Follow TV Tropes

Following

Characters / Henry Stickmin Series Main Trio

Go To

Main Trio

https://static.tvtropes.org/pmwiki/pub/images/triple_threat_54.png
"...With the three of us, we'll have no problems... Completing the Mission." Ellie

The main characters of the series. Depending on the players' choice, Henry can have a partner between Charles or Ellie to assist him on his journey, and specifically in Mission's Government/Allies route, both come along with him.


    open/close all folders 

    As A Whole 
  • And Now for Someone Completely Different: Anytime Charles or Ellie team up with Henry, there will be a few moments where you choose actions for either of them.
  • Badass Crew: Only in the Triple Threat and Pardoned Pals (to a lesser degree) routes of Completing the Mission, where they collaborate to take down the Toppat Clan's Orbital Space Station before it launches outside the reach of the Government.
  • Fire-Forged Friends: Henry's initial friendship with Charles and/or Ellie can come across as this; with the former being one-sided as Henry slowly becomes frustrated with some of Charles' incompetence, and the latter due to some egregious mistakes in Ellie and Henry's teamwork.
  • Freudian Trio: Henry is the slightly idiotic Id who is a Jerk with a Heart of Gold, Charles is the wacky but lawful Superego who is the Token Good Teammate, and Ellie is the Ego as she's more of a Wild Card than anything.
  • Nice Mean And In Between: Charles is the nicest one out of the group and serves as Token Good Teammate, Henry is more on the mean side given he's pretty selfish, but gradually becomes a more honorable character depending on the player's choice, and Ellie is in-between given she's more on the Wild Card side and has no real morality despite being a criminal like Henry.
  • Odd Friendship: Given how Charles, the government's pilot, befriends two (former) criminals, this is to be expected.
  • Power Trio: They form this dynamic in the Triple Threat route.
  • True Companions: Henry could have a genuine bond with Charles and/or Ellie depending on the player's choices.
    • Despite Charles' penchant for screwing things up, Henry clearly values the pilot and the two of them have each other's backs, and Henry is clearly devastated when Charles dies aboard the station to ensure Henry survives when it explodes in the Valiant Hero ending of Completing the Mission, to the point where he outright salutes when visiting Charles' grave.
    • Despite having only met her very recently at The Wall, he works very well with Ellie and the two support each other regardless of who Henry chooses to support. And to top it all off, Henry even promotes Ellie as his Dragon at the end of the Toppat King route.
  • Two Guys and a Girl: The three form a badass trio of government agents in the Government/Allies route.
  • Walking Disaster Area: All three of them can qualify. Special mention goes to Henry.
  • We Cannot Go On Without You: An Inverted example. Whenever Charles getting blasted by the SAM turret or Ellie flattened by the tank, it still results in a fail, due being important allies to Henry
  • With a Friend and a Stranger: Henry has both Charles and Ellie as allies, but the two only meet during some routes in Mission.

    Henry Stickmin 

Henry Stickmin

Appears in: Breaking the Bank, Escaping the Prison, Stealing the Diamond, Infiltrating the Airship, Fleeing the Complex, Completing the Mission

https://static.tvtropes.org/pmwiki/pub/images/henrymaincharacternav_6.png
Click for his appearance as a cyborg
Click for his appearance as Leader of the Toppat Clan
Click for his appearance as a Toppat recruit

The main protagonist and the titular character of the series. Henry is a plain looking fellow with loose morals and incredible luck of both the good and bad varieties.


