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And so he detoured through the maintenance section, walked straight ahead to the opposite door, and got back on track.
For secrets found exclusively in Ultra Deluxe, please visit Secrets/Ultra Deluxe.
If 'facepunch' is typed in during gameplay - all world textures will have the Facepunch logo superimposed on top of them. Typing it again will revert everything back to their original texture.
If 'sv_cheats 1' is typed into the console while playing the demo, the console will output "Why????". In the full version of The Stanley Parable, something different occurs.
Demo Easter Eggs & Secrets[]
The title placard behind the television screens reads 'THE STANLEY PARABLE DEMONSTATION'. The typo is not intentional, but was also intentionally left uncorrected.[1]
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 twelve (12) television screens present 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. 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. DEPRESSION. ACCEPTANCE.
STANDING IN A LARGE GREEN ROOM LOOKING AT A LIST OF SIDE EFFECTS. 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.
NAUSEA. UNCONTROLLABLE BLEEDING FROM EVERY ORIFACE[sic]. BREATHING HEAVILY. BREATHING. MAKING LOTS OF NOISE WITH YOUR BIG FAT MOUTH.
THINKING IT'S TUESDAY WHEN IT'S WEDNESDAY. ROCK SOLID ABS. EMOTIONS. PUNCTUATING EVERYTHING YOU SAY WITH CLAPPING. TEACHING CHEMISTRY.
UNDERSTANDING EXACTLY WHAT THIS GAME IS AND HOW IT PLAYS AND WHAT YOU DO AND HOW YOU WIN AND THEN DELETING OFF YOUR HARD DRIVE AND DOING SOMETHING ELSE
NOT PLAYING A DEMO REPEATING YOURSELF NOT PLAYING A DEMO REPEATING YOURSELF LOCKED IN BITTER STRUGGLE WITH YOUR ALTER-IDENTITY REPEATING YOURSELF
VOMITING EATING YOUR VOMIT VOMITING YOUR VOMIT 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
In the early-stage textures, some texts were altered in the final product (path: "\thestanleyparabledemo\materials\models\props_demo\preproom_screen_effects.vtf"):
"BODILY CONTROL STAYS THE SAME" → "BODILY CONTROL REMAINING THE SAME."
"STANDING IN A BIG WHITE ROOM LOOKING AT A LIST OF SIDE EFFECTS." → "STANDING IN A LARGE GREEN ROOM LOOKING AT A LIST OF SIDE EFFECTS.", this suggests that the green room used to be white instead before being changed as well.
There are some side effects that were scrapped entirely:
TRYING TOO HARD
CLIVE OWEN
ATTEMPTING TO COOK
SPASMS OF PAIN EVERYWHERE
It is possible to walk into the corner of the pile of boxes next to the Buttons & Choice room, prompting the Narrator to talk about what boxes are.
If you walk back into the Buttons & Choice room, the Narrator will remind you that you are still 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" booth that activates once stepped into.
There is a small crevice to the left of the Compliments 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 playing makes its appearance further into the game within a hallway after you leave the storage room where you play the 'place the cup in the garbage bin' game.
In the part where you need to go to the isolation chamber, noclipping into to the Compliments room will reveal that the room's name has been changed to "Release Date".
You can see an image of Octodad on the ceiling before walking into the isolation chamber room 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 - it is actually possible to walk through the wall like he had 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 interacting with the door again.
Secret message left on the The Stanley Parable Demo coffee mug texture.
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. The sheets can be found in the corridor from the starting room and the waiting room, but due to the resolution of the game are nearly illegible. The files' paths are: "\thestanleyparabledemo\materials\models\props_parable\papersheets2_8.vtf" and "2_10.vtf".
Davey Wreden's copy of the assesment.
William Pugh's copy.
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.
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.
The text on the wall of the Executive Bathroom changes every playthrough.
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.
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" (\thestanleyparable\materials\stanley\loadingdock.vtf). The secret text includes a transcript of the Narrator's monologue from the introduction, replacing "Stanley" with "Loading dock A". The full text 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)
While passing Room 417, if you close both doors around you the Narrator starts commenting on it.
The three dots.
In the Warehouse, looking into the Inaccessible Area to the left of the Cargo Lift there are three dots printed on the wall. This symbol is referencing The Beginner's Guide.
Looking through the window behind 424's desk, you can see a door leading to a gray-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!!!!"
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.
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.
The mysterious loudspeaker above the Portal part of the Games Ending.
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 a loudspeaker except in the freedom ending, where it is a skull. (see bottom of this page)
In map2, it exists twice, as a loudspeaker and as a clipboard (in a nodraw space directly behind a door in the countdown room)
Speaker above the clouds in the Minecraft part of the Games Ending.
In the Games Ending, after the narrator lets you find diamonds, "door" will play. "door" was a song that used to be in the Minecraft files, but it was never implemented into the game and was later removed.
Night Shark[]
There are two references in The Stanley Parable about the nightshark:
In the Not Stanley Ending, by performing the Sub-Ending A, you reach a diffrent Boss's Office with green walls and a voice reciever. The code for it is "NIGHT SHARK 1 1 5".
In the Half-Life 2's Games Ending, the Narrator closes the door on Stanley to take a moment to discuss the Night Shark species, often recalling to the Wikipedia.
Hammer Secret[]
(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!"
Trivia[]
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).