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Completing The Mission

Completing The Mission

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You already know how far Henry Stickmin can get with a grappling hook and terrible luck, and Completing the Mission still finds new ways to punish that confidence. This is the point where five earlier jobs collapse into one final heist, and the game never lets you forget it — choices carried over from Fleeing the Complex and Infiltrating the Airship reappear here as locked doors or open ones. Reginald Copperbottom’s Toppat Clan is making its last move on a rocket bound for orbit, and depending on which endings you carried forward, you’re either riding with the Toppats, hunting them as a Government asset working for Charles Calvin, or trying to rob the whole operation blind before that rocket clears the tower.

Completing the Mission After Two Different Airships

Nothing about this chapter starts from zero, which is the detail newcomers misjudge most. The path you’re offered depends on how Infiltrating the Airship and Fleeing the Complex ended for you, so two players sitting side by side can get completely different opening briefings even though they’re both technically playing the same game. One might wake up back with the Toppat Clan under Reginald Copperbottom, while the other answers to Charles Calvin, badge and all. Neither path is the “real” one — that’s the trick.

Ellie Rose shows up depending on your history with her, and the Right Hand Man’s attitude toward Henry Stickmin shifts based on whether you betrayed him last time. Small continuity threads like this are why players compare save files instead of just watching a single walkthrough.

Henry Stickmin, Charles Calvin, and Reginald Copperbottom

Every route funnels toward the same three-way tension: Henry Stickmin caught between Charles Calvin’s Government agents, Reginald Copperbottom’s Toppat Clan, and his own instinct to just take the money and vanish. Galeforce agents patrol the more security-heavy paths, and getting spotted by one rarely ends cleanly.

None of these three sides feel like the obvious “good” choice. Copperbottom is a genuinely funny, sympathetic antagonist by this point, Calvin’s missions come with their own corner-cutting, and going independent burns bridges with everyone who’s kept Henry alive across the earlier games.

Sixteen Endings and the Choices That Build Them

Completing the Mission ships with 16 distinct endings and 222 character bios, and the fail-screen count sits at 164 — a number the community treats less like a bug tally and more like a checklist. Picking the wrong icon on a decision screen usually kills the mission outright, and Henry dies, gets arrested, or gets left behind in ways written to be funny rather than punishing.

  • Some endings only unlock if you carried a specific outcome from the earlier two games into this one.
  • A few require deliberately picking the option that looks like a fail-bait choice on the decision wheel.
  • Several branches split again mid-mission based on a second choice, not just the opening one.

Ending-hunting is the community’s main long-term activity once the story itself is finished.

What Completing the Mission Keeps From the Earlier Games

Once you reach the rocket pad, the weight of the earlier games becomes obvious. Choices you barely thought about — sparing the Right Hand Man, trusting Ellie Rose, siding with Copperbottom during the airship heist — resurface as dialogue options here, and the game rarely explains why.

What happens if you pick a bad option in Completing the Mission?

Most bad picks trigger one of the 164 fail scenes rather than a generic game-over screen — Henry Stickmin gets caught by Galeforce agents, double-crossed by a Toppat, or blows the plan in a way the game plays for comedy. You’re dropped back to the choice screen immediately, so failing costs seconds, not progress.

Do you need to finish the earlier games first?

Not strictly, since Completing the Mission lets you pick a starting scenario manually, but skipping ahead loses the personal continuity — Ellie Rose, Reginald Copperbottom, and Charles Calvin all react differently depending on choices you’d otherwise have made yourself.

Why are there so many endings instead of one outcome?

Because the series treats the “canon” ending as something players invent, not something stated outright. With 16 endings built from branching choices, Completing the Mission keeps that ambiguity going through the rocket launch.

Completing the Mission works because it refuses to tell you which of its sixteen endings actually happened — Henry Stickmin, Reginald Copperbottom, and Charles Calvin all get versions of winning depending on the path you built, and the game trusts you to hold onto that instead of handing you one conclusion.