The Stanley Parable All Dialogue

  



The Stanley Parable is a great game, but it’s endings and achievements are quite… obscure. I made this guide to help those who are trying to figure out how to unlock and complete these hidden components of the game.

Is there a way to completely start the game over? Some things in the game are altered between runs and are permanently changed. For example, there is a broom closet in the left hallway that has interesting dialogue. If you enter it a second time on another play-through, you get more dialogue. From then on, the room is boarded up and cannot be. This is what happens when Stanley follows the Narrator's dialogue. Played on the Steam version. The Stanley Parable - All Hidden Endings & Easter Eggs Part 2 - Duration: 24:28. Nov 4, 2020 - Explore Alyx's board 'stanley parable' on Pinterest. See more ideas about Stanley parable, Parables, Stanley. The Stanley Parable takes the idea of player agency and critiques how much control the player has in many contemporary games, through examples such as that button. It also highlights the 1 dimensional nature of the typical video game avatar. Based on the award-winning 2011 Source mod of the same name, The Stanley Parable returns with new content, new ideas, a fresh coat of visual paint, and the stunning voicework of Kevan Brighting. For a more complete and in-depth understanding of what The Stanley Parable is, please try out the free demo.

Achievements

These achievements vary in complexity and difficulty, so a guide is most likely necessary at one point or another.

Also, you may have checked my profile to realize there are two achievements I have not obtained, those being Speedrun and Commitment. I was never able to complete Speedrun although I know the process, and I didn’t do Commitment because… I have a life.

Beat The Game

Simply unlock the Freedom Ending.

Welcome Back!

Simply exit and restart the game, which you’ll probably end up doing while hunting for the rest of the achievements. It’s pretty much impossible to miss this achievement if you’re aiming for it.

Achievement

In the “Options” menu, select “Extras” to find “Achievement” set to off. Switch it and you will unlock this achievement.

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In the Boss’ Office, you will find a pinpad. Type in 8888 once, and it will reject it. Type “8888” again and the achievement will unlock.

Click On Door 430 Five Times

If you click Door 430 five times, the narrator will monologe about how you don’t deserve the achievement yet, and will lead you all across the office to click and stand on random things. Finish these objectives to unlock the achievement.

You Can’t Jump

At any point, try pressing “Space” several times to unlock the achievement.

Go Outside

You can be a weird person and spend five years not playing this game, or you can just change you’re computer clock five years ahead, go in to get the achievement, and then set it back.

Speedrun

This achievement requires some preparation.

First, you need to go to the Office, enter the code into the pad, then restart the game. Return to the office and the narrator will talk before opening the door by himself. Now if you ever head back you can skip any dialogue and just go straight to the elevator.

Now you need to continuesly start a new game until you get a different start room. The two ones you can get are a narrow dark corridor, or a big blue room both immeditaly leading you to the door choice.

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Once you get one of those rooms, race to the Freedom Ending.

Unachieveable

Close the game and head to the Stanley Parable game files in “steamapps”. Next enter “config.cfg”. Now you want to make a new line and write ‘bind “x” “~;_u’ (without the ‘s). Now re-enter the game and click “x” to unlock the achievement.

Commitment

The

You. no joke, have to play the game for 24 hours on a Tuesday. Either you do this legit, in which case you can’t just leave your computer on, you have to be playing, and if a random crash or glitch occurs, that’s tough luck, or you cheat it. There are several strategies to cheat this achievement on the Internet so make sure to check those out.

Endings

Below is listed every single ending. Please note that variations of endings will not be noted here. As an example, trapping yourself in the Portal simulation, or the difference the Suicide and Cold Feet endings. Most endings are unspoiled, meaning only the process to unlock them are described. However, in a few endings, this may not be the case.

The Freedom Ending

To get this ending, you need to follow the narrator at all times. In other words, you need to pick the left door, head upstairs to the office, enter the Mind Control Facility, and press the “OFF” button to destroy the facility. This will unlock the ending.

Pressure Ending

Instead of leaving the room, shut the door to trigger the ending immediately.

