipper, a bar of soap)
**\*** • make someone prune the prize rose

* break the dartboard
* get the toy boat
* make the old man fall on his bum
* be awarded a flower
* steal a pint glass and drop it in the canal
* set the table

(knife, fork, plate, pepper, candle)
**\*** • drop a bucket on the burly man's head

## Later to-do lists

* cabbage picnic
* trip the boy in the puddle
* make the shop scales go ding
* open an umbrella inside the tv shop
* make someone from outside the high street buy back their own stuff
* collect the five flowers

* catch an object as it's thrown over the fence
* get thrown over the fence
* score a goal
* sail the toy boat under a bridge
* perform at the pub wearing a ribbon
* steal the old man's woolen hat

* complete the garden to-do list before the church bells ring
* complete the high street to-do list before the church bells ring
* complete the back gardens to-do list before the church bells ring
* complete the pub to-do list before the church bells ring
Mini Person (Child)

**Mini Person (Child)** is an item found in **Untitled Goose Game**.

 Owner
 Description
 Available Actions

Despite the name, the figurine does not resemble the Wimp in any way.

Mini Person (Child) is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
Collect five flowers.

**Collect five flowers** is a task on the "To-do as well (1)" to-do list. It forces you to deliver five flowers into the basket near the Well. There's one per location

## Tulip - Garden

This flower is in the Tulip patch. Grab it.

## Lily - High Street

This flower is in the wastebasket, next to the radio in the Streetshop. Grab it.

## Rose - Back Gardens

Complete the "Make someone prune the prize rose" task, then grab the rose that was pruned.

## Daisy - Pub

Complete the "Be awarded a flower", then grab the flower that was thrown

## Chrysanthemum - Model Village

This flower is in the Model Garden. Grab it
Untitled Goose Game Wiki/Top section

Welcome to the Untitled Goose Game Wiki
The Untitled Goose Game guide written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Untitled Goose Game

**Untitled Goose Game** is a game developed by **House House**, and released to home computers and Nintendo Switch on September 20, 2019.

In this cute little game the player will play a naughty goose who's terrorizing a small village.[Read more...]

Content

The Goose

The Humans

Items

Locations

To-Do List
Castle

Description

**Castle** is a building found in **Untitled Goose Game**.

The Castle is part of the Model Village. The Goose is able to chip pieces away from the Castle revealing a handle. Pulling on the timber handle makes the Castle front break off, dropping the Golden Bell. The Castle appears to be inspired by Orford Castle in England.

## Take-able items

These items can be picked up or dragged.

After the **Castle** is chipped.

 Timber Handle

After pulling off the handle

 Mini Golden Bell
Groundskeeper's Keys

Owner
 Available Actions

**Groundskeeper's Keys** is an item found in **Untitled Goose Game**.

Players can steal the keys in the first area of the game from the Groundskeeper, who tends to the Garden. Once the keys are taken, the Goose should take chances to lure the Groundskeeper out of the Garden and then lock him out to fullfill all objectives. The garden can also be entered by the Goose through the bushes where the players can see the pumpkins. The Groundskeeper will react to this with satisfying desperation.
Crown

Available Actions

**Crown** is an item found in **Untitled Goose Game**.

The **Crown** is awarded to the Goose upon completion of all To-Do lists in the game. Once all the objectives are completed on all the To-Do lists, the player will be notified "Congratulations - a reward is waiting for you at Home." At home, the Goose will find a Present perched on top of a rock, opening it will reveal the crown inside.

To wear the crown, the Goose must grab it to any NPC. Once they see the crown, they will place it on the goose's head. Any NPC will work, but the TV Shop Owner, Publican's Husband, Publican and Shopkeeper will chase the Goose out of their respective area first. All NPCs keep top priorities too (such as the Messy Neighbour fixing the fence first). You must bow your head in order for the NPC of your choice to put the crown upon your head.
Picnic Blanket

**Picnic Blanket** is a point of interest in the first area of Untitled Goose Game. Players can find the blanket on the ground near the lake.

