Video Game / Henry Stickmin Series

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Henry Stickmin in "Stealing the Diamond".
The Henry Stickmin series is a series of Web Games created by Puffballs United, featuring the titular protagonist Henry Stickmin. The series currently consists of five games. In each game the player has to help Henry succeed in an assignment. To do so he can choose between multiple tools for Henry to use or actions to perform.

The games are:
  • Breaking the Bank: Henry tries to break into a bank to rob its vault.
  • Escaping the Prison: After having been caught while robbing the bank, Henry attempts to escape from jail.
  • Stealing the Diamond: Henry tries to steal a large diamond from a museum.
  • Infiltrating the Airship: Henry is recruited to infiltrate the airship of a mighty criminal organization.
  • Fleeing the Complex: Henry is taken to a prison complex and tries to escape.

The games can be found here. The series also has its own Wiki.

In the trope list below, please abbreviate each of the above titles as the last word of its name; Escaping the Prison, for example, should be Prison.


The Henry Stickmin Series provides examples of:

  • Absurdly Sharp Blade: The file Henry uses to wear down the bars of his cell in Prison. It takes four movements to cut through a bar.
  • A-Team Firing: The guards in Prison suffer from this, but Henry himself suffers from this as well in Diamond. One scenario has him steal a night guard's rifle and try to shoot him down with it from point-blank range, but he still manages to miss.
  • Action Girl: Ellie in Complex. She has no trouble whatsoever keeping up with Henry.
  • Agony of the Feet: During the "Epic" scenario in Diamond, one option is to throw a bomb from a museum case at the guards. Instead, it just hurts one guard's foot and the other shoots Henry.
  • The Alcatraz: The Wall in Complex. They have tons of security even without the guards equipped with laser spears and freaking Freddy Fazbear protecting the place.
  • Anti-Frustration Features: Complex features a path flowchart where you can go back to certain choices rather than playing through to them again, and each choice spot has an x/y count saying how many fails you unlocked there. This makes getting every fail ending significantly easier.
  • Artistic License – Physics: Some of the choice outcomes flagrantly violate real-life physics for the sake of the Rule of Funny. Lampshaded on a few fail screens; In example, Magnet (Wait For Transfer-Toppat Clan route) fail in Complex, which Henry manages to pull the Toppat Clan airship with a magnet:
    Fail Screen: "You see, because the entropy of, uh... Alright, I can't BS my way outta this one."
  • Attack Backfire: Multiple examples. In Prison, firing a rocket launcher will result in the rocket getting reflected back at you. In Airship, firing a laser cannon at the Right Hand Man will result in Henry getting blown off the ship due to the backdraft.
  • Attack of the 50-Foot Whatever: In Diamond, Henry can use a Super Mushroomnote  to grow to a massive size.
  • Awesome, but Impractical: Many of the weapons and tools in the games are pretty awesome, but they have a tendency to backfire horribly.
  • Badass: Henry can be this, depending on the route.
  • Battle Couple: Henry and Ellie certainly come off as this during the route to the Convict Allies ending in Complex.
  • Big Bad: The Toppat Clan's leader (the one with two hats and a gold chain) in Airship and The Wall's warden in Complex.
  • Blade on a Stick: Some guards in Complex have these. It turns out they can fire blasts of energy capable of vaporizing a person
  • Blatant Item Placement: No matter where he is, Henry always finds multiple objects he can use. Even objects you would not expect to find in that location. Who would expect to find a crowbar in a museum, for instance?
  • Bloodless Carnage: Almost no deaths in the series feature gore or blood, and explosions are always off-screen.
    • U GET CUT! Y U NO BLEED?
  • Boom, Headshot:
    • A sniper from a helicopter can do this to Henry on Diamond's Aggressive route if he doesn't react quickly enough.
    • And later in the same game, a police officer can do this to Henry if Henry tries to bribe him, or again if Henry doesn't react quickly enough.