Sick Of This Gag / Not Sick Of This Gag Ending

In the first section of the office, you can climb up on a chair onto a desk next to a window. By crouching you can walk through the window out. After you do this, the narrator will begin speaking until he asks if you are sick of this gag yet. You will then be given an option to reply “Yes” or “No”. Clicking either of them proceeds with the respective ending.

Red Door Ending

You need to first take the right door to reach the lift. When you go across, drop off the platform onto the walk below. Eventually you will reach two doors, one red, one blue. If you enter the red door, the Narrator will take you to a new area, where lights will be blazing, and will begin talking about how you need to stop moving and relax. Here, there is a door that will lead to corridor which will eventually open into a small area with a high staircase and a ledge. Continuesly climb up the stairs and drop down to kill yourself, despite the Narrator begging you to stop. After the fourth drop, you will die, and the ending will finish.

Blue Door Ending

Same criteria as the Red Door Ending except that you must enter the Blue door. This will lead to an empty area where the Narrator will put you through random surveys, eventually leading you to his game, where you have to press a red button to stop a baby from running into fire. To win the game, you have to do this for four hours. For the purpose of this run, you can just fail the game. Afterwards, the Narrator will bring you into a simulation of Minecraft, and then Portal. Eventually he will say he’s done playing and is leaving you. After that a big hole will appear. If you drop down you will be in a big dark narrow corridor. Eventually the ending will trigger by itself.

Baby Ending

For the first two hours, you just need to press the red button to save the baby. After the two hour mark, you need to now alternate between the red button, and a blue button to save a dog from suffocation. If you complete this, you will be taken to a scene where you are talking to the essence of art itself. This unlocks the ending.

Escape Pod Ending

Go through the left door and up to the Boss’ office. When you enter into the office, move back as fast as you can so that the doors shut before you enter, trapping you out. When you turn around, you will see that all closed doors are opened. If you return to the beginning a pitch black door will be open. If you enter you will be taken to a dark area with stairs. If you go all the way up you will be led to a dark room where you will find an escape pod, and interacting with it unlocks the ending.

Broom Closet Ending

If you enter into the Broom Closet and stay in there for a while, the Narrator will monologe for a while, until he stops completely. If you restart the game and return, he will speak a bit more then stop again. If you reset and go back again the Broom Closet will be boarded up by wood.

Heaven Ending

There are computers hidden around the office that contain a screen displaying purple bars. If you click it, a purple bar will appear. You need to find all five computers to be teleported to Heaven, where you can push buttons for eternity.

Suicide Ending

When on the lift, simply fall off and all the way down to die and unlock the ending.

Wife Ending

If you head across the lift, you will reach an area where a phone is ringing. If you click it, you will be teleported to Stanley’s wife’s apartment. When you enter, the Narrator will start narrating about how you died. He will keep repeating things and the world will change around you back into Stanley’s office. Eventually the Narrator will tell you to die, and this unlocks the ending.

Choice Ending

Same criteria as the Wife Ending, except that you have to unplug the phone. The Narrator will then show you a video about choice. Afterwards, he will direct you back to the beginning of the game and will tell you to head into the left door. Head into the right to find that the game is breaking. Now return and head to the left. Keep going until the game is destroyed. The game will then reset itself, back to when you choose the left or right door. Go to the left to find that you are in some kind of alternate universe. The game will reset again, and will unlock the ending.

Museum Ending

The criteria of this ending is the same as the Freedom Ending up until the elevator. Instead of going into the Mind Control Facility, head into the corridor marked “ESCAPE”. Continue forward even as the Narrator warns you. Eventually you will fall into a pit where Stanley is crushed to death. From here you will be directed into the Museum. From here you can explore to find many interesting sprites and other things. Enter the exit sign to find the ending.

Countdown Ending

Same criteria as the Freedom Ending up until the final choice. Instead of clicking the “OFF” button to destory the facility, click “ON” to start a detonation sequence. As the Narrator monologes, you are directed to figure out how to decode a huge puzzle in less than five minutes. It is impossible nevertheless, and eventually you will be blown up, unlocking the ending.