"have a picnic" is one of the objectives on the garden To-Do List.

Bring following items to the blanket:

* Sandwich
* Apple
* Pumpkin
* Carrot
* Jam
* Thermos
* Radio
* Picnic Basket
Mini Person

Owner
 Description
 Available Actions

**Mini Person** is an item found in **Untitled Goose Game**.

No villager in the game matches the appearance of the figurine. So, the identity of the Mini Person and/or its living villager counterpart is unknown. *(Although the figurine's skin color, nose color, and hair color do bear a resemblance to the skin, nose, and hair color of the TV Shop Owner.)*

Mini Person is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
Shoelaces

Twice in game you are able to untie someone's shoelaces, you are given the option to untie the Wimp's shoelaces and to untie the Publican's Husband's shoelaces. You can find the wimp on High Street, he will occasionally check his shoelaces to make sure they are tied. When you have untied his shoelaces you will be able to trip him up by honking and chasing after him, when the Wimp falls he will drop his glasses which you can pick up and use to guide him around, alternatively you may swap his glasses for any pair in the shop. The Wimp's shoelaces are red. You can find the Publican's Husband or Burly Man at the entrance to the pub, he will guard the entrance to the pub and will not let you get through unless he is distracted, When you have untied his shoelaces he will bend down to tie them again and will not notice you if you slip by, you are also able to trip him up by honking before he bends down to get his attention and then running inside the pub, he will chase after you and then fall down. The Publican's Husband's shoelaces are brown.

Shoelaces can be interacted with but not taken or removed from the area.

* the wimp with red shoelaces
* The publican's Husband with brown shoelaces
Delivery Box

**Delivery Box** is an item in Untitled Goose Game.

 Owner
 Available Actions

Deliveryperson is the one who owns this box.Template:Variations

It's in the minivan. When the player is not hiding in a box, DeliveryPerson will approach the open van and pick up the Delivery Box inside. They will then carry the Delivery Box to the Pub's storage room, where it will be dropped off. Deliveryperson will then continue carrying boxes from the van to the Pub.
Mini Phone Booth Door

Owner
 Description
 Available Actions

**Mini Phone Booth Door** is an item found in **Untitled Goose Game**.

It is found connected to a mini phone booth. While the booth itself cannot be picked up or dragged, the Goose can pick up the door. To do this, the Goose must grab the door and pull it. Pulling hard enough will cause the Mini Phone Booth Door to detach, allowing the Goose to carry it.
Coin

Owner
 Description
 Available Actions

**Coin** is an item found in **Untitled Goose Game**.

It is found sitting on the side of the Well you can also find it when you make someone buy their own stuff back at the shop corner ]. If you throw it down the well you will find it later floating down the river.

It is bronze and has a crown on it which suggests that is is likely to be a penny.
Get the groundskeeper wet

This objective is related to the Garden. To fulfill this objective, you must lure the Groundskeeper near the sprinklers and activate them. A brief animation of him wincing will occur. He will exit the garden to deactivate the sprinklers. You may enter the garden. You can also make him follow you into the lake by dragging an object to the lake. When the Groundskeeper touches the water, an animation of him raising his wet boots will occur.
Wimp

The Wimp is a villager in **Untitled Goose Game**. He is a young boy who plays by himself on High Street. He appears quite afraid of geese, and will run away if one honks near him. It is fortunate that he knows the phone number of the TV Shop Owner, and will call her if the need arises. His actions include playing with his toy plane and soccer ball. He will occasionally check his shoelaces to make sure they are tied correctly, or check his glasses. He is the target of some of the pranks on the Goose's to-do list.

## Take-able items

These items can be picked up or dragged.

* Toy Plane
* Boy's Glasses

## Push-able items

These items can be picked up or dragged.

