Leaf Me Alone Guide – How to Pile Leaves Fast, Win the Leaf War and Get 3 Stars
Leaf Me Alone! is a free leaf blower game for your browser and phone. Every leaf in the yard is simulated, up to 7,200 of them, so they roll, flutter, slide, float on the pond and heap up into real piles. Your job changes from yard to yard: get the leaves onto the tarp, win a leaf war against the neighbour, or clear a path and a pond. This guide explains how the physics works and how to get 3 stars everywhere.
The basics
- Walk: WASD or the arrow keys. On a phone or tablet, put your left thumb anywhere on the left half of the screen. A stick appears under it.
- Blow: aim with the mouse and hold the left mouse button. No mouse? Hold J to blow in the direction you walk. On touch screens, touch and hold the right half of the screen where you want the air to go.
- Turbo: Space, Shift or right-click (the TURBO button on phones). It doubles the air and makes the cone longer and wider for 1.6 seconds, then recharges for about 8 seconds.
- Pause: P or Esc.
On touch screens, walking also blows straight ahead by default, so you can play with one thumb. You can turn that off in Settings (“Blow while walking”).
How the air works
The blower makes a cone of air in front of the nozzle:
- It is strongest close to the nozzle and fades towards the end of its reach (a bit over 6 m).
- Leaves in the middle of the cone are pushed hardest. Leaves at the edge only drift.
- Air lifts leaves into the air, where they travel further before they land.
- Buried leaves at the bottom of a thick drift barely move. The top layer goes first.
So the trick is not to stand on the leaves and spray. Stand behind a drift, a couple of metres back, and blow it in the direction it needs to go. Then walk slowly after it and keep it moving. It is a lot like herding very light sheep.
Mode 1: piles on the tarp
In most yards the goal is the share of all leaves that end up on the blue tarp. The progress bar at the top shows it, with a mark for each star.
- The tarp holds leaves. Leaves that land on it slow down quickly, and once they come to rest only a close-range blast (usually a turbo) will move them again.
- Never blast your own pile from close up. Push leaves onto the tarp from its edges and stop when the front of the drift reaches it. If you walk onto the tarp and keep blowing, you will blow the pile straight off the other side.
- Work in straight lines towards the tarp. Start with the drifts nearest to it, then sweep the far corners inwards.
- Leaves pile up against fences, sheds and trunks. Get between the obstacle and the leaves and blow them out into the open first.
- Yards 8 to 12 have two or three tarps. Leaves on any tarp count, so push every drift to the closest one.
Once you have one star, the green FINISH button appears. Finishing early gives a time bonus: 15 points for every second left, scaled by your stars (all of it at 3 stars, a third at 1 star). Your worker then runs and cannonballs into the pile.
Mode 2: the leaf war
In yards 4 to 6 a low fence splits the lawn in two. Your side is on the left, and Mr. Grumbleton is on the right with his own leaf blower. When the timer runs out, you win if more than half of all leaves are on his side.
- Leaves can fly over the little fence, so blow from a few metres back and let the air carry them across.
- Grumbleton blows them back. Do not let your own side fill up while you chase one big drift.
- Blow him. If he stays in your air for a moment, he staggers and his flat cap flies off: +250 chaos points (once). While he is stunned he stops blowing.
- Topple his garden gnomes with sustained air for +120 each (your own gnomes are worth 60). Spinning a flamingo gives +20.
- In Gale Force Feud the wind changes everything. When the GUST warning appears, check the arrow and let the gust do the work if it blows towards his yard.
Mode 3: clear the path or the pond
- Hayride Path (yard 7): the score is the share of leaves off the dirt path. Walk along the path and blow sideways onto the grass. The path is long and narrow, so work from one end to the other.
- Pond Patrol (yard 10): the pond starts full of floating leaves, and trees keep dropping more into it. Floating leaves are harder to push. Stand on the bank and blow them across and out the other side, onto the shore. Wind gusts can push a lot of them ashore for you.
