This is a page documenting all found Easter Eggs in The Stanley Parable.
- If you type facepunch during gameplay all world textures will have the Facepunch logo superimposed on top of them. Typing it again will revert all textures back to their original texture.
- If you type sv_cheats 1 into the console while playing the demo, the console outputs "Why????". In the premium version of The Stanley Parable, something different happens.
Demo Easter Eggs & Secrets
- The title placard behind the TV screens reads 'THE STANLEY PARABLE DEMONSTATION'. The typo is not intentional, but was also intentionally left uncorrected: http://www.reddit.com/r/Games/comments/1p095a/we_are_the_designers_and_narrator_of_the_stanley/ccxf8cf.
- The list of possible side effects for playing The Stanley Parable Demo contains many humorous elements. Here's the full list, as they are displayed on the multiple TV screens in the green room:
- SCREAMING AND YELLING CONSTANTLY, NEVER STOPPING EVER AND SHRIEKING AND GROWLING AND GENERALLY BEING A DICK.
- BEING ON THE SUN.
- BECOMING THE SUN.
- LOSING ALL OF YOUR EARTHLY POSSESSIONS BUT GAINING ETERNAL ENLIGHTENMENT.
- FEELING UPSET WHEN BAD THINGS HAPPEN TO LOVED ONES.
- HAVING MORE EYES.
- GIVING UP SOUP FOREVER.
- PLAYING A VIDEO GAME.
- WONDERING 'WHO?'
- NOT WONDERING 'WHO?'
- NOT PLAYING A VIDEO GAME.
- THE ABILITY TO SMELL FEAR.
- THINKING YOU HAVE THE ABILITY TO SMELL FEAR.
- BEING SPIDERMAN.
- LOSS OF ALL BODILY CONTROL.
- REGAINING BODILY CONTROL.
- BODILY CONTROL REMAINING THE SAME. [or, as written on an early-stage texture: "Bodily control stays the same"].
- UNABLE TO SEE THE COLORS BLUE, ORANGE, AND RED.
- PASSING THE TIME DAY AFTER THE DAY WITH MENIAL DISTRACTIONS WHILE YOUR AGING BODY SLOWLY DECAYS AND INCHES IT'S [sic] WAY TOWARD DEATH.
- STANDING IN A LARGE GREEN ROOM LOOKING AT A LIST OF SIDE EFFECTS. [Note: the early-stage texture reads: "Standing in a big white room looking at a list of side effects." It then appears that the first appearance of this room was white and not green.)
- STANDING UP FOR YOUR BELIEFS.
- STANDING STILL.
- ONLY MOVING YOUR FEET!?!?!?!?!
- INCORRECT USE OF PUNCTUATION.
- BEING BETTER THAN OTHER PEOPLE.
- LOVING YOURSELF JUST THE WAY YOU ARE.
- NOT EXPERIENCING SIDE EFFECTS.
- TURNING THAT FROWN ALL THE WAY DOWN.
- UNCONTROLLABLE BLEEDING FROM EVERY ORIFACE [sic].
- BREATHING HEAVILY.
- MAKING LOTS OF NOISE WITH YOUR BIG FAT MOUTH.
- THINKING IT'S TUESDAY WHEN IT'S WEDNESDAY.
- ROCK SOLID ABS.
- PUNCTUATING EVERYTHING YOU SAY WITH CLAPPING.
- TEACHING CHEMISTRY.
- NOT PLAYING A DEMO.
- REPEATING YOURSELF.
- NOT PLAYING A DEMO.
- REPEATING YOURSELF.
- LOCKED IN BITTER STRUGGLE WITH YOUR ALTER-IDENTITY.
- REPEATING YOURSELF.
- EATING YOUR VOMIT.
- VOMITING YOUR VOMIT.
- STOP EATING VOMIT BRO. [Note: the early-stage texture has a comma: "Stop eating vomit, bro."]
- HEY WHY CAN'T YOU REPSECT [sic] MY DECISIONS IT'S MY LIFE IT'S MY LIFE IT'S MY LIFE.
- UNDERSTANDING EXACTLY WHAT THIS GAME IS AND HOW IT PLAYS AND WHAT YOU DO AND HOW YOU WIN AND THEN DELETING IT OFF YOUR HARD DRIVE AND DOING SOMETHING ELSE.