* Football (Soccer Ball) (can also be interacted with)
* Phone Booth Phone (although it is possible to cause the boy to drop the phone, it is unlikely that the Goose can reach it before the boy hangs it up again)

## Interact-able items

These items cannot be taken or removed from the area, but instead are used/operated when clicked on.

* Shoe Laces
* Football (Soccer Ball) (can also be pushed)

## Tips

* The Wimp can be lead anywhere by honking at him or taking his glasses and staying near him.
	+ The Wimp cannot get in the Pub or Back Gardens.
* The Groundskeeper can be trapped out of the Garden by making the Wimp loose his glasses in the gateway (unless the Goose is holding the glasses).

## Trivia

* Anatidaephobia, an invented phobia and not a medically-recognized diagnosis, originated from the Far Side comic by Gary Larson, who defined it as: "The fear that somewhere, somehow, a duck is watching you." He was illustrating the point that any object can become a source of fear. [1]
Mini Person (Old Woman)

Owner
 Description
 Available Actions

**Mini Person (Old Woman)** is an item found in **Untitled Goose Game**.

We never see an old lady villager in the game or at least one with a cane. Because of this, we do not know the identity of the Old Woman. *(Theory: Although we don't know who this figurine is representing, we can speculate. One thing to note is that the Old Woman figurine and the Shopkeeper bear a few similarities, including both having pale skin and dark hair. So, maybe the figurine represents a villager, perhaps a relative of the Shopkeeper or another villager living in the High Street, who passed away before the time the game takes place. Again, this is just a theory and may not be true.)*

Mini Person (Old Woman) is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
System requirements

*This article is a stub. You can help Tabletop Simulator Wiki by expanding it.*

The following are the minimum **system requirements** for *Tabletop Simulator*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Minimum requirements

OSX 10.8
 Memory
 Graphics
 Network
 Storage

## See also

* How to play guide for Tabletop Simulator
* Release date
How to play guide for Tabletop Simulator

*This article is a stub. You can help Tabletop Simulator Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Tabletop Simulator***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

### Tutorial series

Tabletop Simulator has a Video Tutorial Series that gives a basic introduction to the game to more in depth information on how to use all the controls and how to create custom content.

There are currently 6 videos including the introduction with one more on the way. You can subscribe to Berserk Games' YouTube Channel to stay up to date or follow them on Twitter to get the latest development updates. The complete video series can be found on their website.

#### Introduction

The introduction video goes over exactly what is Tabletop Simulator and how you can properly use it.

#### Part 1 - Basic Controls

Part 1 goes over the Basic Controls of Tabletop Simulator. It's important to play the mini tutorial before doing anything else, so you can learn the very basics. (**Transcript**)

#### Part 2 - Advanced Controls

Part 2 goes over the Advanced Controls of Tabletop Simulator. There are a lot of controls that only the host can do and the host can set permissions that other players can use as well. Be sure to press the ? key in game to bring up the full control scheme menu. (**Transcript**)

#### Part 3 - Hosting & Connecting

Part 3 goes over how to host a game and connect to other people's servers. As of Update v4.6 connecting to servers is more seamless for players. (**Transcript**)

#### Part 4 - RPG Kit

Part 4 goes over what exactly the RPG Kit and what you can do with it! Create your own dungeons and RPG setups. (**Transcript**)

#### Part 5 - Custom Content

Part 5 goes over how to create custom content. You will learn how to make your own deck of cards, import 3D models, and much more! (**Transcript**)

## Controls

The Control Scheme is a full menu of the various keybinds and controls within Tabletop Simulator. To open up this menu in the game, press the **question mark** key (**?**).

All of these keybinds can be changed in game in the configuration menu.

## Tips and tricks

**Peek at a card:** Hover over a card and hit Shift + Alt (Shift + Option on a Mac). This will display an "eye" icon so other players know you are peeking.

