Stickman Escape: Choice Story is one of ABI Global’s latest mobile titles, that’s available on both iOS and Android. The title itself sufficiently gives players a good idea of what to expect from the adventure as the game centers on a story you need to finish and the choices you make each step of the way serves as the only key. You will take on the role of the stickman MI6 intelligence officer, Lupin on a quest to save the damsel in distress and rid the world of the terrorist group, Red Skull.
Before we proceed with this Stickman Escape: Choice Story walkthrough guide, we recommend that you try to take on the adventure on your own first as there will hardly be any thrills left playing any game for the first time with a walkthrough in hand. Stickman Escape: Choice Story has 8 chapters and 40 levels to complete, with each one, save the first level, having 2 to 4 decision points as challenges.
Picking the right choice from between 2 to 3 options will have you progress through the story and the wrong one simply takes you to restart the level. Note that the choice icons can switch places, so it is important to keep the right choice icon in mind before casting your decision.
Chapter I: An Emergency
1. Electric Wheelchair
Lupin witnesses the beautiful lady being kidnapped and decides to follow the kidnappers. Your choice is to do so using a car or an electric wheelchair. Choosing the car seems like the more logical option at this point but will unfortunately lead to a car crash as soon as you drive it, making the electric wheelchair the correct choice.
2. Through The Traffic Cones – Gun
As you pursue the criminals and their captive, you come across a pair of traffic cones blocking your way along an intersection. You are left to choose between swerving to avoid it or to push forward through it. While both options are actually logical, opting to avoid the traffic cones will lead to an accident in the intersection. As such, the correct choice is to go through the traffic cones.
As Lupin gets close to the criminals’ vehicle, you will again be presented with a choice on how to try and stop them. You can either use your gun or try and jump towards the back of their car. The latter choice is actually as bad as it sounds in real life and you will find out that Lupin is not comparable to any Hollywood action hero. The correct choice is to use your gun and using it will tear a hole on the wheels of the enemies’ car.
3. Bucket Of Paint – Doormat
As you pursue the masked terrorists until their car comes to a halt, one of them will start shooting at you. To fight back, you can either use your gun or the bucket of paint beside the trash bin you are hiding behind in. The gun will again appear to be the smart choice but using it will lead Lupin to the side of the road and meet an accident. The bucket of paint, on the other hand, will incapacitate the terrorist and help lead you to their hideout.
With the entrance to the hideout locked, you must find a way to unlock the door. The choice leaves you to check the doormat or use a water gun on the knob. Though it may not be that obvious that the other choice is a water gun, you already know that it is not going to work. Checking the doormat reveals a hidden key that unlocks the door.
4. Stairs – Slingshot
As you enter the terrorists’ hideout you come across a hallway where you can choose to take the stairs or the elevator to go up. This is another decision point that presents both options as reasonable ones although elevators usually come with more risks. Almost not so surprisingly, the elevator in the old building is not well maintained and malfunctions on the way up leading to an accident. Taking the stairs will lead Lupin to trip and fall, but will still be successful in going to the next challenge.
As you sneak up towards the 2 masked terrorists, you will have 2 choices on how to engage them. You can choose to use your fists or your slingshot. Neither one does not seem like an ideal choice given the scenario, but using the slingshot on one enemy unnoticed will lead the 2 terrorists to scuffle between themselves. Opting to fight them, of course, will not end well.
5. Throw Gun – Window – Drop On The Enemy
Lupin will finally be able to reach the hostage tied to a chair. Unfortunately, she is being guarded by yet another one of the masked terrorists armed with a gun. You can choose to use your pistol and shoot, or throw it down. Sadly, it would seem that Lupin’s shooting of the car tire earlier was just luck and shooting the pistol in this scenario misfires and kills the hostage. Dropping the gun will lead Lupin to launch a surprise attack. He will throw the gun but will again accidentally hit the hostage, but he will also be able to knock the enemy out with a surprise lunge attack.
With the hostage freed from the chair, Lupin must choose his escape route. He can go back down the stairs to exit the building, or try and creep out the window in the room. As risky as it sounds, the correct choice is to choose the window as it will be an escape that is undetected. Choosing the stairs leads to more enemy guards that will prevent Lupin and the hostage from escaping.
Towards the end of the rope on the way down, an enemy can be seen on guard with his back turned. You can choose to drop and head towards the car to flee or you can choose to drop on the enemy to knock him out. While going straight for the car seems like an almost equally acceptable choice, Lupin will be able to proceed undetected.
