User:Eithersummer/sandbox/stickmin

Gameplay
The Henry Stickmin Collection is a point-and-click adventure game in which the player assumes the role of career criminal Henry Stickmin and attempts to infiltrate various locations, usually in order to steal something. The game is divided into six chapters, including a prologue. Each chapter comprises several animated cutscenes that each conclude with Henry being presented with a choice between several options. Some options allow the player to progress through the chapter, while others instead result in "fails", cutscenes that end with Henry being caught, killed, or otherwise being unable to complete the task at hand, followed by a game over screen. Failure is a major part of gameplay, with the game keeping a counter of how many unique fails the player has discovered. The player is provided a map that allows them to revisit previous scenes.

Aside from the prologue, consisting of a single linear route, and the final chapter, each chapter contains several branching paths resulting in different endings per chapter. The final chapter consists of several linear routes that are based on the endings of the fourth and fifth chapters; the player chooses the route they want to play by selecting a combination of a fourth-chapter ending and a fifth-chapter ending.

Plot
Henry Stickmin attempts to break into a bank located in the desert but is discovered after tripping an alarm inside the bank's vault. Sent to prison, he is delivered a cake containing a multitude of objects, which he uses to either escape or get himself acquitted of the crime. While at home, he sees a news broadcast announcing the opening of a "Tunisian Diamond Exhibit" and breaks into the museum hosting it, stealing the massive diamond.

Henry's infiltration abilities gain the attention of the military, which captures him and tasks him with breaking into a large airship owned by the Toppat Clan, a criminal syndicate whose members all wear hats, and taking down the organization in exchange for a pardon. Depending on the player's choices, Henry either aids the military, stealing incriminating evidence against the Toppat Clan or handing over the clan's leader directly to the military; or goes rogue, gaining control of the Toppats or completely diverting from his mission in order to steal a large ruby from the airship. After the events at the airship, Henry is eventually imprisoned in The Wall, a maximum-security prison, though he quickly escapes.

The final chapter, "Completing the Mission", contains sixteen possible timelines, but all of them revolve around an orbital station owned by the Toppats, which depending on the timeline is either being prepared to launch or has already launched. In each plotline Henry learns of the station and aids or disrupts the Toppats' plans regarding it, varying from stealing a train car full of money to be delivered to the station to completely destroying it.

In a cutscene only available after the player has discovered all fails and endings in the game, it is revealed that the Center for Chaos Containment, an organization featured in nearly every chapter, sent the cake Henry used to break out of prison in order to correct an anomaly in the multiverse.