- To which can be added the following, only present on the early-stage texture (path: "\thestanleyparabledemo\materials\models\props_demo\preproom_screen_effects.vtf"):
- Trying too hard
- Clive Owen
- Attempting to cook
- Spasms of pain everywhere
- You can walk to the boxes next to the Buttons & Choice room to learn more about boxes.
- If you go back into the Buttons & Choice room, the Narrator once again calls you a pervert.
- If you attempt to exit the door you originally came in from, the Narrator will comment on the past, and tell you to ignore it.
- There is a secret passage behind the two booths in the Emotion Booth demonstration room, where you can find a third "Secret" one.
- There is a small crevice to the left of the compliment room, near the stairs and above the ramp of the isolation chamber where the Narrator comments on the contents of this area.
- In the storage room where you play the 'place the cup in the garbage bin' game, you can instead place the cup in one of the rafters above you, to which the Narrator responds accordingly.
- Alternatively, if you get the cup stuck in some other way, he will say something different.
- The big red "Disagree" button you were supposed to press if you didn't want to continue later appears in the hallway after you leave the storage room where you play 'place the cup in the garbage bin'.
- In the part where you need to go to the isolation chamber, noclip to the compliments room and you can see that the room's name is changed to "release date".
- You can see an image of Octodad on the roof before you walk into the room with the isolation chamber later in the demo.
- According to the sound script files, the Narrator was supposed to comment on this find but was rejected due to not focusing on The Stanley Parable.
- When the Narrator is reminiscing, if you run to the wall room you can actually go through the wall like he promised earlier.
- When you leave the "Rate the Stanley Parable" room, the door closes, and interacting with it will give you a dialogue of text which can oddly be repeated over and over, simply by clicking the door again.
- On the texture file of the place-the-cup-in-the-garbage-bin-game's coffee mug, one developer has left a secret message that reads: "Look at all this unused space. I just needed the one stupid mug. This is why you use skins instead of combining textures for 17 separate props into one messy texture. I could've just decompiled it and rescaled the UV mappings or whatever, but I thought about this a lot and I think a passive-aggressive letter is definitely the way to go. Also, congrats to whoever found this, you probably just found the lamest easter egg ever. Fun fact, I guess. In the original mod, the word "Stanley" is stated exactly 69 times. 62 of which were stated by the Narrator, the other 7 are said by the female narrator." The file's path is: "\thestanleyparabledemo\materials\models\props_demo\cup.vtf".
- The texture files of the demo include, among other paper sheets, two presumably fake surveys destined to testers of the demo. The two have been filled in rather humorously by Davey Wreden and William Pugh themselves. On William's copy, it is stated that this survey is part of the demo's secrets. Therefore, it is probable that the two textures can't indeed be found when playing the demo. The files' paths are: "\thestanleyparabledemo\materials\models\props_parable\papersheets2_8.vtf" and "2_10.vtf".
The Stanley Parable HD Easter Eggs & Secrets
- In the main menu, a phone ringing and noises in the background as if there are employees working in the office outside Stanley's room can be heard. It's possible to hear "What were you saying..? Uhh..yeah."
- When playing the baby game, deleting the wall behind the baby and the fire shows a sign saying "DANGER! PUPPY EATING PIRANHAS!"
- Additionally, if you play the baby game for two hours, the narrator reveals this, and you play that game for two hours as well.
- The Meeting Room has many different slides on the projector, some of them being:
- Tips for Not Getting Fired: Talk less. Do unbelievably amazing work all the time every day with no expectation of promotion or recognition. Don't get fired.
- Using slides to assure employees that everything is okay. Make sure your slide has a slick blue graphic in the header, and throw some bevel on all the text. This will assure a calm and productive work environment.
- The whiteboard inside the room also has many notes on it. The entirety of the board is:
- THE FUTURE WAS YESTERDAY TOMORROW IS NOW
- Complete today's unfinished agenda items
- Write next day's agenda
- √-Push for funding for R+D new of new coffee machine. √
-Standardize graphs 40x wide.Synergise papers!
- √-Hire someone to synergise papers.
- √-Papers are too synergised fire paper guy.
- √-Hire somebody to fire the paper synergising guy.
- !?- WHO MOVED MY DESK???