    • In Complex, Charles has the option to snipe a Mook blocking Henry's path. He hits Henry instead.
    • Complex also lets Henry do this to Ellie if you give Henry the Sniper Rifle and Ellie the Crossbow.
  • Boring but Practical: More often than not, it's the simpler and more mundane tools that get the job done rather than the the awesome gadgets. For example: in Prison, the file actually gets Henry out of jail while the rocket launcher and teleporter do not.
  • Break Out the Museum Piece: in Diamond, several scenarios involve Henry or the guards using museum pieces to fight one another. For example, Henry can use a model airplane, shield and Super Mushroomnote , while the guards use a cannon against the giant Henry.
  • Bribe Backfire: Trying to bribe a police officer with the titular diamond in Diamond gets you shot for federal offense.
  • Bumbling Sidekick: Charles on the Earpiece route in Airship and IRO route in Complex is far more likely to accidentally kill Henry than help him.
  • Butt Monkey: Henry. Quite a few of the options will result in a humiliating injury happening to him.
  • Caffeine Bullet Time: Happens upon ingesting the NrG drink in Prison.
  • Call Back: Many of the games make references to previous ones. The fourth one even opens with a Call Back to each of the three games that came before it.
  • Ceiling Cling: Used succesfully by Henry in Airship (with the help of glue on his hands) in order to make it past a meeting room filled with Toppat members.
  • Chainsaw Good: During the Cannonball Route in Airship, in Final Fantasy-style battle with the Right Hand Man, Henry pulls out a chainsaw and a hockey mask.
  • Cheaters Never Prosper: using a tool gun in Complex to levitate out of the complex, causes the game to 'kick you out' for cheating. The fail screen that follows containes these exact words.
  • Choose Your Own Adventure: Multiple times during the game the player is offered several choices, mostly about what kind of action Henry should take or what object he should use.
  • Continuity Nod: Throughout the games, events from a previous game are frequently mentioned.
    • For example; in the "Legal Ending" of Prison, Henry's lawyer presents a Doctor's Analysis in which it says that Henry survived a lot of cuts and hits day they found him, referring to the many fail-scenarios from Bank.
    • Two of the prison guards from Prison return as museum guards in Diamond (they got fired because Henry escaped).
    • In the start menu of Airship, you can take a look in Henry's garage and see both the police car he stole in the "Badass Ending" of Prison, and the scooter he used in the "Aggressive ending" of Diamond, while later the military shows Henry footage of his previous adventures to prove they know about his past.
    • In Complex, Henry can call either Charles the Helicopter pilot or the Toppat Clan (both from Airship) for help to get out of prison.
  • Cool Airship: The Toppat Clan's airship in... erm, Airship.
  • Crouching Moron, Hidden Badass: Henry may be clumsy and sometimes even dumb, but this is also the same thief who managed to escape from a prison just with using gadgets in his arsenal, stealing the Tunisian Diamond unscathed, have a group of army kidnap him to successfully infiltrate an airship of a gang leader because of his skills, and finally he managed to escape The Wall which is a maximum security prison that holds the worst criminals that impressed even the warden, who states that he is the first person to have ever escaped successfully from The Wall.
  • Cutting Off the Branches: Generally averted. Even though every game since Prison has multiple endings, the games that follow afterwards hardly make any attempts to firmly establish one of the endings of their predecessors as canon and discard the others. A good example of this can be found in Complex (see Schrödinger's Gun below).
  • Defeat Equals Friendship: One ending in Airship has the leader of the Toppat Clan admitting defeat and telling Henry that he's now the new leader. Depending on the choices he'll either just turn them into the authorities anyway or fly off and start a new life as a supervillain.
  • The Dev Team Thinks of Everything: Did you only complete certain routes in Bank, Prison, or Diamond? Captain G's notes in the intro to Airship will only have scenes from the routes you've completed for a given game.
  • Didn't Think This Through:
    • In Bank, One of Henry's attempts at breaking the wall has him using a Lazer Drill that would have succeeded if he realized that the wall will fall into his position.
