↗ SMALL ESCAPESEdition guide

LEGACY EPISODE · ROUTE COMPANION

Escape the Prison: Henry Stickmin

For the legal escape, choose the cellphone, then present the money bag in court. This route is documented in killerdominic23's legacy walkthrough. To play the actual game, open PuffballsUnited's original release. This page is a companion, not the game.

Keep your next attempt clear

Pick a route. Record whether each checkpoint worked, failed, or needs another attempt. The notebook keeps your observations separate from the reference steps below.

Local to this tab. Nothing is sent or saved after reload. Switching routes keeps each route's entries until you reload.

View attempt history

    Route reference

    The creator lists Legal, Sneaky and Badass victories. The sequences here summarize the legacy walkthrough, not a playthrough we completed.

    Legal

    Cellphone → money bag evidence.

    Sneaky

    File → cell door → respond to both guards → chair → right → plungers.

    Badass

    Drill → crowbar → left arrow → upward arrow toward the wall → respond to the final click prompt.

    Watch the actual on-screen prompts during timed sections. This reference does not measure their timing windows. For medals and additional failures, follow the linked walkthrough. It covers more than this compact companion.

    A failed attempt is not always a wrong route

    The notebook deliberately records two kinds of setback. “Choice did not work” records a result you saw after selecting an option. “Missed a timed prompt” records an input you did not complete in time. Neither moves the reference forward. That prevents an incomplete action from silently becoming a completed checkpoint.

    Do not use the labels as a diagnosis of the game. If you are unsure what happened, add a note such as “I did not see the prompt” and leave the checkpoint unpassed. The notebook cannot inspect another tab, read your game progress, or decide whether your click registered.

    A passed checkpoint advances this route only. It does not award a medal or certify that you escaped. At the last step, the notebook asks you to confirm the ending in the actual game. If your own observation disagrees with the reference, keep the observation and check the edition before repeating the instruction.

    A small experiment you can repeat

    1. Keep the starting point fixed. Write the last screen you reached in the observation box. If you restart from somewhere else, note that change. Two attempts with different starting states are not the same test.
    2. Change one action. Compare the next visible choice with the reference. If the choice matched but a prompt expired, retry that checkpoint as a timing attempt. Do not rewrite every earlier choice at once; you would lose track of which change mattered.
    3. Separate observation from interpretation. “The fail screen appeared after my click” describes an event. “That item can never work” is a broader claim. Keep the narrower note until you have enough evidence for the broader one.
    4. Correct the notebook when needed. Undo removes the latest entry for the selected route, including a mistaken pass. It does not undo the game itself. Resume from the screen you actually have, not from where the notebook says you should be.

    Check the notebook before relying on your notes

    Try this with empty notes: record a failed choice, then record a pass. The failure should remain in history while the checkpoint advances only once. Undo the pass and you should return to the earlier checkpoint; undo again and the history should be empty. This is an interface check, not a claim about a hidden game branch.

    Now switch routes, add an entry, and return to the first route. Each route should keep its own history and observation. A route you have not touched should remain untested. This makes it possible to explore another ending without counting its actions toward the first one.

    Before closing the tab, copy any notes you want to keep. The notebook intentionally has no account, cloud sync, or automatic saving. A blank notebook after reload means a new notebook session; it says nothing about the game's save or medals.

    Edition and identity

    Poki identifies this as the legacy Henry Stickmin prison episode by PuffballsUnited. The remastered Collection is a different edition; use our edition guide if you are unsure which one you have. Our original stickman prison escape puzzle and practice rooms are separate games.

    Sources checked October 2, 2026. We tested this notebook's behavior, not a complete run of the third-party game. Prepared with AI assistance. No Henry Stickmin artwork, audio or game files are hosted here.