**Deal a card to each player:** Right click on a deck, go to "deal," and press the center of the color wheel.

**Draw cards from a stack of components, like a deck:** Hover over the stack and press a number key. This works for double digit draws as well, just type the number quickly. Note that this only works if the mod you are playing has hand zones defined.

**Change a die face to a specific side:** Hover over it and press a number key to change to that die face.

**Change Rotation Axis of an item:** Hold down Alt and then press Q or E to rotate the object in a different axis.

## See also

* Release date
* System requirements
Tablet

# Intro

As of Update v4.0, Tabletop Simulator now has full access to the internet in game by way of the Tablet. The tablet was added to bring multiple things to life that just wasn’t possible individually, like being able to play music or use and edit character sheets and view PDFs.

The Tablet is currently in alpha and only available for Windows users. Support for Mac and Linux users is in progress.

# Useful Sites

* Free Conferences: If you play a game that require you to stream an app to the in-game tablet from sharing a device's screen then look no further (Game like Mansion of Madness 2)
* YouTube: You can watch and share your favorite YouTube videos with your friends while playing games.
* Music: Listen to music on any streaming platform of your choice like Pandora.
* Google Drive: Thanks to Drive, you can upload PDFs, rules, and editable character sheets to use in your games. You can also use other things like spreadsheets and docs. Just be sure to make them viewable to the public.
* Sync Video: Lets you create a room and make a playlist of YouTube or Vimeo videos. It will automatically sync the video to everyone who has joined the room and does not require a sign-up.
* Myth-Weavers: A website for creating and managing tabletop rpg character sheets.

# Tips

* You can open any PDF in the tablet by adding “https://docs.google.com/viewer?url=” to the front of the document url to open it in Google Docs
* Like any other object in Tabletop Simulator, you can lock the tablet in place and make it smaller or bigger depending on your needs.
* Click the “popout” button next to the left arrow key on the tablet to view the sites on the tablet in “Alt Zoom” mode.
BBCodes

In Tabletop Simulator you can use basic BB Code to spice up the notepad (public only), rules, and notecards that you’re showing to other players. This is great when you want to properly format your notes and rules to make them look nice and neat. Here are the known BB Codes that are supported:

# CODES

* [000000] Sets a new color (Hexadecimal codes only. The example of 000000 sets the color to black.) \* Please note that in game you cannot tint the color of black text, so changing the color only works on the Notepad.
* [-] Removes last selected color ( Example: [FF0000]Hello there![-] )
* [b] [/b] Sets bold
* [i] [/i] Sets italic
* [u] [/u] Sets underline
* [s] [/s] Sets strikethrough
* [sub] [/sub] Sets subscript
* [sup] [/sup] Set superscript

You can also mix and match these BB Codes by doing it like so:

* [FF0000][b]Welcome to the game![/b]

* What is your favorite color?: [-] Mine is white!

As you can see, the title was in red and bold. The question was only in red and the answer was in the default white.

Here are some examples of them all in action in game:
Mini Person (Vestman)

Owner
 Description
 Available Actions

**Mini Person (Vestman)** is an item found in **Untitled Goose Game**.

At first, the figurine, known as Vestman, seems to represent the Old Man, a villager found at the Pub. However, on closer inspection, several details bring the supposed connection into question. For one, Vestman's nose color is not the same. Vestman's skin is also pale, while the Old Man's skin is more pinkish. Vestman's hair is grey, instead of white like the Old Man's hair. Lastly, Vestman's attire does match the Old Man's, with Vestman wearing a sleeveless vest and a flat cap instead of the yellow long-sleeve shirt, overalls, and blue woolen hat that the Old Man wears. Because of this, it's unclear whether Vestman represents the Old Man or some other character that is not seen in the game.

Mini Person (Vestman) is one of the many mini-people/figurines in the Model Village. It can be picked up and carried around by the Goose.
3D Model Importer

The custom model importer allows you to import your own 3D models into Tabletop Simulator.

