Stealing the Diamond is the third installment in the Henry Stickmin series created by PuffballsUnited, originally released as a free Flash game on Newgrounds and later remastered and included as part of The Henry Stickmin Collection on Steam, and it occupies a unique and somewhat divisive position within the franchise as the entry that most visibly departs from the formula established by its predecessor while still delivering the irreverent humor and creative failure animations that made the series so beloved in the first place. The game follows Henry Stickmin as he sets his sights on stealing a massive and priceless diamond that is on display at the National Museum, and the setup immediately signals a shift in ambition from the contained prison escape of the previous game to something grander and more elaborate in scope, with Henry now operating as a thief targeting a high-profile public attraction rather than simply trying to escape from a cell. The structure of Stealing the Diamond differs from Escaping the Prison in a notable way, offering two primary approaches to the heist rather than three fully developed routes, with one path taking a stealthy and methodical approach to infiltrating the museum and the other embracing chaos and brute force in a way that produces some of the most spectacular and absurd failure sequences in the entire series. This binary choice between stealth and aggression gives the game a distinct personality on each playthrough, with the two routes feeling genuinely different in tone and pacing rather than simply offering cosmetic variations on the same experience, and players who work through both paths get a much fuller picture of the game’s comedic range.
The failure animations are once again the centerpiece of the experience, and PuffballsUnited’s reference game is in particularly strong form here, with gags drawn from an enormous variety of sources including video games, action movies, internet memes, and pop culture touchstones that reward attentive players who recognize the jokes and amuse everyone else through sheer creative absurdity regardless of whether the reference lands. The museum setting provides a rich and varied visual environment that gives the game a more cinematic quality than its predecessors, with grand halls, security systems, display cases, and crowds of visitors all contributing to a sense of place that makes Henry’s increasingly unhinged escape attempts feel grounded in a recognizable physical space even as the content of those attempts becomes wildly fantastical.
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Stealing the Diamond is often noted by fans as the shortest and most experimental entry in the series, and some players feel that its two-route structure leaves it feeling slightly lighter than Escaping the Prison, but others argue that the concentrated creativity of both paths and the density of jokes per minute makes it one of the most purely entertaining entries to replay specifically for the wrong answers. The game’s narrative contribution to the larger Henry Stickmin universe is relatively modest compared to the entries that bookend it, serving primarily as a standalone caper that establishes Henry’s reputation as a thief of unusual ambition and catastrophically poor decision-making, but the remastered version wove it more tightly into the series continuity in ways that give it greater significance when played as part of The Henry Stickmin Collection. The remaster also refreshed the visuals, added new failure animations and references, and brought the production quality in line with the later entries in the collection, making it the definitive way to experience a game that was already entertaining in its original form. Stealing the Diamond remains a fan favorite for its humor, its visual energy, and the sheer joy it takes in finding new and creative ways to make Henry fail spectacularly at something that should, in theory, be entirely within his capabilities.

