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Fleeing The Complex

What happens when the plan you picked for Henry Stickmin stops working halfway through Fleeing the Complex? Usually nothing good: a guard spots him, or the tool that worked last attempt turns out wrong this time. Fleeing the Complex is built around that failure, since almost every choice screen exists to be gotten wrong at least once.

Five Ways Out of the Wall in Fleeing the Complex

Henry is locked inside a prison called the Wall, run by warden Dmitri Johannes Petrov and right-hand man Gregori Olyat. Escaping means picking a path with tools like a grapple gun, a teleporter, or Jumble Hoppers, and every combination funnels toward one of five endings:

  1. Ghost Inmate
  2. Presumed Dead
  3. Convict Allies
  4. International Rescue Operative
  5. The Betrayed

Which ending you land on also depends on Ellie Rose, a fellow inmate who ends up as an ally or an enemy depending on whether Henry helps her escape or leaves her behind. None of the tool choices guarantee success alone: most combinations end in a fast, often funny failure animation treated as part of the joke rather than a punishment.

The Map Screen Rewrites How You Replay It

Rather than restarting after every failed attempt, Fleeing the Complex includes a map icon that jumps straight back to any earlier choice screen, turning the game from a linear story into a branching puzzle. Players chasing every ending treat the map as a checklist, replaying just the last decision point, while first-time players tend to ignore it and watch where their instincts lead.

One thing the game never gives you is subtitles. The voice acting carries most of the comedy, so players relying on sound miss lines other players quote back and forth.

What First-Time Players Ask About Fleeing the Complex

How many endings does Fleeing the Complex have?

Five, including Ghost Inmate and The Betrayed, and reaching each one depends on actions chosen at every screen, not just the final choice.

Can you go back and change earlier choices?

Yes, the map icon jumps directly to any previous decision point instead of restarting from the first screen.

Is Ellie Rose always on Henry’s side?

No, that depends on choices made earlier in the escape.

Fleeing the Complex keeps circling back to the same idea: Petrov’s Wall is built to catch Henry, and every grapple gun or half-trusted alliance with Ellie Rose is just another guess at which mistake gets made this time.

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