In clear mode the round ends early with a PERFECT YARD once you beat the 3-star goal by 5% (at most 97%).
Biscuit the dog
In yards 2, 3, 9, 11 and 12, Biscuit wanders around the yard. When a pile gets tall enough he barks, charges at the biggest pile and dives in, scattering leaves everywhere. Then he rolls around in it for a moment.
- When you hear the bark and see the hint, turn and blow at him. Air on Biscuit sends him running off (and makes him yip happily).
- Keep your pile low and spread across the tarp rather than one tall heap, and he is less likely to go for it.
Wind, rain and falling leaves
- Gusts (yards 6, 8, 10 and 12) come every 7 to 12 seconds. A warning banner and an arrow show the direction about 2 seconds before the gust hits, then it blows for about 3 seconds. Leaves in the air go furthest, so stop blowing your pile during a gust.
- Falling leaves: in many yards the trees keep shedding during the round. New leaves count too, so the share on the tarp can drop if you stop working.
- The Big Storm (yard 12) has the strongest wind and the most falling leaves. Fill the tarp nearest to you first.
Lost items
Yards 3, 8, 9, 11 and 12 hide lost things under the thickest drifts: car keys, a phone, a wedding ring, a TV remote, a toy car, a gold coin, glasses or a wallet. When the leaves over one are cleared you hear a chime and see a sparkle. Walk over it to pick it up for +400 points. The counter in the top left shows how many you have found.
Scoring and coins
Your score is the leaf share × 60 per percent, plus items, chaos points and the time bonus. Coins are about a 25th of your score, plus 20 per star and 120 for clearing a yard the first time. A failed round still pays 40%.
Star goals for all 12 yards
| Yard | Mode | Time | ★ | ★★ | ★★★ |
|---|---|---|---|---|---|
| 1. First Fall | tarp | 120 s | 20% | 30% | 40% |
| 2. Biscuit’s Back | tarp | 110 s | 20% | 30% | 40% |
| 3. Lost & Found | tarp | 120 s | 22% | 32% | 40% |
| 4. Hello, Neighbor | war | 90 s | >50% | >56% | >62% |
| 5. Hat Trick | war | 90 s | >50% | >57% | >64% |
| 6. Gale Force Feud | war | 100 s | >50% | >55% | >60% |
| 7. Hayride Path | clear | 100 s | 70% | 85% | 94% |
| 8. Scarecrow Shuffle | 2 tarps | 120 s | 28% | 40% | 50% |
| 9. Harvest Moon | 2 tarps | 120 s | 28% | 40% | 50% |
| 10. Pond Patrol | clear | 100 s | 70% | 84% | 92% |
| 11. Triple Tarp Trouble | 3 tarps | 130 s | 24% | 33% | 42% |
| 12. The Big Storm | 3 tarps | 140 s | 32% | 45% | 58% |
The tarp percentages look low, but every leaf in the whole yard counts, including the ones still falling from the trees and the ones wedged behind sheds and fences.
Upgrades and the shop
- Engine Power (4 levels): stronger air and longer reach. Buy this first.
- Wide Nozzle (3 levels): a wider cone that moves more leaves per pass.
- Running Boots (3 levels): walk faster, so less time between drifts.
- Turbo Tank (3 levels): longer turbo and a faster recharge.
There are also 8 blower colours (up to the Golden Gale) and 8 hats, from a wool beanie to a pumpkin head and a crown of autumn leaves. Come back every day for the daily gift, which grows over a 7-day streak.
Quick tips
- Stand behind the leaves, not on them.
- Stop pushing when the front of the drift reaches the tarp.
- Save turbo for big, packed drifts and for leaves stuck against fences.
- Blow Biscuit away the moment he barks.
- In the leaf war, knock Grumbleton’s hat off early: it is free points and he stops blowing for a moment.
- With one star in the bag and the clock running low, press FINISH to bank the time bonus.