    • A fail in Diamond involves Henry ditching his motorcycle to escape the cops and succeeds, only to realize that he left the diamond behind on the motorcycle.
    • A fail in Complex involves Henry and Ellie get on a truck full of prisoners to escape... but there's no one driving the truck.
  • Dodge the Bullet: Henry does this in Prison.
  • Donut Mess with a Cop: In Prison, several guards can be seen eating donuts. Clicking on all the donuts in the game gets you a medal.
  • Downer Ending: The Lightning Quick Larcenist ending in Airship arguably qualifies, although the game acknowledges it as a fail. More traditionally, Complex has the Betrayed ending, where the former Toppat Clan leader betrays Henry and lets him fall to his death.
  • The Dragon: Airship has the Right Hand Man (the Toppat member with the red mustache). He fights Henry twice in the Cannonball scenario, at the cockpit and a catwalk. He borders on Dragon-in-Chief since the Big Bad spends most of his time in that scenario fleeing from Henry and when Henry catches up to him after defeating the right hand man, the Big Bad surrenders the airship to him.
    • Grigory from Complex acts as the Warden's right hand man, though he doesn't really do much besides shuffling Henry from one cell to another and holding Ellie hostage in one pathway.
  • Early Installment Weirdness: The series started with this very simple prequel.
    • Bank can also be considered this. Compared to the other games it's relatively simple and straight-forward; the player can only make a choice in the very beginning, and every choice results in failure. The stick figures are drawn even more simplistic than in later games, without visible feet or fingers.
  • Epic Fail: Some of Henry's choices end in absolutely humiliating things happening. For example, trying to snap the final guard's neck in Diamond's Undetected ending path results in Henry falling down the small flight of stairs that's right beside him.
  • Even Evil Has Standards: The Toppat Clan may be evil, but at least they let their members go to visit their families.
  • Everything Trying to Kill You: Guards, your own tools, worms...
  • Evil Versus Evil: Henry versus the Toppat Clan in Airship
  • Failure Is the Only Option: In Bank, every choice the player makes will eventually lead to failure. The other games avert the trope however; there are still plenty of ways you can fail, but they also have multiple ways of succeeding.
  • Faking the Dead: One of the options in Complex. It gets you pushed out the trash disposal.
    • Also appears in the PD Presumed Dead ending.
  • Fartillery: in Airship, while chasing the Big Bad down a hallway, Henry can eat a can of beans and use the resulting farts to gain the extra speed needed to make it past the closing Slow Doors.
  • Fission Mailed: A strange case in Prison. Using the jetpack on the roof causes it to sputter out and the Fail screen comes up, then it starts to work and propels Henry upward... but it's so uncontrollable that Henry crashes back into the prison, bringing up the real Fail screen.
    • Inverted in one of the possible endings of Airship. Henry manages to sneak on-board, retrieve a large safe, and bring it back to the helicopter. He earns the title of "Lightning Quick Larcenist", only for the safe to be opened to reveal nothing but a teddy bear. Cue Fail screen.
  • Flat "What.": Sometimes the actions Henry chooses will baffle the Have a Nice Death screen. A good example would be the "Distract" option in Complex; Henry starts dancing, followed shortly after by the guards and Ellie joining in.
    Fail Screen: I... Wh... I just... Whaat.
    • And in the same game, the guard will be utterly confused if Henry uses "Flash" to escape the Cafeteria, resulting in this.
  • Gang of Hats: A literal example with the Toppat Gang of Airship.
  • Gatling Good: One of the options when trying to get past the vault doors in Airship is for Charles to use the helicopter's, well, gatling gun. The result is Henry and a Mook lying dead on the floor - and the door is intact.
    • Also from Airship, The Right Hand Man uses a Gatling gun when you fight him.
  • Giant Equals Invincible: Diamond, growing to huge proportions using a Super Mushroom note  from Super Mario also renders Henry bulletproof. Downplayed since a cannonball does manage to take him down.