## Tips

* All models must be combined as one object for each .obj file.
* It’s a good idea to triangulate your models before importing them
* The Texture Image is the diffuse texture for whatever Material type chosen.
* Material type changes the shader of the material and the sounds the object makes.
* Type just controls how the object handles, some objects in the game have special properties (ex, figurines always right themselves up when picked up)

## Collision

* If you do not specify a Custom Mesh Collider .obj, then the game will calculate a box collider to fit your object.
* Custom Mesh Collider is just a way for you to have a collider that isn’t a box. It’s best to use a simplified version of your model with less than 255 triangles.
* The reason is must have below 255 triangles is a an engine limitation on the complexity of a collision collider.
* If you model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.
* You should only use a Custom Mesh Collider if a box collider will not work, due to performance (Box Collider is much more optimized in the physics engine)

## Non-convex Collider

* Non-convex checkbox allows you to have collision work with objects like the Chinese Checkers board which has indents in the board.
* Convex colliders will fill in any indents or holes in the collider due to how it calculates the collider
* The problem with Non-convex objects is that they do not collide with each other, so as I said above it’s best only used on a complex board.
Handset

**Handset** is an item found in **Untitled Goose Game**.

**Handset** is a push-able item. Sometimes the TV Shop Owner will drop the Handset. The Handset is used after trapping the Boy in the Phonebooth. It can't be pushed out of the TV Shop.

 Owner
 Available Actions

## How to make the TV Shop Owner drop the handset

1. Trap the Boy in the Phonebooth.
2. Wait for the TV Shop Owner to rescue the Wimp.
3. Trap the Boy in the phone booth again when the TV Shop Owner is close to the Wimp.
4. Sneak behind the TV Shop Owner and go with her into the TV Shop.
5. When she's answering the Wimp, interact with the TV switch.

This will cause the TV Shop Owner to notice that the TV switch is on and she will drop the handset.
Pushbroom

Owner
 Available Actions
When broken, it will turn into 2 separate items. (Pushbroom head, Pushbroom handle)

**Pushbroom** is an item found in **Untitled Goose Game**.

## Pushbroom parts

The Pushbroom can be broken into two separate parts by trying to get the Pushbroom from someone's hands (TV Shop Owner, Shopkeeper, Tidy Neighbour). The Pushbroom Stick, and the Pushbroom Head. The Shopkeeper will try to repair the Pushbroom.

### What actually happens with the Pushbroom

* The Pushbroom Stick is actually the whole Pushbroom the whole time. The visual effect of the whole Pushbroom and it's physics are just turned off when needed.
* The Pushbroom Head is hidden behind the TV Shop, and when it's needed, it swaps between places. (You can check out Shesez's Video about finding secrets off-camera in this game, and skip it to 5:08 to learn more about this broom).
Ambossspender (Mechanik)

Eine **Ambossanlage** sorgt immer für Nachschub, damit man nach dem ein Amboss nach der Benutzung verbraucht ist, stehts einen Ersatz erhält.

## Variante 1

* Grundmodule
* Signalleitung (Mechanik)
* Vorrichtungen

* 1 Steinstufe
* 1 Glas
* 1 Leiter
* 1 Amboss

Bei dieser Variante, werden mehrere Ambosse auf einander gestapelt. Immer dann, wenn der Amboss zu dem man Zugriff hat, verbraucht ist bzw. verschwindet, fallen automatisch alle Ambosse um einen Block nach unten, so hat man immer einen neuen Amboss parat. Damit man immer für Nachschub sorgen kann, klettert man einfach die Leiter hoch und füllt dann die Ambosse nach.
Analog-Digital-Wandler (Redstone)

Ein **Analog-Digital-Wandler** (auch A/D-Wandler genannt) wandelt analoge Eingangssignale in digitale Daten bzw. einen Datenstrom um, der dann weiterverarbeitet oder gespeichert werden kann. Das Gegenstück ist der Digital-Analog-Wandler (D/A-Wandler).