- Please keep targets on the topic of (Blurred)
-417 -405 -491 -416
- -431 -Jim
- After activating the timer for the Explosion Ending in the Facility Power room, in the top right corner of the countdown screen appears "58mE7Vy1Xrc", which is part of the YouTube link to Tim Minchin's Three Minute Song. https://www.youtube.com/watch?v=58mE7Vy1Xrc
- In the room after the Mind Control Monitor room, filled with buttons, and the location for the Explosion Ending, the icons on the small glowing buttons are references to several things:
- Super Hexagon
- Telltale Games (serifed 'G')
- The dahou.se gaming community
- The Binding of Isaac (Brimstone power up icon)
- Additionally, there is one of these buttons with a generic Power symbol, and it is believed to not reference to any game.
- There is a chance a phone will ring outside Stanley's office, with three possible calls:
- Stanley's Wife calls him to say she needs Stanley to bring groceries on his way home.
- The Future Happiness Foundation calls to confirm your order of 1327 boxes. If accepted, The Office will be full of cardboard boxes the next time the game resets.
- A recorded message is left for you or someone else in The Office to warn you of the dangers of recorded messages.
- In the main menu, by typing "secret" (not on the console), and clicking on the credits option, a different music will play than the one that is played usually. It is unknown who made the music or what it is called, but its filename is becret.wav
- Additionally, by typing "vinh" in the credits, the music will change to Who Likes To Party (by Kevin Macleod), as well as the black background to multiple images of the Employee of the Year.
- If you enter 1947 on the keypad in the Boss's Office, the Narrator will say that you entered the right password, but nothing will happen if you input it right away. Entering 1947 again opens the passageway.
- This is a reference to the original Half-Life 2 Stanley Parable, because the password there is similar.
- Wait for the Narrator to end narration, then type in the keypad: 8888. It will fail, then type 8888 again. This will unlock the passageway, the 8888888888888888 achievement and a voice will say Eight. The voice originates from The Stanley Parable Demo's Eight Game.
- At some circumstances, the Narrator will automatically opens the passageway without waiting for you to input the code. Additionally, he will also opens the passageway if you're standing idle in the Boss's Office.
- After several playthroughs, the door to the Executive Bathroom and the doors to the Elevator Room get unlocked.
- The text on the wall of the Executive Bathroom changes every playthrough.
- Among the texture files of the game, many contain funny and/or hidden messages. One of them can be found on the texture of a certain "loading dock A", of which here is the path of the file: "\thestanleyparable\materials\stanley\loadingdock.vtf". The secret text repeats the Narrator's monologue from the introduction, replacing "Stanley" by "Loading dock A". The full text thus reads: "This is the story of a loading dock named A. Loading dock A worked for a company in a big building where he was loading dock A. Loading dock A's job was simple: He opened and closed his door to allow delivery vans access to the company's boxes. Orders came to him via a remote control pushed by his manager, telling him how far to open, how long to stay open for and when to close. This is what loading dock A did every day of every month of every year, and although others might have considered it soul rending, loading dock A relished every moment that the orders came in, as though he had been made exactly for this job. And loading dock A was happy."
- Among the files of The Stanley Parable, there is a file named README.txt which reads "sup" (thestanleyparable/bin)
- The Elevator Room contains an elevator that does not lead anywhere.
- In the room with the monitors some monitors are different from most:
- Over 465 employee monitor is the monitor that says "Pirate".
- Employees 104 and 601 are fired.
- Over monitor employee 001 is another monitor without a number with the image of Office assistant.
- One of the screens displaying CCTV pictures contains a secret message which, among other things, takes over Eminem's "The Real Slim Shady" song. The full message reads:
- "ERROR ERROR BEEP BOOP ERROR[?] ALARM
- DUE TO FAILURE OF THE ERROR[?] KIND WE ARE EXPERIENCING AN ERROR
- BEEP ERROR BEEP
- //COMMENT ERROR BEEP BOOP// PLEASE CONSULT PROGRAM MAN BECAUSE [sic] OF ERROR OCCURRING [sic] IN THIS ERROR
- ERROR ERROR ERROR
- CAN THE REAL ERROR PLEASE STAND UP BEEP BOOP ERROR
- BEEP BOOP ERROR HONESTLY DO YOU KNOW WHAT IT'S LIKE TO PUT SO MUCH DETAIL INTO LITTLE THINGS LIKE THIS? I MEAN I'M TYPING THIS OUT AND I HAVE NO IDEA WHY. WILL ANYBODY EVEN LOOK AT THIS TEXTURE? WILL IT INCREASE THE VALUE OF SOMEBODY'S GAMEPLAY EXPERIENCE? I DON'T KNOW. IF YOU'RE READING THIS YOU'RE PROBABLY THE ONLY ONE. HELLO."