  • Achievements in Ignorance: Implied retroactively in Prison, for the events of Bank — Henry’s lawyer argues that Henry couldn’t possibly have tied the money bag shut from inside said bag, making him innocent. In reality, Henry tied off the bag without much difficulty.
  • Acme Products: A Running Gag has him using inventions from Gadget Gabe. Almost all of which end up backfiring on him.
  • Affably Evil: It's heavily depending on the player's choice, but despite being a greedy crook who only cares about himself, Henry is capable of being caring to others whenever it is necessary.
  • Ambiguous Situation: The Government Supported Private Investigator and Relentless Bounty Hunter endings of Airship have Henry receive a pardon for his crimes in exchange for helping the government with the Toppat Clan as Galeforce promised, so with Henry getting arrested by the Wall in the following game, it begs the question of whether Henry committed more crimes, or Dmitri just doesn't know/care about the pardon, both of which are equally plausible.
  • Amusingly Awful Aim: Henry is utterly terrible at shooting even when his target is right in front of him. From blowing himself up with a rocket launcher in Prison, to somehow managing to miss every single shot he fires at a guard at point-blank range in Diamond, to accidentally shooting Ellie with a sniper rifle while trying to show off in Complex. That said, his aims are greatly improved in Mission; with how he successfully snaps the tether holding the rocket in the Stickmin Space Resort route with a well-placed sniper round and guns down multiple Toppats with Pew Pew Gun in Free Man route being prime examples, though he still can screw his shot here and there, such as the Toppat King route gives Henry a 95% chance of landing a headshot and still managing to barely miss all four shots.
  • Alas, Poor Villain: In the Revenged ending, after Henry defeats the Toppat Clan, he limps over to a rock and lies down on it. He dies alone before the Revenged card shows up.
  • And I Must Scream: The Multiverse Correction ending seemingly implies, if not outright confirms that every fail is canon, thus meaning Henry has suffered throughout all the deaths he’s endured in the series.
  • And the Adventure Continues: Several paths in Mission end on the note of Henry having more adventures ahead of him.
  • Arc Villain: From the Rapidly Promoted Executive routes onwards (unless he is betrayed by Reginald in The Betrayed ending). While Henry himself is already a Villain Protagonist, he straight up becomes the Big Bad of his own series once he takes the role of Toppat Leader (with a Jerk with a Heart of Gold streak depending on the path).
  • Asshole Victim: Being a criminal Jerkass, you are probably be fine when he's dying in most fails (or due to the comedic nature of the game you can even laugh at him). Zig-Zagged in later games after Diamond where he becomes morality dependent, meaning he could be a much more heroic character, but you can still laugh at him in fails.
  • Back from the Dead: Since The Betrayed ending of Complex ends with his death, the Revenged route in Mission opens with his body being retrieved and subsequently resurrected as a cyborg. Unfortunately, this doesn't last for long as he ends up dying for good after claiming his revenge.
  • Benevolent Boss: As the Toppat Leader, he can be this depending on the players' choice with him risking his life to defend the launch of the Toppat's space station from the government. This alone convinced Reginald that Henry is a better leader than him as the latter earns his loyalty in return.
  • Beware the Silly Ones: Yeah, he's a bumbling, idiotic burglar most of the time, but when something becomes serious to him, or if you betray him, God help you.
  • Born Lucky: Somehow he always finds something or has an item on hand to aid him in getting through any given situation. The trailer for Complex shows this on his file.
    He is classified as extremely lucky. Be warned upon approach. He is difficult to contain.
  • Born Unlucky: Of course, sometimes the things he finds (and throws, and catches, and falls on...) end up hindering or hurting him in humorous ways.
  • Boxed Crook: In Airship, Captain Galeforce allows him to aid him in taking down the Toppat Clan in exchange for amnesty for his crimes.
  • Bribe Backfire: Henry cannot bribe anybody for crap. First, he tries to bribe James Lancelot with the Tunisian Diamond to let him go, never mind the fact that he stole it, and because bribery is a federal offense, Lancelot shoots him dead on the spot. Then, he tries to bribe Mr. MacBeth with the Toppats' money cart, which he hasn't even stolen yet, and Mr. MacBeth rightfully points out that, "This money ain't even yours, kid." Cue Henry getting shot by a scoping laser.
  • Bridal Carry: Tries to do this on Ellie when she's captured by Grigori. As it's a FAIL, he somehow manages to do this on Grigori.
  • Butt-Monkey: More often than not, Henry gets hurt and killed in amusing ways due to either his clumsiness or just pure bad luck. So much so that even when he succeeds, he may end up injured anyway.
  • The Chew Toy: Almost all of the humor in this series stems from Henry's suffering.
  • Chronic Backstabbing Disorder: Depending on the choice, Henry could backstab anyone he's working with. In Airship, Henry could abandon his mission from the government to strike on his own by either stealing the ruby or joining the Toppats instead. He also able to optionally leaves Ellie behind after she helped him in Complex.
  • Combat Pragmatist:
    • More often than not, Henry's attempts at a fair fight will end in a FAIL, so he tends to rely on items and cunning in order to beat his foes.
    • One of the most notable examples is the Spook option in Airship. After Handsome Harold fails to be scared by the prop spider, Henry does the next logical thing to get the incriminating documents away from Harold by hitting him over the head with the stick.
  • Cool Bike: He has a motorized scooter that he uses to steal the Tunisian Diamond in the Aggressive/Intruder on a Scooter route in Diamond and to reach the Toppat Clan airship in The Betrayed route in Complex. He brings it back for the Stickmin Space Resort and Jewel Baron routes in Mission.
  • Crazy-Prepared: Henry has numerous items in his arsenal which helps him succeed in whatever endeavor he presents himself in. That said, not all of the items he finds or has on hand work quite as he intended.
  • Crouching Moron, Hidden Badass: Henry may be clumsy and sometimes even dumb. But remember, he's the same guy who escaped a prison using a bunch of objects and gadgets to his advantage, stole the Tunisian Diamond, infiltrated an airship belonging to a criminal clan with wit and cunning (and possibly some help from the Government), and manages to top his previous jailbreak with The Wall, a maximum security prison that holds the worst criminals around and hasn't had an incident or a successful escape attempt for fifty years. Not to mention the various endings which have him either outright dismantling the Toppats, spearheading their operations, or just plain robbing almost every single place he comes across blind, without them even realizing until it's too late.
  • Cut Lex Luthor a Check: Averted when he gets the perfect opportunity to cash said check in the Stickmin Space Resort ending where he manages to reform all of the Toppat members he accidentally kidnapped after stealing their rocket ship and after employing them as staff, he runs the place as a very popular and lucrative space resort which enables him to become wealthy legally.
  • Cyborg: He is resurrected with cybernetic replacements for his spine and left arm in the RPE-TB timeline of Mission.
  • Deuteragonist: Of the Valiant Hero ending, as all choices are made by Charles.
  • Dies Wide Open: Dies with his eyes open in the Revenged ending of Mission.
  • Dishing Out Dirt: In the "Rescue" route of Complex, Henry can earthbend slabs of concrete while fighting the Wall's guards. And he actually does really well for a while, at least until he gets clocked in the face by a hunk of rock.
  • The Dog Bites Back: In Revenged, he does this to Reginald (and the entire Toppat Clan) for being betrayed. He did it, but eventually dies as result.
  • Dying Alone: The Revenged ending, in which Henry canonically dies for real, is the followup of the "Rapidly Promoted Executive" and "The Betrayed" endings in Airship and Complex, in which he betrayed the government, never met Ellie and the Toppats turned on him. When he kills Reginald, the Toppats are finished as well, leaving no one to remember Henry after his death. It's considered one of the saddest endings in the series.
  • The Dying Walk: The closing moments of the Revenged route sees Henry just barely crawling away from the wreckage of the Toppat Clan airship before sitting against a rock and passing away.
  • Easily Forgiven: In the Thief/Allies route of Mission. Either he is forgiven by the government for abandoning the airship mission to steal a ruby when he stops the Toppat rocket launch (likely because the Government got what they wanted out of him anyway), or he is forgiven by the Toppats for breaking into their airship and stealing their ruby (though Reginald was impressed by his thieving skills) when he helps them escape from the government and returns said ruby.
  • Elective Mute: Implied, as he can scream and somehow make a yell so powerful, it breaks the windows of the Toppat space station yet he rarely talks.
  • Emergency Transformation: Undergoes one in the Revenged route after being killed by Reginald in Complex.
  • Explosive Stupidity: Whenever Henry has an option to use an explosive, expect it to backfire on him... every. single. time.
  • Extra-ore-dinary:
    • During the "Bounty/Executive" routes of Airship, Henry can try metalbending to catch up with Reginald. It doesn't go well for him...
    • At the beginning of the "Bounty/Ghost" route of Mission, he can wear a metal hat to turn himself into metal. This makes him strong enough to break a door and makes him resistant to bullets.
