Stonewall Penitentiary Walkthrough
by CBSection31
This is a walkthrough for the graphic novel-style adventure
game Stonewall Penitentiary by Unimatrix Productions.
It is the fourth game in the ongoing Storycentric
Worlds series. While it can fully be
played on its own, it contains many references to previous games in the series!
Please note that this walkthrough is
barebones. It will not contain spoilers,
but it WILL get you through the game and tell you how to unlock all the achievements (marked in red). It will not
give you a perfect score. You will have to figure that out on your own!
Before we
begin, as a general rule: talk to
everyone as many times as you are able...sometimes, they have multiple things
to say if you do it more than once.
Also, LOOK AT everything you find, and read your journal regularly!
Introduction
Our protagonist, Will, is having a dream. When he wakes up, he finds himself in an
abandoned prison.
Escaping the Cell
After all the dialog, turn around, click on the bed, and
choose to search it. You will find a
penny. Use the penny on the grate to
open it. Then click on the gate, and cut
your ropes with it.
This will prompt a short conversation. After it ends, turn back around and pick up
the note on the table. After more
dialog, pick up the key. Before going
any further, this is a good time to check your journal. You will regularly get new journal entries,
so make sure to read them any time the journal icon is flashing!
Now, let's move on.
Try to use the key on the door--it won't work.
A long conversation begins.
Respond however you'd like. Once
the dialog ends, combine the rope and key in your inventory, and then use it on
the door.
Throw the key to Jessie.
She throws you one back. Try this
new key on the cell door--it works!
Grab the lantern and exit your cell
to earn the Houdini achievement.
Finding Clothes
Go east, up the stairs.
There are two cells you can go inside here. Explore both On the bed inside one is a
journal. Make sure to read it. Go back outside the cells and then
downstairs. Now go west. You'll find yourself at a guard station.
First, go southwest to the showers and explore. Once done, go back to the guard station. Examine the symbol on the wall. Read what is written on the locker with the
padlock: the letter J. Read the logbook. The code for "Harold Johnson" is
215. "J" must refer to
"Johnson." Open the locker
with the code 215. Take the clothes and walkie talkie inside.
Go east and walk toward Jessie's cell. Give her the clothes.
After the cutscene, go back inside
Jessie's cell. Read the notebook
here. Exit the cell and go south to the
cafeteria.
Time for a long cutscene...which
will automatically unlock the I Want To Play A Game achievement!
Turning on the Power
Talk to Louis and Sonny...multiple times each, if you want to
get some extra points. Go southeast to
the prison yard and look around. Go back
inside, the go west to explore the other side of the cafeteria. There's a door that you can't open here. We'll be back later. For now, go back east to the scene with Louis
and Sonny, and then go north. Go west to
the guard station and northwest to enter the hall.
From here, you can go south to find a locked door and two
locked gates. Nothing we can do here at
the moment, so go back north. Go west
into the chapel. Look around and go back
to the hall again. Now, proceed north.
The door into the medical ward is locked, so we'll move
on. Go east. Ugh, that poster is creepy! Go north into the visiting room and look
around, then exit back to the hall with the scary poster. Go northeast to the visitor's gate.
Gerard is blocking one path, and the elevator won't work
without power...so go down the stairs into the basement.
Proceed southwest and east.
The east door here is locked, but the door that leads north into
electrical is unlocked...so go inside.
Look inside the crate and take the tape. Back away from the crate. Pull the lever to turn on the power. Electricity surges through the fuse box. While the power is ON, you'll see a key on
the right side of the screen. Take
it. Turn power back off. Use the key to open the fuse box. Use the tape on the fuse box to fix two loose
wires. Now turn on the power again. Electricity has been restored, and you earn
the Electrician achievement for it!
The 7th Prisoner
Exit electrical and go west.
You'll hear a noise coming from the western path, so go that way to find
yourself inside a creepy hallway. Go
north and explore the execution chamber.
Go back south. Go northwest
inside the solitary cell to find a woman on the ground. Wake her up.
Jessie will tell you to go find her some clothes.
Go back to electrical.
(If you need help finding your way, you can always reference the in-game
map.) Try to open the locker here, but
it won't budge. Now that power is back,
we don't need the lantern anymore...so use it on the locker to bash the
lock. Once the locker is open, take the
clothes and return to Jessie. Give the
clothes to Becca.
