Stealing the Diamond

Stealing the Diamond

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Stealing the Diamond

Stealing the Diamond

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Introduction

Stealing the Diamond is the third installment in the popular Henry Stickmin series, a point-and-click adventure game developed by PuffballsUnited. Released on July 8, 2011, the game follows the mischievous stick figure protagonist, Henry Stickmin, as he attempts to steal a priceless Tunisian Diamond worth $112 million from a heavily guarded museum. After escaping prison in the previous game, Henry is broke and behind on rent, making this high-stakes heist his next big scheme.

The game is known for its humorous scenarios, stick-figure art style, pop culture references, and multiple branching paths that lead to various endings and hilarious failures. With a mix of strategy, trial-and-error gameplay, and comedic outcomes, Stealing the Diamond offers an engaging and replayable experience.

The game features three main paths to success: Aggressive, Undetected, and Epic. Each with unique challenges and choices. Players guide Henry through a series of decisions, navigating obstacles, security systems, and quirky characters. Every choice matters, as the wrong move can lead to one of over 40 comedic fail screens, while the right ones unlock one of the three successful endings.

How to play Stealing the Diamond

Control

  • Use the left mouse button to interact with objects and select options on the screen. On mobile devices, tap the screen to make choices.
  • Occasionally, specific keyboard keys are required for certain actions, such as:
    • K to kick
    • R to ram
    • Spacebar to jump (e.g., during the Bust In scenario on a scooter).
  • Be prepared for quick-time events, especially in the Aggressive path, where you must click or press keys rapidly to proceed.

Gameplay

  • Starting the game: After the introductory cutscene, Henry arrives at the museum. You choose one of two initial approaches:
  • Bust In: A loud, aggressive method where Henry uses a motorized scooter to crash into the museum, leading to fast-paced, time-sensitive choices.
  • Sneak In: A stealthy approach where Henry uses tools to infiltrate quietly, with less time pressure but more strategic decisions.
  • Decision points: After the initial choice, the game presents multiple options at each stage (e.g., tools to use, actions to take). For example, in the Sneak In path, you might choose from six tools, but picking the wrong one (like an invisibility pill) leads to a fail because you can’t see Henry to guide him.
  • Branching paths: Your choices lead to one of three successful endings Aggressive, Undetected, or Epic or one of over 40 unique fail screens. Each path has distinct challenges, such as dodging guards, bypassing lasers, or outwitting security systems.
  • Trial and error: The game encourages experimentation. If you fail, a comedic “Fail” screen explains what went wrong, and you can retry from the previous decision point. Use these failures to learn which choices work best
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