What is Infiltrating the Airship?
Infiltrating the Airship is the fourth game in the Henry Stickmin series, serving as the sequel to Stealing the Diamond and taking place before Fleeing the Complex, named as Episode 3 of the Henry Stickmin story. The game introduces two major factions — the Government and the Toppat Clan — who would go on to play central roles in the rest of the series. It also marks the first appearances of Charles Calvin, Captain Hubert Galeforce, Reginald Copperbottom, and the Right Hand Man, all of whom become staple characters going forward. After stealing the Tunisian Diamond from the museum, Henry has been captured by the Government and wakes up on board a helicopter, where Captain Galeforce recognizes his criminal skills and offers him a deal — infiltrate the Toppat Clan’s airship to bring them down, and all charges against Henry will be dropped. This is the first game in the series where the endings have completely different fates for Henry, making your choices feel more consequential than in any previous installment. There are four different real endings and one fake ending, and your decisions produce entirely different scenarios that carry real consequences into the final game in the collection.
Controls
Infiltrating the Airship is controlled entirely with the mouse — you use the left mouse button to interact with objects and select options as you progress through the story. At each stage you are presented with a selection of options to choose from that directly alter how Henry progresses, and if you make the wrong choice you can replay each stage individually or restart the whole mission from the beginning without losing progress on other routes. Right-clicking is also an important mechanic used to collect character bios by clicking on characters in any scene, and it unlocks certain hidden achievements tied to specific characters that can only be found by right-clicking at precise moments during cutscenes and fail sequences. The control scheme is identical to every other game in the Henry Stickmin series — simple and accessible so that all of the focus stays on the humor and storytelling. Getting the most out of Infiltrating the Airship means treating it less like a game to be won and more like an interactive story to be fully explored from every possible angle. Do not be afraid to experiment with every choice available — the game’s charm lies entirely in its unexpected and often hilarious outcomes, and paying close attention to the humorous details and interactions in every scene is what makes each playthrough feel rewarding even when Henry fails spectacularly.
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<-Tips to Dominate
One of the most important tips for completionists is to right-click every character you can see throughout every route, since clicking on every character during both fails and endings — and then cleaning up any missed bios afterward using the map — is far less of a headache than trying to track them all down separately at the end. For the Biggol Sword achievement, you need to collect a Flashdrive, receive a code, enter the Boardroom using the Vacuum at Airship Topside, click the keypad device, and enter the code — the door it unlocks is found on the Rapidly Promoted Executive route in the Quarters Hallway. For the Easy Achievement medal, select the Slingshot option at the Airship, follow the on-screen prompt that says “Click HERE for a medal,” wait a few seconds when it tells you not to press a button, and then exhaust the dialogue to claim it. Most importantly, remember that the ending you reach here directly determines which combinations are available to you in Completing the Mission — selecting an ending from Infiltrating the Airship in the Endings Hub will black out any incompatible endings from Fleeing the Complex, since certain story paths directly contradict each other and cannot be combined. This means exploring all four real endings is not just fun — it is essential if you want to unlock every possible route in the final chapter of the entire Henry Stickmin story.
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