After a short cutscene, retrace
your steps all the way back to the cafeteria.
Make sure to take the elevator on your way back, now that power is
restored, for the Taking a Ride achievement. Once you return to the cafeteria, a long cutscene ensues!
Choose whichever options you'd like during the scene.
Exploring the North Wing
Head north, west, and northwest into the hall. Go south.
Sonny is here. Talk to him a few
times. Go back to the cafeteria and now
go southeast. Becca
is here. Talk to her a few times. Go back to the hall yet again and enter the
chapel. Gerard is here. Talk to him a few times. Go closer to the altar and grab the journal
pages found there.
Now, find your way back to the stairs, but DON'T GO DOWN
YET! Instead, go northwest, through the
gate that Gerard blocked earlier.
Look around and then head northwest into the front guard
station.
Lots to do here.
Examine everything carefully--especially all the documents on the
table. Try to eat the rotten Chinese
food for the Iron Stomach achievement. Take the loose TV antenna. Examine the bulletin board--especially the
the number code on the left and the handwritten note that says, "Lockbox: Teddy's birthday."
So, in order to open the locked cabinet lockbox in this room,
we need to know Teddy's birthday. The
notebook on the table indicates that the security guard has two children: Todd and Teddy. The notebook also indicates that the two were
born exactly two months apart to the day.
The right frame portrait indicates that Todd was born two days after the
new year, which is January 3. A receipt
on the table shows that a teddy bear was purchased in August for an upcoming
birthday. Combining all these clues,
Teddy's birthday must be November 3 or 11/3.
Enter the code 113 into the cabinet to unlock it. Take the key that is inside.
Exit the room and go northeast into reception. Grayson is here. Talk to him a few times. Look around the room. Then head east into the restrooms. Jessie is here. Talk to her a few times. Examine the odd symbol on the wall above the
toilet.
Head back to the stairs to hear footsteps going down. Follow them, going down the stairs. You'll encounter Louis. After speaking with him and watching a short
flashback, go southwest into the basement and west into the corridor for
another cutscene.
After the cutscene ends, try going east
multiple times until you get the Peeping Tom
achievement. Then try going into the
execution chamber.
The Sewers
After a flashback, you'll find yourself in the sewers. Take one of the wooden planks and go
southeast. Use the plank on the wheel to
turn it clockwise. Go northwest and
north. Bars block passage north from
here, so go east. Take the crowbar and
go back to the dead-end with the wheel.
Use the crowbar on the wheel to turn it counterclockwise
twice. Return to the sludge and take the
oil canister. Go west to the bars and
use the crowbar on them. Proceed north.
Use the oil canister on the wheel, then use the crowbar on
it. Pull the wheel to turn the
bridge. Now cross the bridge.
Uh-oh. Before running,
wait until The Judge gets really close, then use the splintered wooden plank on
him to get the Aggressor achievement. In the next scene, run to the right! You'll be safe once the door closes. Proceed east.
Take the key underneath the locked cabinet. Note that the cabinet contains a breathing
apparatus. We'll need that later.
For now, go up the ladder and hear a loud crash.
The First Victim
Go south and use the key you just received to unlock the
laundry room door. Go east into the
laundry room. Here, read the notebook
and use the antenna in your inventory to reach the paper on top of the
left-most dryer pipe. Exit the room and
go back to the stairs.
Eek. No more using the
elevator. Talk to Gerard. After the conversation, examine the glasses
on the ground for the Eye for Detail
achievement.
Go up the stairs and head to the restroom near
reception. Jessie is here. Talk to her and say "Not yet." When you are able, suggest that she help
search for a way out. After the
conversation, go to the visiting room.
(On the way, take a look at the poster of all the
prisoners...creepy!) Once inside the
visiting room, talk to Becca for a short flashback. Head to the chapel and take one of the wooden
planks. Go back to the cell blocks and
overhear a conversation between Sonny and Grayson. Go to the cafeteria and talk to Grayson.
After the conversation with Grayson, go north, west,
northwest, and south to find Sonny. Talk
to him. Then use the golden key in your
inventory to unlock the door to the storage room. Go inside and look around. Make sure to grab the screwdriver and
hammer. Look at the bucket to get a
hidden journal entry. Exit the storage room
and go east through the now-unlocked gate.