- Console Commands
- Main article: Console Commands
- If you input 'imabird' in the console, the player will float above the ground like in the Mariella Ending.
- If you input 'bark' in the console, the E key or left mouse button (or any other key to which the "USE" function has been binded) will make barking noises.
- Nothing special happens upon barking on the cat picture on one of the boss's shelves in the Boss' Office.
- If you input 'raphael' in the console, all the Narrator dialogue will be replaced with him saying "Stanley" and with every dialogue "Sssstannnleeeyyyy!!!" will be outputted to console.
- Due to The Stanley Parable using some code from Portal 2, there are some commands which allow you to summon companion cubes or missiles, use portals, or even open/close locked doors. Some commands include:
- "bind 1 ent_fire !picker unlock ent_fire !picker open" and "bind 2 ent_fire !picker unlock ent_fire !picker close" will make a key bind to open any door when press 1 and close by 2. (You can change the key by replacing the 1 or 2 to the desired key.)
- "ent_create_rocket_projectile" launches a missile.
- It is possible to spawn some objects from Portal 2 in the game. For example, certain cubes can be made with "ent_create_portal_companion_cube" and "ent_create_portal_weighted_cube".
- "teleport_player" will teleport the player to wherever they are pointing.
- If you stay in the Mind Control Facility long enough, the gates that take you back open and allow access to the light button, which will trigger a Secret Disco Party.
- In the Freedom Ending, next to the first button in the television screen room, it is possible to walk onto the blue chair, then onto the desk, and over the fence. You will fall down onto the floor below, similar to the out-of-window ending. There appears to be nothing down there, and you have to restart manually. (This is actually a bug, not an easter egg.)
- When you turn on the cameras on the catwalk, under employee 600 is a "FIRED" sign.
- While passing Room 417, if you close both doors around you the Narrator starts commenting on it.
- Looking through the window behind 424's desk, you can see a door leading to a grey-ish area. Almost completely out of sight, a text is written on the wall.
- The text says: "SECRETS!!!!!! WILLIAM IS GREAT"
- Under the text, three smaller texts can be seen under it. One says "DAVEY IS BAD AT MAPPING", another says "DAVEY IS BAD AT WRITING" and the last one says "DAVEY IS BAD AT FINDING SECRETS!!!!"
- The text is a reference to non-existing "Corridor Ending", shown in one of The Stanley Parable Helpful Development Showcase blogs.
- After taking the left door, interact a few times with the first painting you see. The texture will change to the photo of one of the developers and title: Employee of the Year. This also will affect the texture of that photo in the museum.
- All clocks in the game run clockwise, except for clocks you see through windows and the clock in the room before the red/blue choice. They run counterclockwise.
- When you finish the Confusion Ending and take the door to the right you will come across a window where you will find The Stanley Parable Adventure Line.
- If you follow the path that leads to mentioned ending, follow the zigzag of the Adventure Line and eventually the Narrator will play some music. Keep following the path until you enter a room with a swinging ceiling lamp and boxes. Go further until you find a door labelled '0B2'. In the corner you will see Dallas's Mask from the Payday series.
- When you first go in the apartment during the Phone Ending, the picture on the wall is actually the Boss's Office from the original Stanley Parable Half-Life 2 Mod.
- If you follow The Stanley Parable Adventure Line after the music starts, when you reach the company files there will be a path that will lead to the employee 432 Peer Reviews.
- There is a chance that the room next to Stanley's office will be completely rebuilt in a blue, darker room. Various furniture is altered, removed or added and the door leading up to the Two Doors Room is located elsewhere. It is encountered in this video.
- Other layout changes are the L-corridor near the beginning being mirrored, Stanley's Office leading into one hallway with the Two Doors Room at its end and the Two Doors Room being moved to after a series of dark L-corners and a blue hallway much like the one with the "important fern".
- Layout changes in the beginning room that don't alter the rooms (at least not to a great extent) are the possibility of the floor being covered in paper, or the room being filled with boxes.