  • Fighting Spirit: Has a Spirit, named Reference which he uses to battle the Right-Hand Man in the Spirit Forme fail in the Revenged path of Mission. It's able to swap places with Henry and can punch people into an Alternate Timeline.
  • Fire-Forged Friends: Can become this with Charles in the Government ending of Airship, Ellie in the Allies ending of Complex, and Reginald and the Right-Hand Man in the Executive/Allies and Executive/Dead endings of Mission.
  • Flat Character: Henry doesn't have much characterization outside of being a thief who loves to steal valuable things. It does work on the games' benefit as it allows the player to dictate what type of character Henry will become from Airship onwards.
  • From Nobody to Nightmare: Henry can potentially go from a simple ineffectual robber to a high position in power depending on the route, like the leader of Toppat Clan, a government agent or the owner of a space resort.
  • Gotta Have It, Gonna Steal It: Due to a combination of greed and kleptomania, Henry often desires to steal valuable things once he sets his eyes on them, such as money or jewelry.
  • Greed: Henry likes to have valuable stuff. It has led to the events of Bank, a credit scene where he's chasing the money truck in Prison, Diamond, the Pure-Blooded Thief ending in Airship, a FAIL in Complex where he pickpockets a guard, but over-encumbers himself to the point of accidentally crushing himself with the bag he's carrying, and the Stickmin Space Resort, Jewel Baron, Little Nest Egg, Cleaned 'em Out, and Capital Gains routes in Mission.
  • Grin of Audacity: Henry often grin this way whenever he's about to steal something or doing anything criminal related in general.
  • Groin Attack: Henry is on the receiving end of this trope twice:
    • In the Pure-blooded Thief route in Airship, Henry has the option to use a Magic Pencil to try and cross a gap. He tries to draw a glider, but the drawing instead stands up and hits Henry in the nuts before hopping away. The FAIL screen asks "Why did you draw a Nutshot Crawler?"
    • In the Presumed Dead route in Complex, Henry has the choice to eat a Sandwich which turns him into a hulking, muscular man in order to take out the three guards standing between him and freedom. Henry takes out the first two guards, but reverts to his normal size before he can take out the third guard, who proceeds to kick him in the crotch.
  • Hammerspace: Exaggerated. In the first game, Henry is able to carry six items when he's trying to break the bank. This only increases further in later installments, like several Shout-Out items that you don't know how he even obtains them. Most of them fail hilariously by the way...
  • Hated by All: He gains this reputation in some of the routes in Mission where even both the Government and the Toppat Clan want nothing to do with him due to his greedy tendency.
  • Heel–Face Turn: Initially a pure Villain Protagonist. But starting with Airship, there are choices that allow him to become a more heroic character. Of course, this is dependent upon player choice.
  • Heroic BSoD: Henry becomes very despondent during the Valiant Hero ending after realizing that Charles died. Upon going back to Earth, he still appears very dismayed, even while other government military personnel rejoice the successful destruction of the Toppat satellite.
    General Galeforce: (to Henry) What's wrong?
  • Heroic Comedic Sociopath: Even while he's committing crimes, Henry never fails to go about them in an amusing way.
  • Heroic Mime: Downplayed in regards to the "heroic" part, but he rarely speaks aside from screams of pain or fright when something horrible happens to him. That said, he does speak a couple of very brief lines at points, such as when using the Grenade in Prison, the Falcon Punch and Branch option in Diamond, the Falcon Kick in Airship, the Tall Guy disguise in Complex, and when he begins to explain his plan to Charles in the Government/Allies route in Mission.
  • The Hero Dies: In the "Revenged" ending, he dies peacefully sitting against a rock after getting shot in the back by Reginald and barely surviving an airship crash.
  • Heterosexual Life-Partners: In some ending routes with Charles. Starting from Airship's Government Supported Private Investigator and/or Complex's International Rescue Operative route, it's quite clear that they're close friends who are willing to go to great lengths to look after the other, which is further exemplified in several endings in Mission, most notably the Special BROvert Ops, Triple Threat, and Valiant Hero routes. The Valiant Hero ending deserves special mention, as he and Charles look after each other the entire route, and Charles sacrifices himself at the end to save Henry by holding off the Toppat mook and getting Henry onto the escape pod. When the satellite explodes, Henry looks completely devastated and bangs on the escape pod's glass as it happens and he's Forced to Watch. He has the same look on his face when he reports back to the general, and is seen saluting his old friend's grave at the end.
  • He Who Must Not Be Heard: Despite largely being The Voiceless, some scenes heavily imply that he's capable of talking in full sentences, but only if the screen isn't focused on him.
  • Hidden Depths: Henry seems like a bumbling Master of None at times, but he’s surprisingly adept at driving vehicles and rarely has any trouble behind a wheel. He has driven a souped-up scooter, a police car, multiple tanks, a helicopter, a souped-up space-scooter, a rocket and an airship, with no signs of discomfort, all presumably without any training.
  • Hoist by His Own Petard: The methods he uses to complete various tasks often backfire one way or another, especially when he uses explosives.
  • Humble Goal: To a degree compared to the other endings where he either becomes a government agent, strikes out on his own as a bounty hunter, continues to serve with the Toppats, or sticks to plain thievery, the Stickmin Space Resort ending has him turn the Toppat space station into a popular hotel staffed by the former members that happened to be on board when he stole the rocket.
  • Hypocrite: The Revenged ending has him chasing after Reginald to get revenge for betraying him to become the Toppat Clan leader again, even though Henry did the same thing to the government to become the leader in "Rapidly Promoted Executive".
  • An Ice Person: In the "grapple gun" route of Airship, he can use ice magic to open the vault's door. He just freezes himself.
  • Identical Stranger: To Gordon Smith (a Toppat Member Family Man) and Henry Stickman. The latter ended up becoming evil due to constantly being mistaken for Henry Stickmin and harassed by other people.
  • Idiot Hero: Not to the same extent as Charles, but he still qualifies considering how many terrible choices he has made throughout the series. Some of the FAIL screens even lampshade this.
    FAIL Screen: Not much of a brain in there to begin with.
  • Ineffectual Sympathetic Villain: Especially in Bank where Failure Is the Only Option. Though he becomes more successful in his endeavors later on, he can still fail occasionally.
  • Instant Expert: Zigzagged. The majority of the FAILs result from Henry's inexperience with whatever he picks up, but in the Executive/Betrayed route of Mission, he instantly masters his new cybernetics in minutes and defeats the similarly powered-up Right Hand Man in one-on-one combat.
  • It's All About Me: Henry is notably quite a selfish character, and he continues being so in some of the choices from Airship onwards. However, this is eventually softened if he gets Charles and/or Ellie on his side.
  • It's Personal with the Dragon: In Completing the Mission, there is really only one ending where Henry has a clear grudge against Reginald. The Right Hand Man, however, is clearly pissed at Henry in every route where he became a cyborg to the point of Henry being personally captured by him in Bounty/Ghost route. Even in the routes where Henry becomes the Toppat leader, it's clear that the Right Hand Man isn't thrilled with the arrangement. That being said, the Right Hand Man can eventually let go of his grudge, if Henry gains Reginald's respect by defending the clan.
  • I Work Alone: It is possible for Henry to go solo on his adventures despite the options to team up with others. In some routes, he can backstab them to get to his goal.
  • Jerk with a Heart of Gold: Depending on the players' choice, Henry can become a nicer character even in his more villainous roles, most notably in the routes where he's willing to look up to other people instead of just himself, such as how Henry treats Ellie as his partner if he help her escape and how he's able to get along very well with Charles in the government-based routes, willing to go along with Charles' plans and never questions or looks down on him for his Idiot Hero or Bumbling Sidekick tendencies. On the other hand...
  • Jerk with a Heart of Jerk: Henry can backstab other people just to get what he wants and care only for himself. For example, during the mission to take down the Toppats, he can go rogue to either steal their ruby or join them instead. He can also "thank" Ellie for helping him escape the Wall by leaving her to rot.
  • Karma Houdini:
    • As soon as he gets the package in Escaping the Prison, everything helps him, directly or indirectly. He gets out of prison, he steals the Tunisian Diamond, is pardoned by the government or becomes the leader of the Toppat Clan in Infiltrating the Airship, and escapes the Wall in Fleeing the Complex.
    • In the Ghost ending of Complex, he abandons Ellie as soon as she outlives her usefulness. He receives no comeuppance for this in three of the four routes in Mission that follow from this ending. He isn't so lucky in Executive/Ghost, though...
  • Karma Houdini Warranty:
    • The Betrayed ending in Fleeing the Complex is the first ending that has Henry getting his punishment, as he's killed by Reginald. And when that doesn't stick, he's killed for real in the Revenged ending from Completing the Mission by Reginald again after he gets his revenge on the Toppat Clan.