Inside the kitchen, open the fridge and examine the bucket of
blood. Examine the ventilation
shaft. Go south to cold storage. We'll be here later. Go back into the kitchen and move the
crate. If you go east, you'll find
yourself back in the cafeteria...it's a nice shortcut. But for now, stay inside the kitchen and
climb onto the crate. Then use the
screwdriver to open the grate. Climb
inside.
The Second Victim
Take the journal pages here.
Continue through the grates, going whichever way you choose. You'll eventually come upon a closed grate
cover. Kick it open and go through it to
find yourself inside the medical ward.
Look around. Note the
sealed door to the morgue. Look at the xrays...something inside the chest? Behind the curtain to find a dummy. Back out of the scene and go east to the
other side of the medical ward.
There is a power surge.
Take the scalpel on the counter and look around. Go back west and to the dummy. Use the scalpel on its chest. Take the wooden cylinder. Back out and go east again. Now go south to exit the medical ward.
Go to the prison showers.
Yuck! After a short conversation
with Grayson, go back to the hall and try to enter the chapel to overhear a
conversation. Now go back to reception.
A LONG cutscene ensues, during
which you will automatically unlock the Good Listener achievement.
Exploring the Admin Wing
Talk to Jessie. Ask
her everything from the top down. When
asking her where she was, respond "Not according to Grayson."
After the conversation, go back toward the cell blocks. Just outside of them, one of the prison gates
will close, and you will receive a message that the administrative wing is now
open.
Go south and through the now-open western gate.
Go northeast into the control room. Talk to Grayson a few times and look around
thoroughly--there's lots to read here!
Examine the machine. Use the
utility key from your inventory on the keyhole embedded into the machine. This allows you to use the keypad to control
the prison gates.
You have two journal entries that will help you figure out
how to control the gates. The first is
titled "Gate Codes."
Unfortunately, the numbers are coded.
Use the second journal entry, "Number Code," to decrypt
them. The gate codes, when decrypted,
are:
VISITORS GATE: 3975
NORTH GATE: 5742
KITCHEN GATE: 7596
SOUTH GATE: 1748
Unfortunately, the code for the morgue is missing! We'll tackle that later.
For now, use the keypad and enter the code for the north gate
(5742) to unlock it. You'll earn the Technologist achievement.
Exit the control room.
Go all the way to the medical ward and try to go inside to overhear a
conversation.
Go back to the administrative wing and go north into the
locker room. Talk to Gerard a few times
and look around. Make sure to read the
diary in the lower-right corner of the screen.
After reading the diary, search the coat hanging on the left to find a
scrap of paper in its pocket. Examine
the bingo board. Using the arrows on the
scrap of paper you just found as a guide, you'll find three numbers emphasized
on the bingo board: 4, 1, and 5.
Try to open the security cabinet. You'll need to press the buttons in a certain
order to unlock it. Numbering the
buttons starting at the top and going down, Press 4, 1, and 5 to unlock the
cabinet. Take the guns inside.
After the short conversation, go north into the
bathroom. There's a gas in here that you
can't breathe. You'll automatically
exit. Go south. Gerard will unlock the door that leads northwest
into the warden's office. Go inside.
There is lots to see and do in the warden's office. Search everywhere and examine everything
carefully. On the warden's desk are many
documents. One of them references
something about the floor in the guard bathrooms. I suppose we'll need to do something about
the gas that's in there. But for now,
make sure to read the newspapers.
Examine the globe.
Place the wooden cylinder in the top of the globe.
That's all to do here for now, but we'll be back.
The Secret Room
Now, go back to the showers.
Take the VHS tape that's here. Go
to the cafeteria. Try to go outside to
hear voices. Then, use the VHS tape on
the TV and turn the TV on to see a very disturbing video and unlock the Living Nightmare achievement. During the video, did you notice The Judge
opening the clock inside the execution chamber?
There must be something behind it.
Let's go there now. But first, to
save backtracking later, grab the garbage bag in front of the garbage.
Go the basement and head to the electrical room. Go down the ladder into the sewers, and use
the key in your inventory to unlock the cabinet. Open the cabinet and take the ventilation
mask. Go back up the ladder.
