In the fourth game of Henry’s adventure, you’re going to provoke the Toppat clan in their airbase to catch their criminal nature on camera. Sounds bizarre, but policemen can’t prison any of the bandits before they see real evidence of their disobedience.
Occupy the airship with your friend by misery, Charles. He’s a bit crazy but has brilliant wits by standards of the stickman world. Don’t let him do anything he invents, however, or he will explode the base or screw the mission up somehow before you notice it. This chapter is where you finally manifest your bad, good, or mad route.