## Variante 1

* Grundmodule
* Redstone-Element
* Redstone-Signal
* Grund-Element (Redstone)
* Signal-Element (Redstone)
* Signalleitung (Redstone)
* Schaltkreise
* Schaltnetze
 * Schaltkreise/Logikgatter (Redstone)

* 1 Goldblock
* 1 Diamantblock
* 1 Hebel
* 1 Redstone
* 1 Redstone-Fackel
* 1 Redstone-Verstärker
* 1 Klebriger Kolben

In Minecraft werden mit einem Analog-Digital-Wandler unterschiedlich starke Eingangssignale in Binärsignale umgewandelt.
Diese Eingangssignale werden zum Beispiel durch Komparatoren (wie in diesem Fall), gewichtete Druckplatten, Rahmen oder Trichter erzeugt. Also alle, die unterschiedlich starke Signale ausgeben, je nach Bedingung.
Wenn zum Beispiel das schwächste Signal anliegt (1), dann wird durch die Subtratraktions-Funktion des Komparators
nur ein 1-starkes Signal ausgelassen - der erste Verstärker wird betätigt und damit fährt der erste Kolben aus.
Es liegt an dem Ausgang statt **000** jetzt **001** an, wenn man den ersten Schalter wieder umlegt und den
zweiten betätigt, fährt der erste Kolben ein und der mittlere aus. Es liegt nun eine **010** an. Also eine binäre 2.
Das kann man durchspielen wie man will, dieser Analog-Digital-Wandler ist konzipiert bis zur dezimalen 7, also **111** - und ist damit ein 3-Bit Analog-Digital-Wandler. Man kann die Schaltung auch so bauen, dass nach jedem Eingangsrepeater ein Komparator ist, dann gilt die Formel für die Anzahl der Komparatoren 2x-1, mit x=Anzahl der Outputs.

Der Analog-Digital-Wandler besteht aus vier UND-Gattern, zwei ODER-Gattern und ein paar NICHT-Gattern.
Der einzige Nachteil und damit die einzige Unterscheidung gegenüber dem realen
Analog-Digital-Wandler ist, dass der Input in Minecraft bei der ersten Stufe
(was eigentlich das stärkste Signal bedeuten würde) das schwächste Signal ausgibt.
Dies wurde mit eben der oben genannten Subtraktrions-Funktion bewerkstelligt.
Dadurch ergibt sich der kleine Nachteil, dass wenn man zum Beispiel Schalter 1
und Schalter 3 drückt, nur die Signalstärke des ersten Signales ankommt, obwohl
beim echten Analog-Digital-Wandler das stärkere Signal dominieren würde.

Man kann auch die binären Outputs an einen Speicher, einen Addierer
oder sonstige digitaltechnische Bausteine anhängen, um verschiedene Funktionen zu
bewirken. Mit einem Speicher könnte man zum Beispiel das Signal einer Druckplatte zu
einem bestimmten Zeitpunkt abfangen und abspeichern - und später auch wieder abrufen.
Außerdem kann man auch zwischen die Hebel und den Input-Redstone-Verstärker Flanken hängen, um somit
das Signal erst mit einer Flanke durchzulassen und zu codieren.

***Analog-Digital-Wandler* =>** **Redstone**;
*Digital-Analog-Wandler* => Redstone;
*Tageszeitwandler und -sensor* => Befehle;
*Wetterwandler und -sensor* => Befehle;
Abzweig-Konstrukt (Befehle)

**Abzweig-Konstrukte** sind verzweigte Anweisungen und gehören zu den Konstrollstrukturen.

## Variante 1

* Grundmodule
* Befehl
* Befehlssignal
* Grund-Element (Befehle)
* Signal-Element (Befehle)
* Signalleitung (Befehle)
* Schaltkreise
 * Taktgeber (Befehle)

* 1 Redstone-Fackel
* 1 Befehlsblock
* 1 Wiederhol-Befehlsblock
* 1 Ketten-Befehlsblock

Je nach Wert der Variable wird eine der zwei Abzweigungen durchgeschaltet, welche bestimmte Befehlsblöcke aktiviert. Der durchgeschaltete Weg lässt Partikel entstehen.