Dream Ending

Head through the left door first. Instead of heading to the boss’ office, head downstairs. From here, you’re going to be in a huge area with a few rooms. As you walk through, you’ll begin to realize that the rooms are repeating themselves. The Narrator will be talking about how you are having an identity crisis and how your mind is collapsing. Eventually the screen will go black and you will lose control of Stanley. This will begin the ending.

The Confusion Ending

Head through the right door and then go through the detour back to the left path. Instead of going all the way through, head into the hidden elevator. When you go down, you’ll find yourself above the Mind Control Facility. The Narrator will try to prevent spoilers by restarting the game. When you head back to the two door choice, you will find a dozen. After you look around for a while, the Narrator will restart the game again. When you head back, there will be no doors. The Narrator will lead you back to the beginning where you will find yourself in a wooden hut. The Narrator will then reset the game yet again. Now the Stanley Parable Adventure Line will appear. It will guide you into previously inaccessible areas and will go in a full five minute circle, eventually leading you back to above the Mind Control Facility again. The game will reset, and the Narrator will say that he wants he and you to make a new adventure. He opens a random door and you will have to follow him to eventually find two doors. The Narrator himself will make an equation and come to a conclusion of opening the door on the right. Inside you will find the Confusion Ending timer, along with the whole setup and schedule. After a while, the game will reset once again, which unlocks the ending.

Everything About Fiction You Never Wanted to Know.
  • Crowners
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Stanley worked for a company in a big building where he was employee number 427.

Narrator: This is the story of a man named Stanley.

The Stanley Parable is a modification of Valve Corporation's Source engine. It follows the story of a man named Stanley, who spends his days pushing buttons as commanded by his boss, who issues orders to his workers via a system of monitors. However, one day Stanley notices that he hasn't been given any orders in hours. What follows are events that change his life forever.

Without giving anything away, the game is an interesting exploration of interactivity and makes comments on the idea of freedom. The Narrator is the sort of character you love to hate, like GLaDOS from the Portal games, and his light-hearted but sometimes dark dialogue makes the game not just thought-provoking, but also fun to play. In 2012 an HD Remix, with vastly updated graphics, and a mobile version, with new content poking fun at smartphone culture, was released.

Fone

You can download this Source mod here.

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The

WARNING! There are unmarked Spoilers ahead. Beware.

It is prudent that you play the game before you read this page. You have a choice in the matter, of course.

  • Doesn't really matter though, in the end. The tropes are still here.
Tropes used in The Stanley Parable include:
  • Adult Fear: Some endings make you question your own life, and not just the gaming. Are you as confined as Stanley?
  • Bittersweet Ending/Downer Ending: Some of the endings fit into the former or latter, mostly because your attempt to establish your own freedom ends up with you dead, or worse.
  • Book Ends: The 'Narrator' and 'Pawn' ending.
  • Boss Battle: Played with. On one of the endings, it looks like it: the Narrator even teases you with a timer and many buttons in the room where you're in, even with some music. And then he reveals that it's actually a Hopeless Boss Fight. No, not even that, actually. It's not even a battle, you never had any chances of actually surviving.
  • Breaking the Fourth Wall: At one point, if Stanley disobeys the Narrator enough, he will arrive in a room where the walls contain the default dev texture, and there's a big box replacing the sky, with the Source skybox texture. The narrator even mentions it. Of course, it gets better. Really, this crops up all over the place: it's integral to the nature and impact of the piece.
  • Choose Your Own Adventure: Every choice you make can result in the story taking a completely different, unexpected turn.
  • Crap Saccharine World: The dulcet tones of the reassuring voiceover start out pleasantly, at least if you do what you're told, but if you read between the lines of its congratulations for doing so, you see constant reminders of your lack of autonomy and puppet status, and the subtle wrongness of the situation comes into sharp relief the moment you disobey.
  • Deconstruction Game:
    • Of linear games that tell you exactly what to do while giving the illusion of a living, explorable world.
    • Also of games that inspire a last second Heel Face Turn Rebellion, Soup Cans, Game Breaking Bug, Screw Destiny and the issue of who controls who in a game.
    • It's also a rather nice deconstruction of Narrators and the whole idea of plot in a story.
  • Driven to Madness: One of the endings, if Stanley decides he can't face his boss.
  • Empty Room Psych: The whole damn game.
  • Endless Corridor: Forms a Room Full of Crazy.
  • Failure Is the Only Option: To quote Cakebread, the designer:

'You will make a choice that does not matter. You will follow a story that has no end. You will play a game you cannot win.'