- If you get the Games Ending, and play up until the Minecraft ending - use the command console to enter noclip, and fly into the clouds. There you will find a loudspeaker floating in the blackness. (This is the entity used for the Narrator, in similar fashion to how GLaDOS' dialogue is set up in the Portal games)
- In the Portal part of the game ending, the mysterious loudspeaker can also be found floating above the rooms using noclip.
- It is possible the loudspeaker is actually the Narrator.
- It exists in every map, mostly as loudspeaker except in the freedom ending, where it is a skull. (see bottom of this page)
- In map2, it exists twice, as loudspeaker and as clipboard (in a nodraw space directly behind a door in the countdown room)
- If you go down the staircase where you have to go to the boss's office, you can find a note from the game Gone Home under the bottom of the stairway.
- Sometimes after starting the game, the office area you enter right after leaving Stanley's office will have changed.
- Sometimes the floor will be filled with papers.
- Sometimes the first hallway will bend to the left, rather than to the right. If this happens, one of the papers in the pile of boxes and papers that are directly outside office 426 will have code on it. When deciphered, the code reads "codes that are secret are the best".
- Sometimes the office will be blue, and the second office room (After the hallway that bends to the right) is skipped. When this happens, it is possible to open door 426. Behind it will be a whiteboard with the text "Welcome to the... WHITEBOARD ENDING!". In the bottom right corner will be the text "Console >bark". Entering "Bark" into the console (Without "quotation marks") will result in a bark sound every time you press the "Use" button
- There is a chance you will catch a glimpse of one of your co-workers (actually Stanley himself) behind room 425. At some times when Stanley first leaves his office, the Narrator will comment "someone is chasing Stanley, he could feel it". This may or may not be related to the person who can be seen walking behind door 425.
- Typing "_u" into the console gives the error message "Hey don't you even try". It's related to the Unachievable achievement.
- In the demo games files under bin there is a file labelled README. It opens up saying "hi timmy!"
- For extra information on this, see this website for more information.
- Hammer Secret (Requires Portal 2 and according Authoring Tools to find!) - Turret Cube
- Navigate to The Stanley Parables game directory
- Copy the materials folder to the Portal 2 directory
- Load up Portal 2 Authoring Tools
- Go to the Textures Tab, and search the keywords, it will say "Stop looking through the game files, you nerd!"
- If you type "bind MWHEELUP " "cl_fov 40"; bind MWHEELDOWN "cl_fov 90"" in the console and then look at the office's computer, you see Windows 3.1 various programs, like solitaire, "how to use help" window and others.
- You can also use "bind "/" "cl_fov 10"", hit /, and look at the papers the printer is printing out in the first room outside of Stanley's office. The printer is begging for death in any way possible.
- As explained here, the command « bind "t" "ent_teleport player" », allows you to teleport yourself to the nearest obstacle in front of you. If used in the Freedom Ending, you'll be able to get in the open air without triggering the final cutscene, thus being truly free to visit the area. Doing so, you'll soon notice there is a skull by the little barn on the left hand side. It is unknown to who this skull belongs to, though there is a possibility of it being Franz.
- If you restart the game before opening the door and escaping, the screens of all the office computers read "the end is never the end" over and over.
- Going into the broom closet too many times (about 3) causes the narrator to board it up.
- By looking around in the warehouse to the right of where you entered it, there are three dots in an unreachable area above a bunch of boxes near a door. These three dots would also appear in Davey Wreden's next game, The Beginner's Guide, which often has these dots scattered about the levels.
- If you spawn in the blue office, you can see pictures of various tables, most probably for the Serious Room. But the final version of the Serious Room's table cannot be seen in the pictures.
(The Hammer Editor was used to make maps for Source games, The Stanley Parable included. The standalone game is built upon Portal 2)
How to find it
Note that you need Portal 2 and its Authoring Tools for this to work!
- Go to the game folder for The Stanley Parable. (SteamApps\common\The Stanley Parable\thestanleyparable)
- Copy the materials folder to the game directory for Portal 2
- Start the Portal 2 Authoring Tools, then go into Hammer.
- Go to the Textures Tab, click on the Keywords. It will say; "Stop looking through the game files, you nerd!"
- If you go into the files, there is a .txt file called "gamescript.txt". It displays the dialogue that you get if you take the path to the Freedom Ending.