Einschalten
Wenn man den Hebel beim Wiederhol-Befehlsblock umlegt, wird das Ziel erstellt und gleichzeitig hat man danach die Möglichkeit die Wahrheitswert-Variable einzustellen

* Befehl 1.1 Das Punktestand-Ziel für die Wahrheitswerte wird erstellt, um `1` für "wahr" und `0` für "falsch" zu speichern.
* Befehl 1.2 Der Wert der Variable wird um eins erhöht.
* Befehl 1.3 Wenn die Variable den Wert zwei oder größer erreicht, wird sie wieder auf null zurück gesetzt.

Wiederholen
Je nach Wahrheitswert der Variable zeigt der Ketten-Befehlsblock nach Westen oder nach Osten und aktiviert so unterschiedliche Ketten-Befehlsblöcke.

* Befehl 1.4 Wenn die Variable den Wert 0 für "wahr" besitzt, dann wird der Befehlsblock nach Westen ausgerichtet platziert.
* Befehl 1.5 Wenn die Variable den Wert 1 für "falsch" besitzt, wird der Befehlsblock nach Osten ausgerichtet platziert.
* Befehl 1.6 Wenn der Befehlsblock nach Westen ausgerichtet ist, wird der particle-Befehl für rote Wolle aktiv.
* Befehl 1.7 Falls der Befehlsblock nach Osten ausgerichtet ist, wird der particle-Befehl für grüne Wolle aktiv.

Ausschalten
Beim Ausschalten werden alle Punktestände gelöscht.

* Befehl 1.8 Das Punktestand-Ziel wird gelöscht und mit ihm die Variable

```
scoreboard objectives add PZAbzK.1Bool dummy ["Abzweig-Konstrukt.1: ",{"text":"Boolesche Wahrheitswerte","bold":true}]

```

↑ 1.2:

```
scoreboard players add VarAbzK.1Variable PZAbzK.1Bool 1

```

↑ 1.3:

```
execute if score VarAbzK.1Variable PZAbzK.1Bool matches 2.. run scoreboard players set VarAbzK.1Variable PZAbzK.1Bool 0

```

↑ 1.4:

```
execute if score VarAbzK.1Variable PZAbzK.1Bool matches 0 run setblock ~ ~ ~2 minecraft:chain_command_block[facing=west]{auto:true} replace

```

↑ 1.5:

```
execute if score VarAbzK.1Variable PZAbzK.1Bool matches 1 run setblock ~ ~ ~1 minecraft:chain_command_block[facing=east]{auto:true} replace

```

↑ 1.6:

```
particle minecraft:block minecraft:red_wool ~ ~1 ~ 0 1 0 0 10 force @a[distance=..10]

```

↑ 1.7:

```
particle minecraft:block minecraft:lime_wool ~ ~1 ~ 0 1 0 0 10 force @a[distance=..10]

```

↑ 1.8:

```
scoreboard objectives remove PZAbzK.1Bool

```

*Schleifen-Konstrukt* => Befehle;
Basaltgenerator (Redstone, erweitert)

Ein **erweiterter Basaltgenerator** generiert in großer Anzahl Basalt und speichert es mit Hilfe von Block-Speichern. Basalt entsteht nur dann, wenn Lava auf dem Boden Seelenerde berührt und an einer beliebigen anderen Stelle Blaueis sich befindet. Es kann nur mit einer Spitzhacke beliebigen Materials abgebaut werden.