  • From Beyond the Fourth Wall: The only way that Stanley (the player) will know the code to the keypad is for the third-person omniscient Narrator to relate the anecdote of how his boss picked that number. Lampshaded when the Narrator suggests Stanley was just pressing random buttons to get the correct number.
  • Game Breaking Bug:
    • In the original mod, it's possible to press a button on the elevator, then run out of it before it starts moving, leaving you stranded. This seems to have inspired the 'Cold Feet' ending.
    • Also in the original mod, you can also close the door before leaving the room you start in, after which the door cannot be re-opened. This may have inspired the 'Coward' ending in the HD Remake.
    • Also, in the Mind Control Facility, you can kill yourself by jumping repeatedly from the upper ledge out of spite. The 'Powerful' and 'Zending' endings in the HD Remake seem to be inspired by this.
  • Golden Ending: An ironic variant. Stanley can shut down the mind control device and escape to freedom. The Narrator describes how Stanley has thrown off his shackles and demonstrated what he can do when there's no one to tell him what to do. Ironically, the only way to get this ending is to do exactly what the Narrator tells you to do. Worse, the Narrator says there was no longer anyone to tell Stanley what to think or feel, and that he is happy. On the other hand, the completely Off the Rails ending may be considered a Golden Ending, since the Narrator basically gives up without killing you.
  • Hannibal Lecture: Several, all directed at the player.
  • Hypocritical Humor: The Narrator wants to tell a story about a man throwing off the shackles of control and making his own decisions, but becomes increasingly upset when his protagonist rebels directly against the narrative.
  • Interactive Narrator: Probably the most literal example.
  • Ironic Hell: Being stuck in an empty room with no stimuli, no way out.
  • Jerkass Gods: The Narrator will not only blow you up, but will add an extra minute to the countdown mid-way through, just because he's enjoying watching you squirm.
  • Lemony Narrator: Particularly if you do the opposite of what it says you will do.
  • Mind Control: Stanley's boss has been keeping a machine that controls the emotions of his workers.
  • Mind Screw: The game preys on the psychology, training, and paranoia of gamers, and then does it six times over with the different endings, each poking a different gaming nerve, and doing a bang up job with it.
  • Minimalist Cast: Just Stanley and the Narrator. Except for two endings, one which introduces a second narrator, and another which gives us the perspective of a young woman who happens upon Stanley's dead body.
  • Mission Control Is Off Its Meds: The Narrator is perfectly acceptable if you only do what he says, but if you start to ignore him, he goes a little crazy.
  • Multiple Endings: There are six altogether.
    • Narrator: Stanley follows all of the Narrator's directions, making his way to the machine that's controlling him. He shuts it off, and steps out into the world. The Narrator says that without anyone to tell him what to do, Stanley was happy.
    • Tragedy: Stanley follows the Narrator's directions up until the very end, where instead of turning off the machine, he turns the power to full. The Narrator gives Stanley 'The Reason You Suck' Speech, telling him that all he had to do was follow his instructions. After taunting him with a timer and buttons placed around the room, the Narrator reveals that it's all futile, and kills Stanley. The game's creator noticed, during testing, this was the most commonly achieved ending for first time players.
    • Futile: after attempting to disobey the Narrator early on, Stanley gives in when the Narrator says 'Stanley decided to punish himself' and is pulled toward a crushing plate until a second narrator intervenes, and talks about how the Narrator had no more free will than Stanley. She begs him to pause the game and quit because it's the only way to save himself, but he lets himself die.
    • Mariella: Stanley takes the wrong direction on the stairs, and ends up running through an endless loop of rooms, where he slowly becomes aware of the Fourth Wall elements of the game. It drives him mad and he dies, at which point the perspective moves outside his body, and the Narrator begins to talk about the woman who'd just seen Stanley drop dead in front of her.
    • Pawn: as punishment for disobeying the Narrator, the game is restarted, but now instead of being content with his job, Stanley is absolutely dejected, given constant commands that start with pressing buttons, become things like 'please kiss your son goodnight', and end with 'please die' before the cut to black.
    • Freedom: defying the Narrator at every turn, Stanley gets him fed up enough that the Narrator lets him step into a room filled with blank wall and skybox textures, then drops him in a Half-Life 2 level to let him see what it feels like to have a level not meant for him at all. Finding a tiny crack, Stanley crawls out of the level, and explores his office building on his own, without the Narrator. Then, the Narrator comes back briefly, says that he hopes the story Stanley made up for what he was doing was satisfying, reminds him that he'll be there at the end to tie things up, and warns him that he was happy to sit back this time, but only this time.
  • Nothing Is Scarier: The game as a whole, but especially the normally bustling Half-Life 2 map you can get dumped in.
  • Off the Rails: Electing to do the precise opposite of what the Narrator says you will do causes him to get more and more upset. Going Off the Rails too much makes him snap, and he may quit or pull a Rocks Fall, Everyone Dies. Heck, half the fun in this game is finding new and interesting ways to go Off the Rails.

