Infiltrating The Airship

Infiltrating The Airship

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Infiltrating The Airship

Infiltrating The Airship

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Introduction

Infiltrating the Airship is a humorous point-and-click adventure game developed by Puffballs United, released in 2013. It is the fourth installment in the popular Henry Stickmin series, following Breaking the Bank, Escaping the Prison and Stealing the Diamond, and preceded by Fleeing the Complex. The game is known for its humorous storyline, stick-figure animations and interactive gameplay, where the player’s decisions shape the outcome.

The game features four main endings: Government Supported Private Detective, Pure Blooded Thief, Relentless Bounty Hunter and Rapidly Promoted Executive, plus a false ending, along with 60 unique failure scenarios, encouraging replayability to explore every path.

In the game, you play as Henry Stickmin, a notorious thief who is arrested by the government after stealing a valuable diamond. The government, led by Captain Hubert Galeforce, offers Henry a deal: infiltrate the spaceship of the Toppat Clan, an international crime syndicate, and bring them to justice in exchange for clearing his criminal record. With the help of pilot Charles Calvin, Henry must pilot the spaceship, making crucial choices that lead to success, failure, or comical mishaps.

How to play

Controls

  • Use the left mouse button to interact with objects and select options. On mobile devices, tap the screen to make choices.
  • The game is entirely point-and-click, with no complex control schemes, making it accessible to players of all skill levels.

Gameplay

  • Choice-Based Decisions: At each stage, you’re presented with multiple options (e.g., use a grapple gun, cannonball, earpiece, or sticky hand to board the airship). Each choice leads to a unique outcome, progressing the story, triggering a fail, or unlocking a humorous cutscene. For example, choosing a jar of acid or knocking on the hatch might lead to unexpected consequences.
  • Trial and Error: Many choices result in fails (60 unique fail animations), but you can retry each stage or restart the mission to try different paths. Fails are often funny, encouraging experimentation.
  • Quick-Time Events (QTEs): The game includes minimal QTEs (three in total), where you must react quickly to on-screen prompts to avoid failure. For example, in certain routes, mistiming an action like ejecting or dodging can lead to a fail.
  • Gadgets and Tools: Henry has access to various gadgets (e.g., C4, grappling hook, sticky hand) that you select to navigate challenges. Choosing the right tool is key to progressing.

Starting the game

  • Henry begins on a government helicopter approaching the Toppat airship. You choose an initial entry method (e.g., earpiece for stealth, cannonball for a dramatic entrance). Each entry point sets the stage for one of the four main story paths.
  • Charles Calvin, the pilot, assists in some routes, particularly the Government Supported Private Investigator path, where Henry sneaks around to find evidence.

Progression and endings

  • The game is divided into stages, each offering a set of choices that branch into different scenarios. Your goal is to make the right sequence of decisions to reach one of the four endings.
  • Endings vary significantly: you might help the government, join the Toppat Clan, or pursue a solo path. Each ending has a unique fate for Henry, adding replay value.
  • Hidden achievements, easter eggs (e.g., finding the Biggoron’s Sword), and 58 character bios add depth for completionists

Have fun infiltrating the airship, and good luck helping Henry Stickmin complete his mission—or at least survive the hilarious fails! If you need tips for specific routes or endings, let me know.

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