  • Government Agency of Fiction: The Center for Chaos Containment, which appears in Diamond (when you go for the Epic Ending) and Airship (when you start by entering the ship with the grappling hook).
  • Groin Attack: Attempting to use the magic pencil in the fourth game will result in Henry creating a "Nutshot Crawler" that proceeds to make good on its name by hitting him in the nuts and then crawling away.
    • In Complex, picking the sandwich option causes Henry to turn into a hulking beast and then he knocks out two guards. He turns back to normal while trying to knock out a third guard who then pulls this on Henry.
  • Hammerspace: Most likely the place where Henry pulls all of his tools from. Averted in Prison, where he only uses objects he can find in the room he is currently in.
  • Have a Nice Death/It's a Wonderful Failure: Every game is full of these kind of scenarios.
  • Hero Antagonist: The warden in Complex.
    • Though the "hero" part is questionable considering that the route to the International Rescue Operative ending shows that the Wall's guards are willing to even fire upon Government agents to prevent inmates from escaping.
    • This trope also applies to pretty much all the police officers, security guards and museum guards that oppose Henry during the games, since all of them are just people doing their job, namely preventing Henry from committing crimes.
  • Heroic Mime: Henry rarely speaks, aside from screams of pain or fright as something horrible happens to him. This is especially evident in Complex when he's with Ellie, who's much more talkative.
  • Hollywood Heart Attack: The NrG drink from Prison eventually has this as a side effect, leading to a fail just when it seems Henry successfully escaped.
  • Hoist by His Own Petard: Henry, too many times to count.
  • Hurricane of Puns: One of the fails in Airship gives you four of them:
    "WATT are you doing?"
    "Why, I'd say that's quite SHOCKING!"
    "I'd rather not be in your CURRENT situation."
    "I bet you can't wait to go OHM."
    • And if you mouse over them...
    LOLOLOLOLOLOLOL!!
  • Hyperspace Is a Scary Place: In "Airship", when Henry uses 'warp' while chasing the Clan Leader down a hallway, the experience of traveling through warp space shatters Henry's mind. Upon emerging from it, he falls to the ground frozen.
  • Incredible Shrinking Man: Henry can do this in Diamond, however choosing this option results in him getting eaten by a worm.
  • Informed Ability: Parodied in Undercover Agent (Wait For Transfer-Cafeteria [Toppat Clan]) fail in Complex. The fail screen claims that the undercover agent of the Toppat Clan has been working for three years even though its incredibly obvious in the previous scene that the agent clearly has no clue how to even act like one considering that he publicly declared himself as an agent in front of many police officers.
  • Insane Troll Logic: Henry's lawyer uses this to get him out of jail in one of the three endings from Prison. Being an Ace Attorney Shout-Out though, it was bound to happen.
  • Instant Awesome, Just Add Mecha: Diamond, sending a mecha after the enlarged Henry is one of the four things the Center for Chaos Containment can do. It's this choice that allows the player to reach the "epic ending" of the game.
  • Intangibility: Prison features a device that makes Henry intangible. Unfortunately, it malfunctions— and by "malfunctions" we mean "works exactly as advertised"— and causes Henry to fall to the center of the earth.
  • Jail Bake: At the start of Prison, Henry receives a cake that contains no less than six items, including a huge drill and a rocket launcher.
  • Kill Sat: The Center for Chaos Containment in Diamond has one of these at its disposal.
  • Klingon Promotion: The Rapidly Promoted Executive ending in Airship features Henry becoming the new leader of the Toppat Clan, after he has disposed the Right Hand Man and taken the Clan Leader hostage.
  • Lampshade Hanging: The FAIL screen does this a lot.
  • Letting the Air Out of the Band: Getting the "Lightning Quick Larcenist" ending in Airship has a triumphant, upbeat song... which slows to a halt once the contents of the safe are revealed: one teddy bear.
  • The Load: Asking Charles the helicopter pilot directly for help usually has him crashing his helicopter at your enemy (and you).