Narrator: Stanley was fat and stupid, and really really ugly. He probably only got his job through some sort of family connection. That, or drug money. Also, Stanley is addicted to drugs and hookers.

  • Oh Crap: Some of the voiceovers can be startling, the measured tones only making things worse.

The Stanley Parable Achievement

  • Passive-Aggressive Kombat: The Narrator is the most passive-aggressive observer since GLaDOS and backs it up with absolute power over the world.
  • Post Modernism: So very much.
  • Railroading: The Narrator makes sure to nudge Stanley in the proper direction if he dawdles in a room a bit too long. Aggressively so.
  • Reality Warper: The Narrator is kind of a dick when he invokes this.
  • Smash to Black: Several of the endings. Literally, in one case.
  • This Loser Is You: Stanley blindly presses buttons, obeying prompts on a screen with no understanding or wider life, depending on others to tell him what to do. Brought home strongest in the 'Phone' ending. It might also be targeted by certain developers, represented in the Narrator, who treat their players like sheep, demanding arbitrary actions and expecting responses to events rather than allowing creativity or considering other responses.
  • Timed Mission: Played with. Engaging the mind control device ticks off the Narrator, and he starts a countdown to nuclear detonation. He then starts going on about how you're in a video game and how you're probably trying to frantically the stop the timer by clicking on pointless buttons scattered around the room when in truth you cannot.
  • Tyop on the Cover: In the demo, the signs and the text above the doorway leading to the 'demonstration' read 'THE STANLEY PARABLE DEMONSTATION'. The authors revealed in the Reddit AMA that the typo was unintentional, but they decided to Throw It In.
  • Unreliable Narrator: You can make the Narrator this or not depending on your actions. He tends to not be amused.
  • Unwinnable by Design: This covers five of the 'endings'. Even the 'good' ending in hindsight is a Pyrrhic victory.
  • Villainous Breakdown: While probably not fitting the terminology of 'villain', the Narrator gets progressively more and more antagonistic as you walk through the game without following the pre-determined story.
  • Wham! Line: Many. They often overlap with other tropes:
    • Noticing the Fourth Wall: 'Questions that had been with him all along, he just couldn't put his finger on them. For example, why couldn't he see his feet when he looked down?'
    • Genre Savvy: 'This is a video game.' And later, Wrong Genre Savvy: 'This isn't a challenge, it's a tragedy.'
    • Book Ends: 'This is a very sad story about the death of a man named Stanley.'
    • Ironic Echo: 'And Stanley was happy.'

Play The Stanley Parable Free

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