    • Also happens in another one of the endings for Mission. After betraying Ellie yielded no results in Complex, she winds up following him to the Toppat Clan's airship, exposing him which results Reginald, using Henry's betrayal as an example, convinces much of the Toppat Clan to overthrow him. This puts Henry in a civil war between his much smaller team of loyalists and the rest of the clan led by new leader Ellie, stopping what would would have been an easy means of becoming the leader of a significantly large crime organization.
  • Karmic Butt-Monkey: While the fails almost always make life a hell for Henry, he at least deserve them for his criminal actions.
  • Karmic Jackpot:
    • By helping Ellie escape the Wall, Henry earns her loyalty to him as she becomes his faithful partner in return.
    • After Henry manages to defend the Toppats' rocket launch from the government as their leader, Reginald would gives his respect for the accomplishment as he give the control of the clan in his earnest and even gains his loyalty in return.
  • Kick the Dog: In Complex, Henry can optionally leave Ellie behind, even after she helps him escape. It comes back to bite him in the Toppat Civil Warfare route, where she escapes the Wall herself and turns the entire Toppat clan against him.
  • Killed Off for Real: invoked In the Revenged ending, he dies for good, as confirmed by Word of God. Although, the Omega Ending reveals that the fails maybe just canon as endings. If so, this averts Death Is Cheap trope and Henry has killed off the real many times.
  • Kleptomaniac Hero: See Greed above.
  • Laser-Guided Karma:
    • While Henry is stealing from innocent/regular people and security guards in the first three games, any options that involves him outright harming people who aren't evil without defending himself (like shooting them, blowing them up, etc) either backfires into a Fail outright, or works but instantly lands Henry in an even worse situation. This lessens later, since the later games tend to give Henry explicit good/evil routes instead that give the player a corner to ramp up the Black Comedy without karma.
    • As the Toppat Civil Warfare route in Mission demonstrates, leaving Ellie to fend for herself in the Ghost Inmate route seriously bites Henry hard when she takes control of the Toppat Clan, leaving only three people on his side.
    • The Betrayed ending of Complex has Reginald betray him and drop him to his death; not much as above, but still fitting, considering he betrayed the government for the clan.
    • In the Toppat King path, Henry has the option to abandon Reginald to the Government. He is then immediately blown out of the sky by the Toppats due to mistaking him for a government soldier.
      FAIL Screen: That's karma for ya'.
    • Subverted in the Bounty/Ghost route. While he ends up captured yet again after leaving Ellie behind at the Wall, this time by the Toppat Clan, he still manage to escape from them anyway and even indirectly plowed through their space station's power core in the process.
  • Laughably Evil: A Villain Protagonist who's also The Chew Toy thanks to all the amusing fails and deaths that can happen to him in the series.
  • The Leader: Henry becomes the leader of the Toppat Clan in the Rapidly Promoted Executive route in Airship and onwards. Alternatively, he also serves as this to the main trio in the Triple Threat route and to the government's Elite Four in the Master Bounty Hunter route.
  • Leeroy Jenkins:
    • Pretty much what occurred regarding his more "aggressive" options in each game starting from Prison where Henry simply going straight for his goals wide open without any plans whatsoever, which could (and does) gone wrong if it wasn't with the fact that Henry being so darn lucky most of the time.
    • The more straightforward example is the "charge" option in the Toppat King route of Mission where Henry attempt to just pathetically charging through the Government's soldiers while yelling his name, only to be shot offscreen. The FAIL screen even fuel the reference further.
      FAIL Screen: Oh my god, he just ran in.
  • Lethal Klutz: Henry's clumsiness more often than not causes horrific things to happen to him.
  • Lovable Rogue: Henry might be a criminal and burglar, but it's really amusing to see him both succeeding and failing.
  • The Many Deaths of You: The primary entertainment value of the series is watching him fail and die over and over and over again.
  • Mike Nelson, Destroyer of Worlds: Henry's a pretty unimpressive guy aside from a few abilities that he only uses once, but the destruction he leaves in his wake in many paths (though there are exceptions) is truly impressive. And in many routes, it's unintentional.
  • Morality Chain: To Ellie, if the Government/Allies route is chosen; his friendships with Charles and the Government influence her into putting her criminal past behind her and becoming an ace special operative.
  • New Powers as the Plot Demands: He sometime gains special powers and items out of nowhere depending on the situation, and he'll never use them again, though there are few exceptions such as his recurring Teleporter. Of course, most of them fail hilariously...
  • Not-So-Harmless Villain: At first glance, Henry doesn't seem all that threatening due to his bumbling, but several routes in the series showed that he can still be dangerous to those around, even if it's unintentional.
  • Oh, Crap!: Sports one at the beginning of Toppat Civil Warfare when Ellie conforts him in front of the clan for abandoning her.
  • Only the Leads Get a Happy Ending: In the Master Bounty Hunter route, he takes up Charles' suggestion to take the bounty hunting gig further and apparently is a success, but his teammates got vaporized by the Right Hand Man without much fanfare.
  • Person of Mass Destruction: Henry has an unbelievable ability to wreak havoc on a very large scale in multiple endings, intentionally or accidentally.
  • Pet the Dog: Depending on the player's choices, he can have sympathetic moments. The two main examples of these are if he decides to free Dave from the Toppat Clan, a policeman/night guard who previously worked against him, and if he helps Ellie up to escape instead of leaving her behind.
  • Phantom Thief: His actions in all of the Pure Blooded Thief (minus Convict Allies) routes constitute as such. To add icing on the cake, in any route of Mission following the Presumed Dead ending, Henry has an alias while stuck in the frigid north, known as the Mysterious Vagabond.
    • In Pure Blooded Thief, he looks out only for himself by forgetting the mission in exchange for stealing the Romanian Ruby, and in the process of absconding with it, he destroys the Toppat's airship for good, allowing the government to apprehend a majority of their members.
    • In Jewel Baron, he goes back to the Toppats, who are in a position where nobody is able to stop them, to steal their Norwegian Emerald. He does so, and in the process, Henry destroys the orbital station, which not even the government could stop, and ends up killing both Reginald and the Right Hand Man.
    • In Stickmin Space Resort, he once again tries to steal from the Toppats; this time, their entire rocket/orbital satellite. Henry once again proves successful, converts the rocket into a resort, reforms the onboard members into his own crew members, and gets all of the Toppats remaining on Earth arrested.
  • Platonic Life-Partners: With Ellie from Convict Allies route onwards. The two are always valuing each other and supporting one another, regardless of what affiliates they're in. So much so that Henry eventually promotes Ellie as his Right Hand Lady at the end of Toppat King route.
  • Playing with Fire: In Airship, if he fights the Right Hand Man with the "dirk" option, he can try to attack with fire magic.
  • Plot Armor: As the main protagonist, this is a given, and he eventually becomes a Karma Houdini as result. Aside from fails, he can only die canonically in the Betrayed ending (Although he gets resurrected as a cyborg in its only followup route in Mission, called Revenged but then he dies for good).
  • Protagonist Title: The titular protagonist of the series.
  • Protagonist Without a Past: Nothing is known about Henry's life before the events of the series. His Bank bio simply states that he was short on money so that's why he decided to rob a bank, but nothing else.
  • Psychotic Smirk: In the intro of the Government/Ghost route of Mission, he gives the audience a very smug smile when he hears about the Toppats' rocketship filled with treasures. This expression is also used to represent his last bio card.
  • Rage Breaking Point: Henry reaches this in the Jewel Baron route regarding the Teleporter gag. After staring at the device for a bit, Henry finally snaps and tosses it onto the floor to break it, which lead him to be unintentionally teleported to a number of locations including the ocean and out into space before stopping at his intended destination, the Toppat's vault with the Norwegian Emerald inside.
  • The Redeemer:
    • The Stickmin Space Resort ending has him redeeming the Toppat Clan members he happened to kidnap when he stole their rocket before decides to turn it into a space hotel with the reformed members as staff.
    • He indirectly influences Ellie to reform as well in Triple Threat route as they working together alongside Charles to stop the Toppats' rocket launch.
  • Reformed, but Not Tamed: As shown in the Government/Ghost, Bounty/Allies, and Bounty/Dead routes, Henry can opt to help out the Government and be cleared of all criminal charges but remain a hardcore thief regardless; the only caveat being that his next target is so happens to be people worse than him.
  • Rewarded as a Traitor Deserves: Given Reginald's past and his talks of loyalty and dedication, it's heavily implied this is the real reason Henry meets his end in The Betrayed, having backstabbed another major party and taken the seat by force in the process, rather than wanton evil.