  • Magic Misfire: In Airship, one of the options for opening a door is for Henry to use wizard magic. However, the spell fails and causes Henry to freeze instead.
  • Mother Russia Makes You Strong: Complex apparently takes place in Russia, due to the cold temperatures, furry hats and accents.
  • The Many Deaths of You: Too many to count.
  • Multiple Endings: Naturally, considering that it's a choose-your-own-adventure style game series. There are three in Prison, three in Diamond, four in Airship note , and five in Complex.
  • Nebulous Evil Organisation: The Toppat Clan from Airship.
  • New Powers as the Plot Demands: Deconstructed, as the various deaths demonstrate. Just because Henry can use new powers, items, and abilities at a whim doesn't mean they're appropriate for certain occasions.
  • Nobody Poops: Averted in Airship. During the battle between the Toppat gang, the military and the Center for Chaos Containment, one of the CCC employees takes off his power armor so he can pee. Henry uses this opportunity to steal the armor and escape from the scene.
  • No-One Could Survive That: Henry pulls one in the "Presumed Dead" ending in Complex by climbing out of his truck and clinging to the cliff face before the warden pushes the truck off the cliff.
  • Nuke 'em: In Diamond, this is one of the ways the Center for Chaos Containment can try to deal with the enlarged Henry.
  • Only Bad Guys Call Their Lawyers: One of the options in Prison is calling your lawyer.
  • Paper-Thin Disguise: The "disguise" that Henry can use in Airship consists solely of a hat, yet the criminals fall for it anyway. Similarly, wearing guards' hats is enough to fool guard and convict alike in Complexnote . Justified by the fact that all the characters in the game are stick figures.
  • Playing Sick: Complex, Henry can try this to get the guards to open his cell. However, they instead tranquilize him and put him in quarantine with actually sick inmates. There's one guy whose arm falls off in front of Henry.
  • Pun: The Game Over messages are filled with them.
  • Point-and-Click Game
  • Poor Communication Kills: One fail in Complex involves Henry jumping off the building so Charles can catch him. Henry falls to his death because he forgot to tell Charles about his plan.
  • Powered Armor: Two examples in Airship. Henry can use one of these suits to escape the airship after stealing the Ruby, and later the troops of the Center for Chaos Containment use Powered Armour suits to fight both the Toppat gang and organization that hired Henry. Specifically, the suit that Henry uses is the T-45d Power Armor of Fallout.
  • Prison Riot: Henry and Ellie start one when they release multiple, if not all, prisoners during their escape, leading to total chaos.
  • Reality-Breaking Paradox: In Diamond, one of the ways the Center for Chaos Containment tries to deal with the enlarged Henry involves sending him a pocket calculator that automatically calculates the equation "1337 / 0". Cue the universe destroying itself.
  • Reality Ensues: Some of the fails that happens because of this trope which the game often lampshades this trope if you fail.
    • When Henry tries to liquefy himself to bust through the walls in Diamond, he ends up becoming just a plain liquid water as he has no solid objects to hold his body firm and intact.
    • Henry tries to use ''Falcon Punch'' to get past a guard in Diamond only for him to realize that he is not a superhuman capable of doing such feats and make a normal, weak punch and promptly makes the guard to point the gun at him.
    • Henry tries to use a Falcon Kick on the guard in the records room, only to incinerate himself.
    • In one of the stealth options to take the diamond, Henry just drops to the ground, only to end up both injuring himself and alarming the museum. The game even mocks you for thinking it will work.
    • In the final stealth option, Henry attempts to use the guards rifle to shoot him down, only to end up missing all of his bullets. After all, First-Person Shooter games never addresses the problems of inexperience with firearms, the recoil during firing, or even the shooter's requirement to retain proper aim of the weapon, making it look easy in the eyes of FPS gamers.
    • Another option one has Henry attempting to jump far away from the guard but because he carries such a large diamond, he only manage to jump such a small distance before falling.