The hostage, however, is not a master of stealth and will alert the enemy, leading to both the hero and the damsel in distress to be shot full of lead. Dropping down on the enemy is the correct choice, leaving both Lupin and the hostage to ride away without trouble.
Chapter II: Prison Break
6. Punch – Bone
The terrorist organization’s big boss is infuriated and wants to take his revenge on Lupin. He then asks his henchmen to kidnap Lupin and they seem to be able to do so without much trouble. Locked in a solitary cell, Lupin entertains the idea of breaking out through the crack in one of the walls. He will either punch it until it breaks down or charge in head first to destroy it. Punching your way out may not sound overly better but it is the correct choice. Headbutting a wall will just knock Lupin out.
After breaking through the wall with his fists, a guard now stands between Lupin and the next challenge. You can choose to use a bone or a slab of meat. Both options seem viable but giving the dog a slice of meat here will just make him bark for more. Choose the bone and Lupin will throw it for the dog to chase.
7. Run – Cat
After leading the dog away, Lupin comes across a hall with a table and chair, with a ceiling that looks like it is about to fall. You can choose to go to the table and use it to protect yourself or run towards your freedom. Running is actually the correct choice here as even the table will not stop the debris from the ceiling to crush you.
Lupin will then see 2 masked terrorists in his way and would have to deal with them. You can choose between utilizing the cat or a hand grenade. Hand grenades are never really a good option given the scenario and if you choose it then mishaps will lead the grenade back to you before exploding. Petting the cat will irritate it and send it running away. This will make the guards chase it, leaving an opening for you to escape.
8. Fire Extinguisher – Lipstick
Lupin reaches an area to find the case that was stolen from him locked behind a glass door. You need to break the class to take the suitcase and your choice is to either use your fists or the fire extinguisher nearby. It seems only logical to use the fire extinguisher and it stands as the correct choice. Using your fists in this scene will just leave Lupin reeling in pain.
As henchmen begin to chase Lupin after he takes the suitcase, you can choose between using the makeup kit or lipstick to stop them in their tracks. There are no obvious choices here but the lipstick is the right choice. It will send out a smoke blocking the enemies’ vision and letting Lupin escape through the vents. Lupin will not figure out how to use the makeup kit and will end his adventure if you choose it.
9. Cheese – Go Straight
Inside the vents towards freedom, Lupin’s path is blocked by a rat. Your choice is to use a piece of cheese or rock to give to the rat. The cheese will make it happy and leave. The rock will make it leave but come back shortly along with a horde of other rats.
Inside the vents, another decision point awaits you as Lupin will now have to choose to go straight ahead or make a left turn. There really are no ways to predict the correct answer for this but going straight ahead is the correct choice, finally leading Lupin outside of the enemy camp. Going left leads the vent to the ocean.
10. Bone – Slingshot – Red Button
As Lupin scurries toward the gate of the complex another guard dog stands in his way. This time your choices are either a bone or a stick. Choosing the stick will have Lupin try to poke the guard dog and this will expectedly not go well. The bone, however, will work like before and the dog will chase it as you move forward with your escape.
You will now find Lupin at a control room linked to opening the gates. As it is guarded by yet another henchman, you need to choose between a slingshot and a smoke grenade to engage the enemy. The slingshot is the correct choice and you will be able to knock the guard out if you choose it. The smoke grenade will again lead to a mishap that makes Lupin seem like a very unfortunate fellow.
At the final puzzle of the chapter, Lupin must now choose which button to push. There is a red button and a blue button and only one of it will open the gates that bar you from freedom. The red button is the correct choice here. The blue button will unleash a cage on top of Lupin and he will fail to escape.
Chapter III: Desert Survival
11. Sand – Rock – Go Straight
After escaping the enemy camp, Lupin soon finds himself in the middle of the desert and as he continues to find his way back home. If thirst and the tremendous heat was not enough to make the journey miserable, a thug from out of nowhere comes to try and hurt Lupin with a knife. Your options are to use your fists, a cactus, or the sand. The sand is the correct answer as both of the other options will just leave Lupin in a world of pain.
As Lupin starts to run, the thug follows him and you will choose between the rock, the ostrich, and the sand for your next move. In this case, going for the rock is the correct answer as doing so will lead Lupin to hide behind it, throw a stone at the ostrich, and ultimately have the ostrich chase the guy away.