  • Ripple-Effect-Proof Memory: He seems to still retain memories of his FAILs, even if canonically he never took those choices (usually because they end in his death). To name the examples:
    • Henry develops a hesitance and then later a hatred for the Teleporter. This is despite the fact that, if we only count his successes as canon, he would have never have used the device before his one successful attempt in Diamond (so his reluctance and fear of it make little sense, considering how eager he is to try anything else), and he wouldn't smash and stomp on it in hatred in Mission if he had either not used it before or used it once successfully. So he likely has knowledge of his FAILs from other attempts.
    • By this logic, Henry shows some frustration at Charles' numerous failed attempts to assist him, which makes the "I don't need your help!" choice possible while Henry is sneaking into the electrified airduct in Airship.
    • The same applies for the "Charles" option, and how Henry reacts to it: surprise in Airship, fear in Complex, and panic in Mission. Additionally, in the former two, he doesn't understand Charlie's plan until he notices the helicopter approaching; in the latter, he starts panicking as soon as Charles claims that the situation "calls for some bold action".
  • Roaring Rampage of Revenge: In the Executive/Betrayed route, he smashes his way through the Toppat airship in order to get revenge on Reginald for betraying him.
  • The Scrooge: Inverted. Despite stealing gems that would realistically afford someone a life of absolute luxury for ten lifetimes, Henry somehow manages to burn through all of it in under a year and always seems to be in need of more. However, this could simply be because he's that much of a kleptomaniac and enough is never enough as far as he's concerned.
  • Shock and Awe: At the beginning of the Bounty/Ghost route of Mission, he can use thunder magic to free himself from his cuffs.
  • Signature Headgear:
    • If he's the Toppat leader, he gets Reginald's black top hat with his dollar gold chain wrapped around it.
    • If he's just a Toppat recruit, he gets a navy blue top hat with a golden "H" brooch on it.
  • The Silent Bob: Henry rarely talks on his own and whenever he does, it's always out of nowhere and sometimes even Played for Laughs.
  • The Sociopath: Henry is a weird example, as he shows all signs of being a sociopath, although never all of them in the same route. No remorse or empathy? Henry never shows any signs of remorse for attacking or killing those who get in his way. Manipulation? Manages to trick multiple characters in the series through various ways. Constant need for stimulation? Henry sometimes destroys more than he needs to, such as blowing up an entire rocket for a single emerald (He used said emerald to reflect the rocket's Kill Sat laser back at it in Thief/Ghost, although to be fair this likely wasn't part of his plan, and it was his only means to defend himself from said Kill Sat) or indirectly destroying the entire Toppat Clan because one guy killed you. Brilliant but lacking foresight? Can pull off genuinely amazing moves, and fail in hilarious ways due to not really realizing how things work. Completely selfish? Now, this is where it gets tricky. Henry's as capable of tricking and betraying Charles and Ellie as he is of anyone else... when he first meets them. But, as he works with them directly, and he gets to know them better, he forms genuine bonds with them. This doesn't stop Henry from possibly staging a heist against the Toppats behind the Government's back though, should he befriend Charles... and Ellie doesn't soften Henry's criminal tendencies, being a criminal herself.
  • Spanner in the Works: Henry frequently disrupts larger schemes with his larceny.
    • Bios reveal that the Tunisian exhibit was all a prelude to Mayor Fredrickson's own plans to steal the diamond, which was foiled by Henry stealing it first.
    • Several routes of Mission involve Henry robbing the Toppats blind, without a care for their space station plans being screwed in the process.
  • Springtime for Hitler: How a number of his successes come to be. Notably, his terrible aiming becomes heavily improved when shocked with a taser, whereas when the Teleporter has failed him every single time before, it brings him right where he needs to be when he shatters it into pieces in frustration.
  • Stealing from Thieves: In some routes of Mission, he can steal property of the Toppat Clan, who themselves are a huge criminal syndicate.
  • Strong as They Need to Be: Henry is possibly one of the biggest examples of this trope in fiction. Normally his ability to fight head on is pathetic, but for some options he gains inexplicable superpowers that he then never uses again (most notably his ability to pull off a Matrix-style Bullet Dodge, Bullet Catch, and Catch and Return during the Badass ending of Prison). It can even happen within the same option: he can be strong enough to punch a military helicopter and send it flying, but not strong enough to survive the fall afterwards. This all runs on Rule of Funny and Rule of Cool.
  • Stupid Crooks: His first time breaking into a bank didn't go so well. Future criminal acts were relatively more successful, though.
  • Super-Scream: In the "Thief/Ghost" route of Mission, he can eject the Right Hand Man and Wilhelm Krieghaus out of the Toppat space station by using the Unrelenting Force at them.
  • Survivor's Guilt: Heavily implied on Mission's Valiant Hero route. He is utterly devastated after seeing the Toppats' space station explode with Charles still on it after the pilot threw him into an escape pod to save him from a Toppat goon. The last shot of the ending is him saluting Charles' grave.
  • Tank Goodness: In the Relentless Bounty Hunter route, Henry stole the Toppats' tank (which itself is shaped like the tank on the Newgrounds logo) to take Reginald off the airship and bring him to the government. Afterwards, he gets to own it and eventually uses it to raid the Toppats' transport train in the Little Nest Egg and Capital Gains route.
  • Teleportation: Henry has a teleportation device in every game but it's... unreliable to say the least, usually putting him in danger. As the series progresses, he gets more and more reluctant to use it, until in Mission, he throws it on the ground and destroys it. This time, however, its last-minute malfunction puts him exactly where he needs to be.
  • Too Dumb to Live: The FAILs are pretty much all the result of Henry's clumsiness. Even though many of them are due to the player's options, some FAILs are beyond that. One notable example is with the old Bank, where Henry uses explosives to break the bank's walls. When the explosives fail, he goes close by to examine what went wrong.
  • Took a Level in Badass:
    • Through the course of the series, he goes from failing to rob a bank, to successfully stealing a giant diamond from a museum, to breaking out of a legendary, maximum-security prison. This comes to a head in Mission, where he either fends off the Government, makes off with the Toppat Clan's riches, takes down an orbital Kill Sat, or even steals it!
    • It's rather subtle, but by the time of Mission, Henry has gotten (mostly) better at aiming with his guns.
  • The Unfought: To Charles; should he join the Toppat Clan and become their new leader in Airship, there's no point in Mission where Charles shows up to stop him from launching the Toppat's space station, aside of a brief appearance in Executive/Dead route.
  • Unfriendly Fire: In Complex, in a standoff with some guards, Henry can choose the sniper rifle; if Ellie chooses the crossbow, Henry will attempt a 360 no-scope and accidentally shoot Ellie, who is standing next to him.
  • Unluckily Lucky: Henry's luck seesaws to comical extremes; sometimes his choices succeed because of total coincidences like a soldier in a mech suit deciding to take a leak at exactly the right time, and sometimes he can fire a rocket launcher and have it re-directed at him because he just happened to aim through a curved pipe.
  • Unsympathetic Comedy Protagonist: Watching him suffer as a result of a FAIL is just as much fun as watching him succeed.
  • Villain Killer: Henry kills or causes the death of quite a few characters who take up the Big Bad role in some routes:
    • Reginald Copperbottom in the Revenged, Toppat Civil War, Jewel Baron and Pardoned Pals routes.
    • Right Hand Man in the Relentless Bounty Hunter, Rapidly Promoted Executive, Jewel Baron and Pardoned Pals routes and RHM Reborn in Capital Gains and Revenged.
    • Sven Svensson in Pardoned Pals.
    • Dmitri Johannes Petrov in Toppat Recruits and Pardoned Pals.
  • Villain Protagonist: In the first few games, Henry is a burglar, willing to take out pretty much anyone who gets in his way, be they fellow evil goons or relatively innocent police officers and museum night guards. But starting with Airship, his morality becomes more dependent on the choices made by the player.
  • The Voiceless: He is this unless he's extremely terrified about something awful that happens to him or he's about to do something cool.
  • Walking Disaster Area: Henry leaves behind him a path of destruction in a lot of the routes across the series, most of the time unintentionally so. This is even lampshaded by Dmitri in Complex in Allies after Henry and Ellie escape causing the first Prison Riot in the Wall after 50 years without incidents.
  • Weak, but Skilled: For the most part, his ability in combat is not the best but Henry more than makes up for it with his abilities and items. This is also the reason why he's on the Government's watchlist and why they recruited him in Airship; he is skilled enough to get their attention.
  • We Can Rebuild Him: On the Executive/Betrayed route, he is resurrected as a cyborg after being thrown to his death.
  • We Need a Distraction: He does this by dancing twice across the series.
  • Wild Card: From Airship onward. Depending on your choices, Henry could zigzag from being a genuine hero later on, to continuing with his criminal ways, or even becoming a Heroic Neutral who doesn't care about any faction but himself in each game.