    • In the epic option, Henry tries to use a gun from a museum exhibit to shoot down the two guards only for it to fail because it is just a museum exhibit, meaning it has no ammo.
    • If you pick the bomb instead of the gun in the above scenario, Henry throws it at the guards and it just hits one of them in the foot. The fail screen asks "Why would they keep a live bomb in a museum?"
    • Diamond, when choosing the invisibility pill to get into the museum, Henry falls off the roof since he can't see a thing now that he is invisible (which is what would happen in real life since eyesight requires light to be reflected off the cornea, which naturally won't happen if you are invisible and the light goes straight through you).
    • In Complex, choosing to steal a boat has Henry using it to escape The Wall. Only for the crew on-board to realize they're in the middle of an unscheduled departure.
    • At one point in Complex, Henry is driving a truck while guards are shooting at him. If he chooses to shoot back, he ends up crashing — because he wasn't keeping his eyes on the road.
    • One of the options to get down an elevator shaft in Complex is for Henry to bungee-jump all the way to the bottom. He ends up ripping his own body in half because he used an ordinary rope, instead of the specialized bungee rope that can help sustain his fall.
    • During the Hallway Showoff segment, if you choose Henry with a sniper rifle and Ellie with a crossbow, Henry will try to snipe the guards by spinning (or rather, 360 noscope them.), only to end up shooting Ellie, because spinning ruins accuracy.
    • Two of the options Henry could use to enter the Airship is to use either the C4 or the acid. Both of them fail, the former because Henry didn't take cover and got knocked off the airship by the blast debris, and the latter because the wind blew the acid onto Henry's legs.
  • Recruiting the Criminal: Happens to Henry by the Toppat Clan in Airship.
  • Recurring Character: Dave, a police officer who made a cameo in the credits of Bank and during the intro of Prison in which he forgot to inspect Henry's package, this results in him getting fired and becoming a security guard at the museum in Diamond, he returns once again in Airship as a prisoner Henry must free to complete a sidequest.
  • Running Gag: The teleportation device appears in all games, but hardly ever works properly. The only time it works is in Diamond.
    • All inventions that were reviewed by Gadget Gabe.
  • Schrödinger's Gun: Who Henry chooses to call at the "Phone a Friend" point in Complex determines who he sided with in Airship: the Toppat Clan or the goverment (Charles, at least).
  • Shout-Out: Oh, so many...
  • Side Quest: In all the games, you can earn medals for doing extra tasks, like finding all the donuts in Prison or clicking on all of the paintings in Diamond. Airship has a more detailed side quest in which you find Biggoron's Sword. Here's how you do it: when using the Grapple Gun to enter the ship, you can pick up a key found next to the computer to free Dave you run into later. This in turn allows you to pick up a flash drive he drops, which reveals a code. Then, when playing through the Earpiece route, you can use this code to open a door, which you can enter while playing through the Cannonball route, leading to you finding the sword.
  • Sidetracked by the Gold Saucer: In-Universe. In Airship, one of the ways to fail is by clicking on a computer. Henry will go and try to download secret incriminating documents, but will get sidetracked by Civilization V, and play it for so long that he ends up getting caught.
  • Slow Doors: Downplayed in Airship. When the Clan Leader is chased by Henry down a hallway, he tries to close the blast doors to escape. The trope is played straight in that the doors close one after the other rather than all at the same time, but averted in the speed with which they close; if Henry does not do something to speed up he will not make it past them.
  • Smurfette Principle: Ellie in Complex is the only significant female character to appear so far in the whole series.
  • The Starscream: Picking the Toppat Clan route in Complex leads Henry to stage a daring escape on his scooter to the Toppat's Airship. Just when it looks like he's going to make it to safety, his lieutenant catches him and announces he'd rather have his old job as Head of the Clan back before dropping Henry into the ocean below.
  • Stick Figure Animation: duh!
  • Stock Scream: One of the night guards in Diamond utters the Wilhelm Scream when he is attacked by a Pterodactyl that Henry accidentally caused to hatch from an egg. It Makes Sense in Context.