Further ahead, Lupin starts to feel the rage of the sun’s heat take its toll on him. H stumbles upon 3 sets of footprints each going a different direction. The correct path is to go straight as it leads to an oasis where Lupin can finally have some water and rest. Both of the other choices will leave him to die of exhaustion.
12. Stone – Bush – Stun Gun
As Lupin gets closer to the oasis, he notices that the bush near it starts to shake. Almost instantly a hyena appears and you will choose from using a stone, a knife, or ridicule to deal with the hyena. The correct choice here is the stone. Lupin will throw the stone away and the hyena will chase after it. Both of the other options will lead to a more agitated hyena who will tear Lupin apart.
Lupin finally takes a dip in the oasis and starts swimming. Unfortunately, Red Skull enemies suddenly appear on a helicopter, and are out to catch him once again. You can use the cactus or the bush, or run away. Running away ensures captivity while using the cactus leads to pain. The correct choice is to hide in the bushes.
Finally moving out of the oasis, Lupin again encounters another predator and this time, a fierce leopard stands in your way. You can use your fists or your stun gun to deal with the big cat, or choose to outrun it. The obvious choice here is the stun gun as it will shock the leopard and send it scurrying away. Both other options will just fail, even in real life.
13. Rock – Toy Mouse – X
Still in the desert, a huge tornado appears on a path towards Lupin and you are left to choose to stand still, use the bushes, or use the huge rock. Using the rock and hiding behind it will keep you safe from the tornado. The rest of the choices will leave Lupin to be sucked away by the tornado.
Lupin apparently has not seen enough predators in the desert and, this time, a desert cobra stands in his way. You can choose to run away, poke it with a stick, or use your toy mouse. The toy mouse is the correct choice and using it will lead the desert cobra to chase after it. Both other option will have the desert cobra sink its venomous fangs on Lupin.
Hunger eventually becomes our hero’s worst enemy and coincidentally, you will choose between a weird plant, an ostrich’s egg, and ignoring both as your next challenge. The real choice here is the “X”, which means you need to ignore both weird objects. Either of the objects will just hurt Lupin in a bad way.
14. Ask For Food – Shrubs – Hat
Soon after, Lupin finds a man as he searches for food. The man has yet to notice Lupin and has his backpack lying around behind him. The options for you are to ask for food, check the bag, or use your knife. The evident choice here is to ask for food as the stranger will be kind enough to give you some. Both of the other options are bad and will have bad consequences.
Before the stranger will give Lupin some food, he will need your help to search for a source of water. You can check the plants or the sign that says water or you can take out a ragdoll and start a rain dance. The correct and only logical choice is to check the area with shrubs. Digging here will lead to the discovery of some water and the stranger will finally be able to prepare some food to feed you.
As Lupin starts eating, a masked henchman from Red Skull approaches atop a camel and Lupin must once again decide on how to react to the predicament. Your choices are the sand, running, and the stranger’s hat. The stranger’s hat is the correct choice as it will make Lupin unrecognizable. Both of the other options will just lead to the henchman to capture him.
15. OK – Jump – Jump – Eye Looking Left
For a twist in Lupin’s story, it turns out that the stranger who fed you was not such a nice guy after all and he will put you to sleep and tie you up. For your freedom, the stranger asks you to get him a treasure chest, which can be obtained from a cave that reeks of danger. You can either accept or reject the offer, or try to fight the stranger. The choice here is to agree and choose “OK”. The stranger will hurt you if you go with the other choices.
Inside the dreadful cave, Lupin finds himself with a scorpion pit ahead of the path. You can choose to jump across, use the rope to swing across, or walk on the wooden plank. Jumping across is the correct choice as the rest of the choices will just fail and leave Lupin in the scorpion pit.
Further ahead is another gap with a wooden bridge. Instead of a pit, though, there is water between you and the path as well as skulls lying around. You can walk on the plank or swim, or you can jump again. The right choice is to again jump across as both of the other choice will lead to a deadly ending for Lupin.
Lupin is finally at the end of the cave with an ancient face carved into the wall. You can choose to touch the eye looking right (away from the screen) or the eye looking left (towards the screen). The correct choice is the eye looking left and both of the other choices will trigger traps. Lupin will finally escape both the evil stranger and the cave after this.