This is the story of a man named Stanley. Stanley worked for a company in a big building where he was employee # 427.
Employee # 427’s job was simple: he sat at his desk in room 427 and he pushed buttons on a keyboard. Orders came to
him through a monitor on his desk, telling him what buttons to push, how long to push them, and in what order. This
is what employee 427 did every day of every month of every year, and although others might have considered it soul
rending, Stanley relished every moment that the orders came in, as though he had been made exactly for this job. And
Stanley was happy.
And then one day, something very peculiar happened, something that would forever change Stanley, something he would
never quite forget. He had been at his desk for nearly an hour when he realized that not one, single order had
arrived on the monitor for him to follow. No one had shown up to give him instructions, call a meeting, or even say
hi. Never in all his years at the company had this happened, this complete isolation. Something was very clearly
wrong. Shocked, frozen solid, Stanley found himself unable to move for the longest time, but as he came to his wits
and regained his senses, he got up from his desk and stepped out of his office.
All of his co-workers were gone. What could it mean? Stanley decided to go to the meeting room, perhaps he had
simply missed a memo.
When Stanley came to a set of two open doors, he entered the door on his left.
Yet there was not a single person here either. Feeling a wave of disbelief, Stanley decided to go up to his boss’s
office, hoping he might find an answer there.
Coming to a staircase, Stanley walked upstairs to his boss’s office.
Stepping into his manager’s office, Stanley was once again stunned to discover not an indication of any human life.
Shocked, unraveled, Stanley wondered in disbelief who orchestrated this, what dark secret was being held from him!
What he could not have known was that the keypad behind the boss's desk held the answers to this terrible truth that
his boss had been keeping from him, and so the boss had assigned it an extra secret pin number, 2845. But of course,
Stanley couldn’t possibly have known this.
Yet incredibly, by simply pushing random buttons on the keypad, Stanley happened to input the correct code by sheer
luck. Amazing! He stepped into the newly opened passageway.
Descending deeper into the building, Stanley realized he felt a bit peculiar. It was a stirring of emotion in his
chest, as though he felt more free to think for himself, to question the nature of his job. Why did he feel this now,
when for years it had never occurred to him? This question would not go unanswered for long.
Stanley walked straight ahead through the large door that read Mind Control Facility.
The lights rose on an enormous room packed with television screens. What horrible secret did this place hold,
Stanley thought to himself. Did he have the strength to find out?
Now the monitors jumped to life, their true nature revealed. Each bore the number of an employee in the building,
Stanley’s co-workers. The lives of so many individuals reduced to images on a screen, and Stanley one of them,
eternally monitored in this place where freedom meant nothing.
This mind control facility…it was too horrible to believe, it couldn’t be true. Had Stanley really been under
someone’s control all this time? Was this the only reason he was happy with his boring job? That his emotions had
been manipulated to accept it blindly?
No. He refused to believe it. He couldn’t accept it, his own life in someone else’s control. Never! It was
unthinkable! Wasn’t it? Was it even possible? Had he truly spent his entire life utterly blind to the world?
But here was the proof. The heart of the operation, controls labeled with emotions, “happy” or “sad” or “content.”
Walking, eating, working, all of it monitored and commanded from this very place. And as the cold reality of his
past began to sink in, Stanley decided that this machinery would never again exert its terrible power over another
human life. For he would dismantle the controls once and for all.
Blackness, and a rising chill of uncertainty. Was it over?
Yes! He had won! He had defeated the machine, unshackled himself from someone else’s command, freedom was mere
moments away. And yet, even as the immense door slowly opened, Stanley reflected on how many puzzles still lay
unsolved. Where had his co-workers gone? How had he been freed from the machine’s grasp? What other mysteries did
this strange building hold? But as sunlight streamed into the chamber, he realized none of this mattered to him, for
it was not knowledge or even power that he had been seeking, but happiness. Perhaps his goal had not been to
understand, but to let go. No longer would anyone tell him where to go, what to do, or how to feel. Whatever life he
lives, it will be his. And that was all he needed to know. It was perhaps the only thing worth knowing. Stanley
stepped through the open door.
Stanley felt the cool breeze upon his skin, the feeling of liberation, the immense possibility of the new path before
him. This was exactly the way, right now, that things were meant to happen. And Stanley was happy.
- This is probably made by the Narrator for him to remember how to narrate the correct story (the Freedom Ending).