## Farm 1

* Grundmodule
* Redstone-Element
* Redstone-Signal
* Grund-Element (Redstone)
* Signal-Element (Redstone)
* Signalleitung (Redstone)
* Vorrichtungen
* Anlagen
* Farmanlagen
* Ackerbau
* Anleitungen/Ackerbau
* Viehzucht
* Anleitungen/Viehzucht
 * Taktgeber (Redstone)
* Blockupdate

* 99 Eisenblock
* 82 Redstone
* 8 Redstone-Verstärker
* 1 Redstone-Komparator
* 1 Notenblock
* 3 Beobachter
* 1 Hebel
* 14 Glas
* 2 Lavaeimer
* 10 Seelenerde
* 10 Blaueis
* 110 Kolben
* 11 Klebriger Kolben
* 10 Quarzblock

* von **Sbeev**

Mit dem Basaltgenerator lassen sich zehn Basaltblöcke auf einmal generieren, welche anschließend gleichzeitig nach oben geschoben werden. Diese Fläche wird anschließend zur Seite bewegt, wenn sie ganz oben den Beobachter berühren. Ein Taktgeber gibt hierbei die Signale, wann die Basaltblöcke von den zehn Kolben nach oben bewegt werden sollen.
Amethystfarm (Redstone)

Eine **Amethystfarm** erntet vollautomatisch Amethystscherben. Diese können zu Fernrohre, getöntes Glas oder Amethystblöcke weiter verarbeitet werden. Amethysten wachsen in vier Stufen sehr langsam am Amethystknospenblock und dieser kann auch nicht verschoben oder abgebaut werden. Daher muss diese Farm immer vor Ort errichtet werden. Amethysten kommen in Amethystgeoden natürlich vor. Mit dem Befehl `/gamerule randomTickSpeed` kann dafür gesorgt, werden, dass die Amethysten deutlich schneller wachsen.

## Farm 1

* Grundmodule
* Redstone-Element
* Redstone-Signal
* Grund-Element (Redstone)
* Signal-Element (Redstone)
* Signalleitung (Redstone)
* Vorrichtungen
* Anlagen
* Farmanlagen
* Ackerbau
* Anleitungen/Ackerbau
* Viehzucht
* Anleitungen/Viehzucht
 * Blockupdate
* Zähler (Redstone)

* 16 Eisenblock
* 2 Beobachter
* 1 Amethystknospenblock
* 4 Glas
* 2 Spender
* 2 Kolben
* 8 Smaragd (Zähler)
* 12 Redstone
* 4 Redstone-Fackel
* 6 Redstone-Komparator
* 6 Trichter
* 2 Truhe

* von **ErikOnHisPeriod**

Diese Amethystenfarm ist sehr einfach gehalten. Sie kann von den sechs möglichen Amethystknospen nur zwei effektiv ernten. Dazu befindet sich ein Beobachter an der entsprechenden Stelle und erfasst das Wachstum der Knospe. Das Signal leitet er an einen Spender, der als Zähler fungiert, mit vier Gegenständen darin weiter. Erst wenn der Spender leer ist, also die Knospe ihr Endstadium erreicht hat, wird der angeschlossene Komparator erlöschen und dazu führen, dass die Redstone-Fackel eingeschaltet wird. Dies führt zu zwei Ereignissen, einerseits fährt der Kolben aus und erntet die Amethystknospe, welche droppt und in die Trichter fällt und zum anderen wird eine Kondensator-Schaltung (Komparatoren) aktiv, sodass einerseits der Trichter alle vier Gegenstände wieder in den Spender legen kann und andererseits der Trichter auch genug Zeit bekommt dies zu tun. Ist die Knospe geerntet geht der Vorgang von vorne los und man kann die Amethystscherben aus der Truhe entnehmen.
Buildings

In Basement you'll need to find the right balance and develop an optimal strategy to grow and flourish your dusky business. You can research new ‘still legal’ Drugs, or escalate manufacturing powers. You can bother with Security, hiring guards and building traps in your basement. You can even hide your basement behind a bar or any other legal establishment. Each cover has its advantages.