Henry Stickmin: Infiltrating the Airship
Henry gets recruited by the government to board an airship, which goes about as well as everything else he has attempted.
Infiltrating the Airship from 2013 is the point where the series stops being purely a joke machine and starts having a plot. Henry is picked up by the authorities and sent after the Toppat Clan aboard their airship, and for the first time he is nominally one of the good guys.
The structure is the familiar one — branching choices, elaborate failures, several distinct endings — but the set pieces are longer and the animation is a clear step up again. It sits directly between Stealing the Diamond and Fleeing the Complex and sets up most of what happens in the latter.
Controls
Mouse only: click an option to choose it
Tips
- Play Stealing the Diamond first. This one opens on a direct consequence of how that game ended.
- There are several complete endings, so finishing once is not finishing the game.
- The fails are the point. Choosing badly on purpose is the intended way to play it the first time through.