    Charles Calvin 

Charles Calvin

Appears in: Infiltrating the Airship, Fleeing the Complex, Completing the Mission

https://static.tvtropes.org/pmwiki/pub/images/c7259d4c_f82a_44f6_b7ad_f9c0af2db82b.png

A veteran helicopter pilot for the government. He's one of the youngest and most experienced pilots, who assists Henry if he sided with the government.


  • Ace Pilot:
    • Enough that Henry calls for his assistance when imprisoned in The Wall. His bio states that he's one of the most experienced helicopter pilots working for the government.
    • In the Triple Threat plotline, Charles is able to stop his chopper mid-flight so the rotor blades don't chop up Henry and Ellie as they leave the sabotaged rocket. This is an incredibly difficult maneuver to pull off and he does it without a hitch.
  • A Day in the Limelight: The Valiant Hero Route has almost all the choices being made by Charles. Given that this route ends in his Heroic Sacrifice, it also doubles as A Death in the Limelight.
  • Affectionate Nickname: Captain/General Galeforce specifically refers to him as "Charlie".
  • Alliterative Name: Charles Calvin.
  • Amusingly Awful Aim: He's just as dreadful at hitting targets with his guns as Henry is; the difference is that Charles' aim is only slightly better.
  • Badass Normal: Whereas Henry and Ellie are often subject of New Powers as the Plot Demands, Charles is just... a good pilot. Who loves making Dynamic Entries.
  • Bash Brothers: Henry and Charles has this dynamic if the former aligns himself with the government.
  • Be as Unhelpful as Possible: Sometimes, Charles' briefings to Henry about obstacles in his way are not helpful, and Henry has to figure it out by himself.
  • Beware the Nice Ones: Charles is a pretty pleasant guy to talk with and is always helpful. But on occasions, his help will involve some nasty stuff like melting bones or squashing someone flat with his helicopter.
  • Beware the Silly Ones: He's even more of a goofball than Henry is, but the government assigned him as a pilot for a reason: He's one of the best at flying them. And he will not hesitate to attack you if you're endangering his friends.
  • Bumbling Sidekick: Despite being an Ace Pilot, the FAILs that involve him are pretty much the result of him screwing up the task assigned to him.
  • Bunny-Ears Lawyer: He's a tremendous goofball through and through but make no mistake, Henry would be much worse for wear without his assistance. Plus, the Government wouldn't be trusting him with a helicopter if he didn't know how to actually operate them (even if he gets enthusiastic about crashing into things).
  • Butt-Monkey: Alongside Henry, Charles is just as susceptible to all manner of misfortune and comical deaths whenever he's trying to assist him.
  • Captain Crash: He's able to land his helicopter normally just fine, but when he's called over? Expect him to just launch his helicopter at whoever called him.
  • Captain Obvious: Some of his dialogue while assisting Henry is him basically stating the obvious.
  • Casual Danger Dialogue: Tends to talk about being in some sort of trouble with the urgency of someone who just dropped their keys on the sidewalk. A good example of this is in the Special BROvert Ops plotline, where he loses control of his helicopter while trying to snipe someone, and doesn't sound panicked in the slightest while trying to regain control; Henry actually looks more worried than Charles sounds.
  • Crazy-Prepared: Just like Henry, Charles has plenty of gadgets up his sleeves to help him, with various results.
  • Crouching Moron, Hidden Badass: One might even call him Henry's lawful-aligned counterpart. He can mess up pretty badly if you make a choice that results in a FAIL, but the correct choices show that his experience (described in his bio) isn't wasted.
  • Death by Irony: Charles is the resident Ace Pilot of the series. The person that seals Charles's fate in the Valiant Hero ending is a fresh Toppat recruit with little to no experience in the field.
  • Deuteragonist: For the entire series. To be precise, he's this for Airship and Mission. It's obvious in Airship, and in Mission, he appears in more storylines than Ellie, which gives him the title overall.
  • Ditzy Genius: Charles is a competent Ace Pilot for the government and General Galeforce seems to always trust him with missions, yet he tends to screw things over when it comes to assisting Henry. Not to mention his knack of crashing his helicopter into Henry.
  • Dumb Is Good: Compared to some of the more intelligent characters with various and questionable morals in the series, Charles is easily one of the more noble characters despite his silliness.
  • Dynamic Entry: In some fails involving him, he goes in with his helicopter to "help" Henry. This has happened at least twice.
  • Face Death with Dignity: In one route of Mission, fitting his usual shtick of Casual Danger Dialogue, he's completely calm even as he's trapped upon the Toppat Space Station right before it explodes, in the Valiant Hero route.
  • Fearless Fool: While he still have some degree of common sense, Charles can be borderline this at the times, especially when it comes to crashing his helicopter.
  • The Ghost: Charles tends to play an active role in Mission if either the "Government Supported Private Investigator" and/or the "International Rescue Operative" endings in Airship or Complex are taken. However, in the "Cleaned `em Out" path note , Charles is actually never present, and is only mentioned as having gifted Henry a communicator, from which he intercepts the broadcast about the rocket launch (and the treasures being transported to it).
  • Heroic Sacrifice: In Mission's Valiant Hero route, Charles throws Henry into an escape pod when a Toppat goon attacks them both, leaving Charles aboard the space station as it explodes.
    Charles: We did it though. We got 'em. Pretty good plan. You could say it was the greatest- [space station explodes]
  • Heterosexual Life-Partners: Starting from Airship's Government Supported Private Investigator and/or Complex's International Rescue Operative route, it's quite clear that he and Henry have started seeing each other as good friends, which is further exemplified in several endings in Mission, most notably the Special BROvert Ops, Triple Threat, and Valiant Hero routes. The Valiant Hero ending deserves special mention, as he and Henry look after each other for the entire route, and Charles sacrifices himself at the end to save Henry by holding off the Toppat mook and getting Henry onto the escape pod. When the satellite explodes, Henry looks completely devastated and bangs on the escape pod's glass as it happens and he's Forced to Watch. He has this same look on his face when he reports back to the general, and is seen saluting his old friend's grave at the end.
  • Hero Antagonist: As part of the Goverment, Charles can potentially be this if Henry is part of or willing to join the Toppat Clan ...in theory. In fact, one fail of the Executive route is the only instance in the series, where he attacks Henry by firing the Toppat Airship, in a bit serious way. In the Mission, while he appears in Toppat 4 Life, he is completely unaware of Henry's existence and he's even nowhere to be seen in Toppat King, while the Government itself doesn't appear at all in Revenged and Toppat Civil Warfare.
  • "I Am" Song: Played for Laughs. He sings this when crashing into the orbital station in the Government/Dead route of Mission.
  • Idiot Hero: While he's not entirely dumb, Charles... Well, let's just say that Henry could've avoided some of his potential deaths if Charles didn't try to help.
  • I Just Shot Marvin in the Face: Whenever Charles tries to gun someone down, he winds up killing Henry by accident, as shown if he chooses to use a Gatling gun on Wilhelm Krieghausnote  in Airship or tries to snipe Sten Villonote  in Complex.
  • It's Personal: In Mission's Valiant Hero pathway, Charles says this to Henry regarding the Toppats. Whatever happened between Charles and the Toppats to make him say this is never elaborated upon.
  • Killed Mid-Sentence: A handful of the FAILs got Charles killed in the middle of him talking to Henry, including his Heroic Sacrifice in Valiant Hero route.
  • Killed Off for Real: The only ending where he dies is in Valiant Hero in Mission.
  • Kindhearted Simpleton: Charles might be silly, but he's also one of the nicest characters.
  • The Lancer: To Henry in the Government-Supported Private Investigator route in Airship and the International Rescue Operative route in Complex. Naturally, this also means that any route where these endings happen in Mission will feature Charles in a similar role.
  • Mission Control: Charles' role is to support Henry (and possibly Ellie) from a safe distance in his helicopter while the latter risks his life infiltrating enemy territory, providing intel on the layout, hacking, transportation, "cover fire" and gadgets that Henry can use.
  • Morality Chain: To Henry, should they become friends (as in the Government Supported Private Investigator and/or International Rescue Operative routes). In the storyline that follows Government with Ghost Inmate and finishes with Cleaned 'em Out, it's downplayed in that Henry still shows selfish and thievish tendencies when Charles isn't around, but the other such routes play this straight, especially in Valiant Hero, where Henry shows genuine anguish at Charles's death.
  • Nice Guy: Charles certainly qualifies to this despite his silliness. In the final choice of the Thief/Allies route of Mission, when he meets Henry — who, in this timeline, not only still has a massive rap sheet, but has also annoyed the Government by making off with the Romanian Ruby and accidentally brought the Wall's forces into the fight after he and Ellie broke out — he greets him like an old friend and gives him a chance to side with him over joining the Toppats or surrendering to the Wall.
  • Never Bareheaded: Charles has never been seen without his iconic red headset.
  • Not So Stoic: There are exactly two points in the series where he sounds even remotely freaked out. One is near the end of the Toppat 4 Life route, when the Government's advance camp is in disarray thanks to the rampage of both Big Boy and G.A.B.E.G.G., which is totally understandable. The other is near the tail end of the Valiant Hero route, when he's talking to Henry after throwing him into the shuttle, only for the door to close between them, leaving Charles trapped on the ship right before it explodes. He composes himself in time to give Henry some final words as the latter flies away.
  • Plot Armor:
    • Should Henry and Ellie side with the Toppat Clan over the government in the Toppat Recruits route, his chopper takes damage from Right Hand Man's shots but he's still able to retreat, unlike the less sympathetic Dmitri and Grigori, who are killed in the ensuing fight.
    • During the ending of Toppat 4 Life, Charles briefly appears with the General observing the chaos and both are heavily implied to have escaped in the retreat.
    • Averted for drama in the Valiant Hero ending.
  • Ramming Always Works: His answer to any problem he and Henry encounter throughout the series? Crashing his helicopter into it. While it normally ends badly, in Completing the Mission, this both works for and against him when the resulting crash critically damages the station's core, leading to a series of events that results in Charles being unable to escape the station with Henry.
  • Reckless Sidekick: Some of his behavior verges on this; options where the player clicks on him as a course of action end with him crashing his vehicle into Henry's position.
  • Red Is Heroic: His headphones and shoes are red colored and he is also one of the more heroic characters.
  • Sanity Ball: Briefly has this when he catches Henry & Ellie goofing off if the players' repeatedly pick "swap" choice in Government/Allies route.
    Charles: Hey, that looks like fun but um... Kind of... on the clock here...
  • Token Good Teammate: Compared to both Henry and Ellie who are Wild Card Villain Protagonists and whose morality are dependent on the players' choice, Charles is the only one in the main trio who's outright noble and heroic from the get-go. As such, Charles will only help out Henry in routes where he aligns with the Government.
  • Too Dumb to Live: Even disregarding his attempts to crash his own helicopter into random walls, Charles is... not terribly bright when trying to assist Henry.
  • Tritagonist: Plays this to Ellie's Deuteragonist in Complex and the Triple Threat route of Mission.
  • True Companions: With Henry and potentially Ellie as well, depending on your choices throughout the series. Henry is the first person Charles goes to in Completing the Mission to help him bring down the Toppat Clan's space station, and he willingly gives up his chance to escape from the space station when it's about to explode just to ensure Henry is able to escape.