Chapter IV: Live With A Tribe
16. Give Up – Lighter – Confirmatory Gesture
As Lupin escapes the deadly cave with a treasure chest in his hands a tribesman with a spear suddenly appears. You can choose to run with the treasure, run and leave the treasure behind, or simply give up. The correct choice here is to give up as running will not get you far.
You are taken to the native tribe’s camp and meet their woman chief who decides to have you locked up in a cage. Lupin notices the tribesman trying to make fire and has another set of options to choose from. You can select a rock, a key or a lighter. The lighter is the correct choice and will lead to Lupin’s temporary freedom. Lupin will have an opportunity to show the chief the lighter and the latter will decide to not have you hanged.
The female tribal chief will then ask Lupin to do some work for the tribe, you can choose to say no, make a confirmatory, or choose the lighter again. The confirmatory gesture is the correct choice as all others will just lead to a bad fate for our hero.
17. Carrots – Camel With Stickman – Stick
The tribesman will now accompany you to get food for the tribe and you will choose to check the carrots, the shrub, or use a bow on the gazelle. The carrots stand as the correct choice here as the tribesman will not be pleased with the nor will he appreciate meat.
The next chore will require Lupin to get some milk. The choices lead to the big camel, the small camel, and the camel with a stickman option. We are not that clear on what it exactly means but the third option is the way to go, Lupin will pet the camel as he gets milk from her.
Finally, the tribesman tasks Lupin to get 2 buckets of water from the nearby oasis. Lupin can either carry one bucket at a time using both hands, carry one bucket per hand, or carry both using a stick. The right choice is to utilize the stick as it will be the only for Lupin to be able to accomplish the chore.
18. Native Chief – Rope – Offer Water Bottle
Just as Lupin starts to become hungry again, the tribesman hands him a plate of food. The choices before you are to eat the food, offer it to the sun, or take it to the native chief. The third choice is the way to go and doing so will earn Lupin more trust. The other options lead to negative results.
With the chief celebrating her birthday, the tribesman asks Lupin to fetch a gift for her. Coincidentally, Lupin finds a traveler stuck in a quick sand. You can pull him out using your hands, a stick, or a rope. The right choice is to use the rope as both other options will lead to disaster.
The traveler must have spent some time in the quicksand and seems dying. He also asks you for some water. You can choose to hand him a bottle of water, pour the water on him yourself, or give him a mouth-to-mouth resuscitation. The first choice is the correct choice and the other choices will end up killing the traveler. After you save him, he will give you a gift that you can later offer to the lady chief of the tribe.
19. Toy Balloon – Run – Snake
It is now time for Lupin to present his gift to the lady chief. The gift can be a lipstick, a robot dinosaur toy, or toy balloons. The third option is the correct choice and is the only gift that the chief will love.
The Red Skull terrorists discover the village and start firing their weapons. Lupin can choose to go on the offensive and fight with a pistol or a spear but there is also an option to run. Choosing to run here is the correct choice and either of the offensive choices will just end up badly.
The terrorists have the tribe leader in their hands and Lupin needs to intervene and save her life. You can give up or run away but you can also throw a snake at the henchmen. The last option is the correct choice and doing so will scare the henchmen away.
20. Make Love – Walk – Tree – Stick
Saving the village chief makes her fall in love with Lupin and asks that you make love with her. You can say no, run away, or do as she pleases. There is no way around it and Lupin will have to make love with the lady chief. Both other options will lead to his demise.
As you try to leave the tribe’s camp after satisfying the chief, you will have the option to take the small camel or the big one. You can also choose to just walk. Walking is the correct option as trying to take either camel will just end up badly.
Lupin finally escapes the tribal village but a masked henchman catches a glimpse of him. As Lupin must hide from the enemy, he can do so using the quicksand, the tree, or the rock. Hiding in the quicksand is definitely not a real option and the rock will prove too small to completely avoid detection. The tree is the correct choice.
While up on the tree, Lupin must now deal with the enemy. He can use his gun, throw a stick, or do nothing. The choice to make here is to throw a stick and lure the henchman to the quicksand. All other options will not work.
Chapter V: The Dangerous Ship
21. Spray – Tree – Hat
As Lupin leaves the tribal life behind, he finds himself at the edge of the desert on a beach with a ship docked in. The ship belongs to Red Skull and Lupin decides to jump in. Lupin encounters the first of the henchmen onboard and must decide on a course of action. You can choose to use a spray or the rug underneath the henchman or engage him in a fist fight. The correct course of action is the spray and it will attract bees to the henchman and drive him off.
