⚠ UNOFFICIAL FAN TERMINAL // CHOOSE WISELY. OR DON'T.
THE HENRY STICKMIN FAN ARCHIVE

FAIL.
RETRY.
WIN.

The best bad decisions, impossible escapes, legendary routes, and Charles plans in one extremely serious database.

TOP SECRET
VERY BAD PLAN
YOUR MOVE:TELEPORTERCHARLESRANDOM GADGETACT NORMAL
▶ FEATURED MISSION VIDEO
BIG VIDEO HERO LIVES HERE ABOVE THE MISSION ARCHIVE
DATABASE // 01

THE BEST FAILS

01

THE TELEPORTER

A recurring scientific breakthrough in being somewhere you absolutely should not be.

S+
02

THE DISTRACTION

When stealth fails, dance. This is now established Stickmin doctrine.

S
03

CHARLES' GREATEST PLAN

It is simple. It is direct. It involves a helicopter. You already know the rest.

S
04

THE OBVIOUSLY WRONG GADGET

If an option looks like it was imported from another game, we are legally required to click it.

A+
05

DOING ABSOLUTELY NOTHING

The boldest tactical choice: stand there and watch the consequences arrive.

A
DATABASE // 02

THE BEST WINS

01TRIPLE THREAT Henry + Ellie + Charles. Maximum team chemistry. Maximum chaos.
02VALIANT HERO One of the routes that hits way harder than a stick-figure comedy game has any right to.
03CAPITAL GAINS Pure heist energy. Big score, clean exit, classic Henry.
04MASTER BOUNTY HUNTER Henry chooses competence for once and it is genuinely alarming.
05REVENGED Dark, dramatic, ridiculous, memorable.
COMPLETE THE MISSION

ALL SIX GAMES

Breaking the BankEscaping the PrisonStealing the DiamondInfiltrating the AirshipFleeing the ComplexCompleting the Mission
FAIL MESSAGE OF THE DAY: “This seems like a good place to keep a medal.” // RETRY? YES.

MISSION LOGS

MISSION LOG 001 // THE RULE OF STICKMIN

The whole point is not to pick the right answer first. Pick the suspicious gadget. Pick the option that makes absolutely no tactical sense. Pick the thing labelled like it came from a completely different game. The fails are not punishment — they are the reward.

Current house ranking: Teleporter forever. Charles' plans are automatically elite. Triple Threat is one of the best wins. And if a route gives us a completely unnecessary dance, it gets bonus points.

This is an unofficial fan page. Henry Stickmin and related characters belong to their respective creators and rights holders.

BEST FAILS

🥇 DISTRACTION DANCE

Henry's most dangerously effective move: stop everything, hit the dance, and somehow make tactical nonsense look like a plan.

S-TIER FAIL / ICONIC

🥈 TELEPORTER

The recurring classic. It keeps looking like the smart sci-fi answer. It keeps finding brand-new ways to be catastrophically wrong.

S-TIER FAIL / REPEAT OFFENDER

🥉 CHARLES' GREATEST PLAN

A plan so committed, so loud, and so unmistakably Charles that the outcome barely matters. The approach is the masterpiece.

S-TIER CHAOS

4. THE SCOOTER PROBLEM

Speed. Confidence. Approximately zero respect for physics. Exactly the kind of choice that makes a Stickmin fail perfect.

A-TIER FAIL

5. ZERO-POINT ENERGY

A very serious-sounding solution delivered with the kind of confidence that should immediately make you suspicious.

A-TIER FAIL

6. THE OBVIOUSLY WRONG TOOL

Half the joy of Henry Stickmin is seeing six options and instantly clicking the one that looks least survivable.

PURE STICKMIN ENERGY

BEST WINS

🥇 TRIPLE THREAT

Henry, Ellie and Charles operating at maximum chemistry. Big action, big payoff, and one of the most satisfying team routes.

S-TIER WIN

🥈 SPECIAL BROVERT OPS

Henry + Charles. Friendship, military-grade chaos, and enough glorious bad judgment to power an entire ending.

S-TIER WIN

🥉 REVENGED

Darker, sharper and much more intense than the usual Stickmin route. One of the series' most memorable dramatic payoffs.

S-TIER ENDING

4. CAPITAL GAINS

A wonderfully greedy route with Henry and Ellie doing exactly what you would hope two professional chaos agents would do.

A-TIER WIN

5. MASTER BOUNTY HUNTER

Cooler-headed Henry gets a rare chance to look genuinely competent while still living inside a universe built on nonsense.

A-TIER WIN

6. CLEANED 'EM OUT

Sometimes the best ending is simply committing to the bit and leaving with an absurd amount of stolen stuff.

A-TIER GREMLIN WIN

THE GAMES

Breaking the Bank

The tiny beginning: six choices, one bank, and basically no respect for safe planning.

START HERE

Escaping the Prison

The formula locks in: branching choices, absurd items, multiple routes and increasingly elaborate consequences.

CLASSIC ERA

Stealing the Diamond

Sneaky route? Aggressive route? Completely nonsensical route? Correct answer: yes.

MUSEUM CHAOS

Infiltrating the Airship

The Toppat Clan arrives and the Stickmin universe gets dramatically bigger.

FAN FAVORITE

Fleeing the Complex

Ellie enters the picture and the route combinations get even better.

MAXIMUM BRANCHING

Completing the Mission

The giant finale: previous endings collide into a web of final routes, callbacks and consequences.

THE GRAND FINALE
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