  • Take That: Complex takes a jab at Five Nights at Freddy's at the PD ending route, when you're in the Yard and you decided to enter a building.
    Fail Screen: That wasn't scary...
    • To add insult to injury, the fail screen has Freddy popping out from the screen, "jumpscaring" the player with a derpy look on his face. The kicker? He does that over and over unless you choose a different segment or retry.
  • Taking You with Me: In "Fleeing the Complex", if you choose to arm Henry with a grenade and Ellie with a crossbow, the grenade will land on the guard's face, and the guard will leap at Henry, resulting in this trope.
  • Take Your Time: Zigzagged. Most of the time, the player doesn't have to hurry with his choices and can carefully examine them. However, there are also situations in which not making a choice within a matter of seconds will automatically result in failure. Complex introduces a timer in the top of the screen which indicates how long you have to make up your mind in these cases. Then there's one segment (in Complex) that slowly adds options as the timer ticks slowly to 0. However, the answer is to allow the timer to run out, all other options end in failure
  • Tertiary Sexual Characteristics: Ellie (see Smurfette Principle above) is differentiated from the boys by her visible red hair.
    • For other male characters besides Henry, they are differentiated from their facial features, hair, headgear, or shoe color.
  • Throwing the Distraction: One of Henry's few tricks that consistently works (probably because it's so mundane). He distracts a guard by throwing a penny in Diamond, and by throwing a guard's hat in Complex.
  • Totem Pole Trench: In Complex, Henry and Ellie try this to get past a group of guards. It doesn’t work.
    "I don't see how being taller was supposed to help."
  • Treasure Is Bigger in Fiction: The eponymous diamond from Diamond is colossal; just as big as Henry himself. And in Airship, one of the scenarios involves Henry finding and stealing a ruby of identical proportions to the diamond.
  • Trojan Horse: In Bank, the only choice that comes close to succeeding is hiding inside a money bag and have the guards take you into the vault. It still fails, however, because upon leaving the bag, Henry sets off an alarm.
  • Video Game Cruelty Potential: Leaving Ellie behind in Complex right after she helped you escape, complete with an "Ellie will remember that." message from the game itself to really drive it home.
  • Villain Protagonist: Henry Stickmin is a burglar.
    • He has also been shown to be willing to take out pretty much anyone who gets in his way, be they evil goons or even police officers.
  • Waiting Puzzle: Timed choices normally lead to automatic fails if Henry doesn't do anything in time, but to get the PD ending in Complex, he has to wait until time runs out on the last choice and ignore the options that pop up as the timer slowly depletes.
    • While not a winning ending per se, the most difficult part of getting the achievement in Diamond for seeing all unique fails is realizing that one of these fails requires waiting several minutes at the start of the Epic route for the security guards to finish a lengthy conversation.
  • Wheel o' Feet: In Complex, Henry can use a pair of Speed Shoes to get away from a guard. It just slams him into a wall when he finds himself unable to stop.
  • Wingding Eyes: Henry gets these during the introductory cutscene of Diamond, when he hears about the value of the titular diamond.
  • A Winner Is You: The Worthless Treasure Twist mentioned below has this as the Fail text.
  • Worthless Treasure Twist: One of the scenarios in Airship ends with Henry stealing a vault from the airship, which turns out to contain nothing but a teddy bear.
  • Worthy Opponent: The warden in Complex sees Henry as one.
  • Wrong Parachute Gag: Used in Prison.
  • You Have Outlived Your Usefulness: Subverted in Complex. Pick the motorcycle route and Ellie will ride away on your bike once you've been tackled...to grab a stop sign and knockout the guy on you so you can also get away.
  • Your Head A Splode: Happens to Henry in Complex when trying to use the Sonic Pulse.
  • You Shall Not Pass: The Right Hand Man of the Big Bad in Airship tries this twice with Henry. Depending on the choices the player makes, he either succeeds or fails.

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