Go to the corridor in the basement. Use the wooden plank on the pit on the floor
so that you can cross it again and go to the execution chamber. Grab the scissors on the electric chair and
open the clock on the back wall. Go back
to the warden's office.
Look at the globe. The
document you just got from inside the clock shows a globe and says to
"follow the warden." It shows
labels for the wooden ring around the globe.
Following this document, the asterisk on the globe is New York
City. Then comes, from left to right,
Chicago, Philadelphia, and Phoenix. Check
the newspapers in your inventory again.
Page 3 indicates that Warden Duval traveled to Chicago, New York City,
Philadelphia, and Phoenix, in that order.
Press the buttons in that order (2, 1, 3, 4) to open a secret passage.
Enter the secret room.
Look around thoroughly, making sure to examine the spray-painted symbol
on the wall and take the film reel. Read
the binder and journal here, as well.
When you're done, exit the secret room.
Close the bookshelf in the warden's office and pull down the
projector screen.
Place the film reel into the projector and turn it on to
watch a short film and unlock the Backstory
achievement.
The Third Victim
Go back to the locker room and go north into the
bathroom. Use the ventilation mask so
that you can breathe in here.
In your inventory, combine the scissors and the garbage bag
to cut the bag. Place the resulting
piece of plastic on the vent that is leaking gas. Then use the electrical tape from your
inventory on the patch. Voila! No more gas!
Examine the patched floor.
Use the hammer on it to make a hole.
After a short scene, Gerard will tell you to go find a ball.
Go back to the prison yard, which you can get to from the
cafeteria. Once there, take the
basketball.
Wow, talk about a bad fall!
After this segment, another cutscene ensues.
After the cutscene, go east to the
men's room and choose "Yes" to unlock the Pit
Stop achievement.
Go back to reception and head south twice. A gate will close, and you'll be
separated. Go back north to overhear
Jessie and Grayson talking.
Go to the medical ward and look behind the curtain. Read the journal pages.
Go to the kitchen (via the cafeteria if the kitchen gate is
closed). Open the refrigerator and take
the journal pages.
Make your way over to the administrative wing and go to the
control room. Try to unlock the visitors
gate by using its gate code on the keypad:
3975. It won't work.
Go southwest and north twice to return to the bathroom. Use the ball on the hole in the floor.
After a short scene, you'll enter the hole.
The Mines
After the flashback, go east.
Take the journal pages and the lighter.
You should now have all the journal entries, which will unlock the Journal Snoop achievement.
Go back west and go north to enter a maze. Following the advice from Jason, stick to the
right wall. Every opportunity you have
to go right, go right. It won't take
long for you to encounter The Judge!
When you do, run south to the room with the mine cart. Quickly use the lighter in your inventory on
the oil puddle on the ground to start a fire!
After you automatically run away, go inside the door in front of you.
Take the glowstick on the ground
and read the sticky note on the bookshelf.
Go up the stairs. Go west to look
outside if you want--it stopped snowing--and go back east.
In this room, we have a locked box, a locked cage with two
bullets inside, three colored lenses resting against the lockbox, a piece of
paper, and a radio with headphones.
First, take the colored lenses. The sticky note we read downstairs indicated
that, in order to open the lockbox, we must add together similar colors on the
piece of paper and use Morse code with the headphones.
Use the colored lens on the paper on the table. Following the instructions from the post-it
note found downstairs, add together the three numbers for each color and write
them down separately, along with the color.
You should have RED: 1647; GREEN: 2386; BLUE: 1539.
Now, listen to the radio via the headphones, which tells you
the order of numbers to use: Green, Red,
Blue. A translation of Morse code can be
found in the Guard's Diary in your journal.
The Morse code number that follows each color tells you which digit of
the above numbers to use.
So, for example, the Morse code solution for green is the
number 3. That means that the green
digit to use is 8. The Morse code for
red is 2, which means the digit to use for red is 6. The Morse code for blue is 1, which means the
digit to use for blue is 1.
Following this, the solution is 8-6-1. Enter this number in the lockbox to open
it. Take the key from inside and use
that to unlock the cage. Take the
bullets and combine them with the gun in your inventory.
Go back down the stairs and exit the tower.
Go back through the mines to where you started, and a rope
will be waiting for you to climb up.