    Ellie Rose 

Ellie Rose

Appears in: Fleeing the Complex, Completing the Mission

https://static.tvtropes.org/pmwiki/pub/images/elliemaincharacternav.png
Click for her appearance as a Toppat recruit

A red-haired criminal with an unknown past who ends up captured by the Wall. She becomes Henry's faithful partner if he helps her escape with him.


  • Abandonment-Induced Animosity: The only timeline in which Ellie is hostile towards Henry is in The Toppat Civil Warfare route, which has her track down Henry and expose his betrayal of her back at the Wall to the Toppat Clan, leading to him being dethroned from the position of leader.
  • The Ace: Ellie certainly qualifies as she's capable as (and possibly surpasses) Henry in action and she's less punching bag than him, has the ability to use the Force power, and serves as the Only Sane Woman to both Henry and Charles. This is definitely shown in one ending when Ellie proves herself capable of escaping the Wall all by herself; she even follows Henry to the Toppats' airship for revenge.
  • Action Girl: Ellie is every bit as capable as Henry if she's allowed to tag along in the Convict Allies route and Mission shows that she's still plenty capable of pulling her weight in every route that features her. Ellie is shown to be really tough and deadly when she wants to be. In Complex, at the end of the Convict Allies route, she whips Dmitri with a stop sign in order to save Henry from his mercy, knocking him unconscious and even some of his teeth out.
  • Affably Evil: Truly loyal to Henry if he helps her, and is polite when talking to other people.
  • Ambiguously Related: A museum guard appearing in Diamond is called Jacob Rose, which led some fans to speculate that he's related to Ellie. Puffballs later debunked this.
  • Arch-Enemy: If the player decided to ditch her in Complex, she becomes this to Henry at the end of the Toppat Civil Warfare route.
  • Arc Villain: Of the Toppat Civil Warfare route of Mission, being the one who instigates the mutiny against Henry, and eventually becomes the new leader of the Toppat Clan. (Reginald could be considered a second Big Bad, but he gets thrown off the airship before the first choice and is then unceremoniously killed in the ending).
  • Badass Adorable: Despite being a criminal, Ellie is quite a pretty girl who's capable to fight her way against her adversaries.
  • Badass Biker: In the Convict Allies ending of Complex she and Henry escape the Wall on a motorcycle, with the Thief/Allies route opening with Ellie having driven all the way from Canada to South America to reach the Toppats' base.
  • Badass in Distress: She's no damsel but Henry has had to help her out of a jam a couple of times in different routes.
    • In Complex, Grigori is able to capture her. Henry helps her out with a funny face which distracts him long enough for a passing truck to sort things out. She soon returns the favor when Dmitri arrives and pins Henry, utilizing a stop sign as an impromptu bludgeon.
    • In Mission, she's surrounded by the Bukowski twins and Henry uses a time machine to go back to the past and get them expelled during their training, meaning they never joined the Government’s forces and thus never surrounded Ellie in the first place.
  • Batman Gambit: She pulls one of these in the "Toppat Civil Warfare" route by exposing Henry's treachery to the Toppat Clan. Due to the Clan being big on loyalty (and Reginald planning to overthrow Henry at some point anyway to get leadership back), they come together to dethrone Henry.
  • Because You Were Nice to Me: Appears to be the main reason why she is willing to tag along with Henry. By helping her escape The Wall, Henry effectively earns her loyalty to him, as well following whatever he does. Be it siding with the government, joining the Toppats, or just doing heists together.
  • Beware the Nice Ones: Despite being a criminal like Henry, Ellie is noticeably nicer than him as she appear to be pretty friendly toward people she care about and willing to trust Henry on her first encounter with him to boost him up to the vent ceiling, ultimately become truly loyal to Henry if he return the favor. However, Ellie can be pretty scary when being violent as she's definitely not a person you want to messing with. And Henry learn this the hard way in Toppat Civil Warfare route where Ellie is utterly mad at him for abandoning her at The Wall.
  • Big Damn Heroes:
    • Just when it looks like Dmitri has Henry pinned down at the end of the Convict Allies route, Ellie rescues Henry with the high-impact application of a street sign.
    • She does this again in the Toppat King route where Ellie comes in with a jeep to assist Henry and the Right Hand Man rushing their way to the rocket during its last minute countdown before it launched.
      Ellie: [with a slightly smug smile] You guys need a ride?
  • Birds of a Feather: Due to sharing similar interests, it's no surprise that she and Henry easily get along from Convict Allies route onwards.
  • Blind Obedience: Stays loyal to Henry even if he acts like an utter idiot. Goes so far that when Charles tries to crash his helicopter, she questions it... but goes along as soon as Henry thinks it's a good idea. Additionally, in the Pardoned Pals ending, she doesn't question or is even bothered with Henry's last-second decision to help the Government in taking down the Toppats' rocket despite Ellie suggesting to join the clan throughout the route.
  • Blood Knight: Being a Fiery Redhead, Ellie has shades of this. She exclaims how her mission with Henry and Charles was a lot of fun, she outright challenges anyone to fight her once she fuses with Henry, and Ellie wastes no time inviting Henry on a heist once the latter reveals he has a tank.
  • Bridal Carry: Henry tried to rescue her like this in the Adrenaline choice in Complex. Tried. He somehow menaged to grab Grigori by accident.
  • Butt-Monkey: It's notably downplayed, but Ellie suffers this all the same when she's tagging along with Henry, with more than half of the FAILs also result in her getting hurt or killed in some way. This is worth noting since Ellie doesn't caught up with any slapsticks whatsoever when she becomes Henry's nemesis in Toppat Civil Warfare route.
  • Chessmaster Sidekick: Her loyalty toward Henry can come across as submissive as most of her actions are dependent on Henry's choices despite being more competent herself, never ever doubting him, even if it's the stupidest thing Henry could come up with. Her loyalty toward Henry eventually pays off at the end of the Toppat King route as Henry decides to promote her as his Right Hand Lady.
  • Closer to Earth: The only female lead and the most sensible of the three... most of the time.
  • Contrasting Sequel Main Character: To Henry. While they're both criminals who loves to steal and have no real morality, Ellie is noticeably nicer to other people than he is, should they be of no threat to her. Henry also lacks the Blood Knight aspect of Ellie and her level of competence.
  • Dark Action Girl: She essentially becomes this on her more villainous routes, especially when the Toppats are involved.
  • Distaff Counterpart:
    • To Henry. Both are criminals who loves to steal things, fit the Villain Protagonist mold, and their morality is dependant on the players' choice. Ellie even has a revenge arc against Henry like he had with Reginald.
    • To Right Hand Man. Both are associated with red color, are loyal & competent sidekicks, and it escalates even further with Ellie earning the rank "Right Hand Lady" at the end of Toppat King route.
  • Declaration of Protection: As Henry's undyingly faithful companion, Ellie commits herself to keep Henry safe throughout his journey and a few of her choices and scenarios involving Ellie to find a way to get Henry out of danger.
    • Ellie is so protective toward him that when Henry ends up left behind when the Toppats' rocket finally launched in Toppat King route, she's the one who point that out to the others and asking Reginald to wait for him.
  • Determinator: In Toppat Civil Warfare, where she busts herself out of the Wall, a supposedly inescapable prison, and follows Henry all the way to the airship, to get revenge on him for betraying her.
  • Deuteragonist: Of Complex and most of the routes she's present in in Mission. Bonus points for her being just as capable as Henry.
  • The Dog Bites Back: If Henry joined the Toppats in Airship and later decides to leave her behind at The Wall, Ellie will follow him to the Airship and rally the Toppat Clan against him for doing so in the Toppat Civil Warfare route.
  • The Dragon: If Henry is taking villainous routes, then Ellie becomes this when she's tagging along with him. This is solidify at the end of the Toppat King route of Mission where she is promoted by Henry as his "Right Hand Lady".
  • Early Installment Character-Design Difference: A very subtle one. Her red-hair outline used to be a little lighter in the original version of Complex, while later in The Henry Stickmin Collection, it changed into a much darker red.
  • Et Tu, Brute?: She's royally pissed by Henry's betrayal of her in Executive/Ghost.
  • Evil Virtues: Gratitude. If Henry helps her escape, Ellie will become his loyal friend and helps him out in whatever he does.
  • The Farmer and the Viper: If Henry chooses to betray her after she gave him a boost up, she falls victim to this trope.
  • Fiery Redhead: A competent, occasionally hot-blooded criminal with bright red hair to match.
  • Flower Motifs: Roses and tulips. Ellie's surname is Rose, if she joins the Toppat Clan she wears a pink top hat with a tulip-like decoration and during the final choice in the Thief/Allies route the choice with her head (None) is highlighted with a tulip. Both roses and tulips are flowers associated with love, perfection and passion, which may be a reference on her status as an Action Girl and loyal companion of Henry.
  • From Nobody to Nightmare: Ellie turns into this in the Toppat Civil Warfare route. She follows Henry to the Toppats' airship and rallies the clan against him for abandoning her, and it ends with her becoming the new leader to fight against Henry's faction of the clan.
  • Fusion Dance: Henry and Ellie can use the Metamoran fusion to fuse into Ellry. It doesn't help them against Kabbitz, though, complete with both Henry and Ellie doing a Yamcha pose at the end.
  • Grin of Audacity: Similar to Henry, Ellie prones of doing this, if possibly moreso than him, especially when she's about to pull off plenty of dangerous things.
  • Hat of Authority: Gains one in Toppat Civil Warfare after the deaths of Reginald and Right Hand Man.
  • Heel–Face Turn: Similar to Henry, Ellie could become an outright heroic character depending on the player's choice in Airship.
  • Hidden Depths: Although nothing is known about her criminal past, the Bounty/Allies route shows that Ellie might be a greedy thief as Henry does in a handful of routes and has her own contacts that track down the Toppat Clan. Said contacts is likely what allows her to track down Henry to the Toppats' airship in Executive/Ghost route.
  • Honor Before Reason: She always puts her loyalty to Henry before everything, and thus will him wherever...even to death sometimes.
  • Hot-Blooded: Ellie likes a fight and throwing herself into thrilling situations.
  • Hyper-Competent Sidekick: In contrast to the more bumbling Charles, Ellie demonstrates a much better awareness on what to do in most situations and can sometimes show up Henry. This trope is a bit downplayed compared to some examples in that she isn't perfect; she can still be just as silly as Charles and there ARE a few FAILs that are due to mistakes on her part.
  • I Just Shot Marvin in the Face: In Thief/Allies route, Ellie can use a grapple gun to catch Henry from falling, only to accidentally shot his hand and pin him against a wall.
  • Inexplicably Awesome: Unlike Henry who has no recurring special power outside of whatever he's able to pull off depending on the situation, Ellie is shown to have the force power on at least two occasions. How she somehow gains such power is anyone's guess.
  • Innocently Insensitive: In Toppat King, Ellie questions why RHM is a cyborg as soon as she sees him. He doesn't appear to be bothered by what she and is more angry with Henry's presence, but still.
  • In-Series Nickname: While it never mentioned elsewhere, one of her Leitmotif refers to her as "Red Headed Outlaw". "Right Hand Lady" on the other hand, is a more straight forward example as she earns it at the end of Toppat King route.
  • I Owe You My Life: If Henry helped her escape The Wall, Ellie will stick around and become his loyal partner in return throughout Mission.