The Fourth Victim
During another cutscene, believe
Jessie. Ultimately, you'll be forced to
make a choice. Choose whoever you
want...but choose Jessie if you want to easily get a certain achievement. (It's possible to get that even if you do not
choose Jessie, depending on choices you made earlier...but choosing her now
makes it almost impossible to fail at getting the achievement.) No matter what you choose, you will also
unlock the Who To Trust? achievement.
After another conversation, you'll automatically unlock the Connections achievement. Head back to reception. On the way, you'll either get knocked out, or
you'll receive a message. If you got the
message, start heading back to the administrative wing until you are knocked
out.
You'll see another flashback.
Escaping Cold Storage
When you wake up, talk to Jessie. Talk to her again. You will ultimately be given a
matchbook. Give Jessie the gun to unlock
the Risk Taker achievement now and the Protector achievement later.
Look at the cat. Take
one of its claws.
Open the panel above Jessie's head. Read the paper. If you pull the switch, nothing happens.
Use the walkie talkie on the smoke
detector to put the batteries from the former into the latter.
Place the glowstick on the
shelf. Use the cat's claw to cut it
open. Then use the book of matches on
the glowstick to set it ablaze. This causes the smoke detector to go off, and
the door automatically opens.
Choose to go to the medical ward.
Once you regain control, don't go to the medical ward
yet. Instead, go to the administrative
wing bathroom. Examine the body to
unlock the Family Ties achievement.
Next, go to the basement and head to the laundry room. Open the lit washing machine to unlock the Skeleton in the Closet achievement.
Now you can finally go to the medical ward. A long cutscene
will begin.
The Flashback
Once you regain control, look around. Then go east and explore the kitchen. Then go back west and go west again. Talk to Jason. After the conversation, go east and south.
After looking around outside, go back north and look at the
painting. Pick up the paints.
Another cutscene will start, and
you will automatically unlock the Repentant
achievement.
After the cutscene, Will steps
outside. Shortly thereafter, he hears a
noise. Another short cutscene
ensues. (This is where the Protector
achievement will unlock, but only if you gave the gun to Jessie earlier.)
The Endgame
Head to the administrative wing and use the gun on your attacker. Click to shoot. You will earn the Killer
achievement.
Go to the control room and unlock the visitors gate
(3975). Then go all the way to reception
in the north wing.
The doors are no longer sealed. We're free!
Examine the spray-painted symbols on the door to unlock the Observant achievement.
We could exit the
prison now...but DON'T! There's still
one area of the prison left to explore:
the morgue. We haven't figured
out the code yet, have we? Well, let's
do that now...
Open your journal and examine the odd symbols. Each page contains a card suite and a
symbol. Ignore the suites for now. If you look at the symbols and cover the left
half with your hand, you will realize that each symbol is simply a number! Spade: 7; Club 4; Diamond 3; and Heart
5. The final page shows the order of
symbols. Therefore, these symbols give
us a code: 3574.
Go to the control room and enter this code to unlock the
morgue. Then go to the medical ward and
through the now-open morgue door. You
will unlock the Proactive achievement.
Inside the morgue, look around. Examine the laptop and read all the
tabs. When you back out, you'll be
knocked out.
Choose who you think the killer is. There have been plenty of clues. I'll give you a hint: don't fall
for his/her lies!
Guessing correctly will earn you the Elementary
achievement.
Final Escape
After a long, revealing conversation, pull the cart closer
and grab the scalpel. Use the scalpel on
the strap binding your hand.
Then, throw the scalpel at the spotlight.
After a short scene, pick up the bat. Swing it at the killer. After the killer is knocked out, search the
body to grab a cell phone. Do not call
the police! Instead, pick up the bat and
use it on the killer a second time. (And
several more, if you'd like! XD)
Call the police.
Congratulations--you've beaten the game!
You will automatically unlock the Survivor
achievement, and you will also unlock the Cool Under
Pressure achievement if your score was high enough.
Enjoy the ending and preview, and don't forget to watch the
bonus scene if you unlocked all the achievements! It is accessible from the Extras menu on the
Main Menu screen. Also, make sure to
check out www.confessyourcrimes.com
on the web. On the "The End"
screen, you are given a username and password that you can log on with, which
will give you a bonus video!
See you next time!