  • Karma Houdini:
    • Technically; like Henry, even if Ellie is pardoned by government, she's still a Villain Protagonist and has never punished for her criminal actions in the Wall, notably by starting prison riot along with him.
    • Subverted when she is abandoned or ignored by Henry, she is later locked up in her own cell. Double Subverted in one route (Executive/Ghost) where she broke free in the wall by herself, and later usurped Henry, becoming the leader instead. In fact, it's even more ironic that the same route also gives Henry a massive karma for his overall cruel actions.
  • The Lancer: To Henry in the Convict Allies route and every route in Mission where the aforementioned route in Complex took place.
  • Leitmotif: She has her own theme played at the beginning of Thief/Allies route. Additionally, she also has Red Headed Outlaw played at the end of both the Convict Allies and Capital Gains route.
  • Lovable Rogue: Ellie is just as thieving as Henry but she's arguably nicer than him when it comes to interacting with other people.
  • Mind over Matter: A recurring option when she's involved is to have her lift something with the Force. This occurs in two situations: she uses a Force Choke to lift Henry up to a ledge and the other has her Force Lift the money cart. The first time goes off without a hitch; the second... not so much.
    FAIL screen: We get it. You lift.
  • Morality Pet: After the Convict Allies route, she's the only person Henry is consistently nice to. This is especially notable in the Thief/Allies and Bounty/Allies routes where Ellie is his only ally and Henry still keeping his criminal tendencies.
  • Mysterious Past: Ellie must have done something to wind up in The Wall and she is just as gung-ho as Henry in taking part in a heist immediately after escaping in one of the routes, so she clearly has experience (and contacts, as she mentions at the beginning of Bounty/Allies route), but everything else is unknown. General Galeforce mentions that she, like Henry, was on the government's radar, although he never clarifies as to what for.
  • New Powers as the Plot Demands: Similar to Henry, Ellie also capable to suddenly gains special powers out of nowhere depending on the situation, with the only differences are that they're only serves to help Henry when he's in a rough spot and most of her power are item based, safe for her force power.
  • Nice Girl: Being a thieving criminal aside, she's always polite to people she interacts with. Just don't cross her.
  • Noble Demon: She's a thieving Villain Protagonist as much as Henry, but Ellie is noticably less selfish than him and has huge value on companionship.
  • No Good Deed Goes Unpunished: When she helps Henry, he can either help her back...or leave her to be locked away at the Wall.
  • No-Nonsense Nemesis: in the Toppat Civil Warfare route, Ellie isn't messing around with Henry when she becomes his enemy due to the latter's betrayal in Complex. And it shows when Henry throwns Reginald out of the airship, Ellie, along with a couple of the Toppats, force him to Walk the Plank, willing to murder him if he doesn't do so.
    Ellie: [while pointing her rifle toward Henry] Jump! Or I'll make you jump.
  • Noodle Incident: One has to wonder how she wound up in a maximum security prison like The Wall. Even her bio lampshades this. Mission shows that she has an interest in stealing like Henry does, which may hint at what may have warranted her imprisonment in the first place. Furthermore, in the Pardoned Pals ending, General Galeforce mentioned that she's also on the government's watchlist.
  • The Not-Love Interest: She's very loyal and close to Henry should he help her, and he even gets to save her on occasions, but they're both strictly platonic friends throughout.
  • Not So Above It All: Although she's usually the sane and more competent one when compared to Henry and Charles, a lot of the choices and FAILs have her be as stupid as the guys or join in their antics.
  • Offscreen Moment of Awesome:
    • In the "Executive/Ghost" route of Mission, we learn in the beginning that she escaped the Wall on her own and followed Henry up to the Toppats' airship without being noticed. This is despite the "ghost" route of Complex being the sneakiest route Henry can take in that game (plus he leaves by the sea on an inflatable boat which would be hard to follow). It should also be noted that Henry is supposed to be the first person to escape the Wall in 50 years, making Ellie the second one, right after him. At the end of that route, she will also take leadership on the Toppat Clan because of Reginald and the Right Hand Man's deaths and she did dethrone Henry out of the airship, even if she was totally unknown to the clan, though we don't also see how she became their leader. She never makes an appearance on any of the other "Ghost" routes, but the explanation with the "Executive/Ghost" path is that she knows that Henry is the Toppat Clan leader, which presumably makes him easier to track down, and more tempting of a target.
    • This also happens in the "Executive/Allies" route, when she and the Right Hand Man attempt to defend the rocket ordered by Reginald, she's never seen until she hijacks the jeep to help both Henry and RHM to reach the rocket.
  • Only Sane Woman: Usually applies anytime she's paired with Henry and Charles. When Charles once again suggests a Dynamic Entry to stop the Toppat Clan's rocket from reaching the orbit, she's understandably confused on how that would even work while Henry just... accepts the idea without a second thought. Of course, she still has her moments where she's not immune to partaking in some of the more ridiculous situations the two get her into.
  • Pink Means Feminine:
    • Her hat if she joins the Toppats is pink.
    • In the downgrader FAIL in Mission her lines are pink compared to Henry's blue.
  • Platonic Life-Partners: With Henry from Confict Allies route onwards. The two are always value each other and supporting one another, regardless what affiliates they're in. Ellie even goes as far being undyingly loyal toward Henry and even commits herself to protect him after the latter help her escape.
  • Riddle for the Ages: We never learn how or why she ended up in The Wall. While her character card does allude to this, and the fact that she was on the government's radar as well raises questions, we never ultimately learn what she did.
  • Ripple-Effect-Proof Memory: Since Henry accidentally shoots her with a sniper rifle in one of the FAILs, this is likely why Ellie decides to shoot Henry with a taser so his gunfire will take out the guards.
  • Red Is Heroic: Should she pull a Heel–Face Turn in the Triple Threat and Pardoned Pals routes.
  • Red Is Violent: Her red hair fits her Fiery Redhead and Blood Knight nature. That said, this becomes a heroic example if she's joining the government.
  • Red Oni, Blue Oni: She's more hot-blooded, fiery and thrill-seeking than Henry is.
  • Revenge: If Henry goes the Executive/Ghost route, she pursues him to the Airship by calling out the Toppats for abandoning her to be locked away at The Wall.
  • Saying Too Much: One fail in Complex is by Ellie incorrectly telling a guard that she and Henry (having disguised as guards beforehand) that they transferred from the eight floor, which happens to be the cafeteria. The guard catches on and pulls a gun on them.
  • Signature Headgear: If she joins the Toppat Clan, she gets a pale pink top hat. If she's a simple recruit or the right-hand-lady, the hat will have a single purple rose on the brim. But if she's the leader, she gets a crown of purple roses around her hat.
  • The Smurfette Principle: The first (and only) major female character in the Henry Stickmin series. Justified in that Puffballs himself voiced every character up until Escaping the Complex, at which point most of the cast had already been established.
  • Strong and Skilled: While it's downplayed unlike most examples, she contrasts Henry's Weak, but Skilled with how she's consistently capable in a straight combat unlike Henry who's pretty inconsistent with it and mainly using his wits or whatever he have in hand alone. Additionally, while both of them has roughly the same skill with how she's capable to escape the Wall all by herself in Toppat Civil Warfare route, Ellie doesn't really show this side of her too much in favor of following Henry's decisions out of her loyalty to him.
  • Strong Girl, Smart Guy: As stated above, she has better combat skills to rely on during fights, whereas Henry has to rely on his gadget and guile due to his inability to fight.
  • Tertiary Sexual Characteristics: Her feminine-style haircut reveals she's female before she speaks. Most of the males are distinguishable through facial hair, shoes, and headgear. Her mouth is also red with lipstick. Also, whenever her upper eyelids are visible, it's shown she has detailed eyelashes on those eyelids, a trait that passes onto her fusion with Henry, Ellry.
  • Thrill Seeker: Ellie often shown to be eager on performing dangerous actions when compared to Henry.
  • Tomboy with a Girly Streak: She appears to be a tomboyish girl, but if she joins the Toppats she chooses a pink hat with a tulip decoration.
  • Too Dumb to Live: Well... Not on her part specifically most of the time, but Ellie can be rather submissive at accepting many of Henry's idea... including the stupid ones.
  • Tritagonist: She appears less than Charles, but still more often than everyone else so counts as this for Mission and the series as a whole.
  • True Companions: With Henry and potentially Charles, following any Mission route that includes the Convict Allies route, meaning that she'll follow Henry regardless of a Toppat or Government victory... except if Henry ditched her instead, which she would come back to him for revenge in Toppat Civil Warfare route.
  • Undying Loyalty: To Henry big time if the player decides to help her to escape. In return, she will be ready to support him no matter what choices Henry makes, and becomes his faithful ally. On the flip side, this is completely averted if Henry decides to abandon her, as she goes against him and becomes his enemy instead in the Toppat Civil Warfare route.
  • Unknown Rival: Although Dmitri is chasing after both her and Henry in Thief/Allies, he doesn't seem to know much about Ellie, referring to her as "the girl".
  • Unwitting Pawn: If she helps Henry, he can trick her and leave her behind to rot.
  • Villain Killer: Ellie kills, or causes the death of some antagonists, all of which she works with Henry to do, such as Right Hand Man in Capital Gains and Dmitri Petrov in Pardoned Pals.
  • Villain Protagonist: She shares this role alongside Henry since she's also a criminal like him. And just like Henry, her morality can be influenced depending on Henry's choice in Airship.
  • Villainous Friendship: With fellow criminal Henry. She's consistently shown alongside him and supporting him no matter what.
  • Voice for the Voiceless: She serves as this to Henry when she's tagging along with him as Ellie occasionally speak up for him. Most notable examples are when Ellie asks The Wall's guards to hold up the elevator for the duo to blend in and when she speaks her intention to join The Toppat Clan with Henry.
  • Walking Spoiler: It's impossible to discuss the Toppat Civil Warfare ending without revealing that she escaped the Wall and caused Henry to be dethroned.
  • What the Hell, Hero?: Calls out Henry on abandoning her in the Toppat Civil Warfare route. It leads to him getting dethroned and Ellie taking the lead.
  • Wild Card: Despite being a criminal, Ellie seems to have no real morality beyond her loyalty to Henry if he helps her escape the Wall. Whether this means following Henry into a heroic or villainous path is determinant upon the player's choice in Airship. However, one unique thing about her is that she can be the outright main antagonist of Toppat Civil Warfare.
  • Yes-Man: Ellie is more than happy to accept any of Henry's decisions throughout his journey, even if it's something that could get both herself and Henry killed.
  • You Are in Command Now: With Reginald and the Right Hand Man inadvertently killed off by Henry and his allies' escape pod in the Toppat Civil Warfare route, she becomes the leader of most of the Clan, barring Henry's faction.
  • You Have GOT to Be Kidding Me!: She shares this reaction with Grigori to Henry making a face in Allies.
  • You Have Outlived Your Usefulness: Downplayed in that Henry doesn't kill her after she helps him escape, he can merely leave her behind.

Alternative Title(s): Henry Stickmin Series Henry Stickmin

Top