In the next room, Lupin needs to hide from the henchman and choose from a pine tree, a table, or a chair. The tree stands as the right choice in this case as he will be discovered using the other choices.
Lupin must continue evading his enemies and reaches a corridor with a staircase and a door. The choices presented are either way or using Lupin’s hat. The final option is the right call as Lupin will use his hat to lure enemies into the door while he goes the other way.
22. Chef – Flour – Chili Powder
Lupin finds himself at the pantry and must now choose to exit the room, use the fridge, or dress as a chef. Dressing as a chef is the proper choice as the other options will just spell trouble for Lupin.
Dressing as a chef enables Lupin to put one of the henchmen to sleep. However, another one enters the pantry and Lupin must defend himself. You can choose to run, or use either the bag of flour or the food tray. Using the flour is the correct choice as it will temporarily incapacitate the enemy.
The powdered henchman will soon recover and Lupin must disable him longer to escape. Your choices include using the table, a knife, or a chili powder. As awkward as it sounds, the chili powder is the right choice and will send the enemy reeling in pain.
23. Jump Overboard – Lie Down – Dynamite
Lupin makes it toward the rear end of the ship but is pinned by an oncoming enemy. You can choose to surrender, hide in a crate, or jump overboard. The third choice is the right call as it happens that a board lies waiting for you below.
As strange fortune seems to follow Lupin wherever he goes, a shark suddenly appears and starts circling around the board he is on. You can use a knife or a plank from the board or you can simply lie down. Lying down is actually the only option that makes sense here and doing so will prevent the shark from noticing you and swim away.
Lupin decides to again board the ship and wonders how to. You can use a rope or a dynamite or climb back up using the rope attached to the ship. Weirdly enough, using the dynamite is the correct choice and it will send the board Lupin is riding, flying up and back onboard the ship.
24. Finger Snap – Bucket – Mop
Back inside the ship, Lupin must again decide on how to deal with a henchman. The choice is to use a weapon, a face mask, or snapping your fingers. The last choice is the way to go as the others will simply not yield good results.
As snapping his fingers led the henchman to chase Lupin, he needs to set up a trap. You can use a bucket, a mop, or a hose for the task and the bucket is the perfect choice, leading to a high schooler prank of sorts where the bucket ends up on the head of the enemy.
To finish the job at hand, Lupin must now knock the terrorist out. You can use the hose, the mop, or your fist and, in this case, the mop is the correct choice as the rest will only get Lupin in more trouble.
25. Skateboard – Mirror – Kick – Anchor
Onto the next room, Lupin hides as a henchman with a rifle approaches. You can choose to run or use either a skateboard or a smoke grenade. The skateboard is the choice to pick here and any other choice leads to a painful aftermath.
Back outside the ship, Lupin is still being chased by a henchman. You can defend yourself, jump overboard again, or use a mirror. The last choice is the right one and will temporarily blind Lupin’s assailant.
While the enemy blinded, Lupin can choose to kick, punch, or headbutt his opponent. The latter 2 options will not go well for Lupin so kicking the enemy is the choice to make, disarming him in the process.
The henchman will try to flee and Lupin must prevent that from happening. Lupin can choose the floater, the anchor, or the rifle to stop the bad guy from escaping. The anchor is the correct choice and Lupin will use it to lasso his opponent into submission.
Chapter VI: Dr. X
26. Trash Bin – CPR – OK
Lupin finally docks the ship and returns to MI6 HQ. His new mission is to find Dr. X, who is key to finding the evil mastermind’s base of operations. Upon visiting Dr. X’ office, he discovers a henchman standing by and must resort to hiding. The choices include a lamp post, a billboard, and a trash bin. The trash bin is the correct choice here.
Upon entering Dr. X’s office, Lupin discovers him unconscious on the floor. You can choose to do nothing, slap the doctor to wake him up, or give him CPR. Almost obviously enough, performing CPR is the correct choice of action. The rest of the choices will lead to the doctor’s demise.
Lupin will also call an ambulance following the revival of Dr. X and the latter will ask him to protect his girlfriend. Again, the evident choice here is to agree and pick “OK”.
27. Car – Potted Plant – Uppercut
Lupin does not want to spare time and go to where the doctor’s girlfriend is. The choices available include walking, using a scooter, or using a car. The car is the only way to go as Lupin wants to rush to the girl who is in danger.
Upon reaching the girl’s house, Lupin catches a henchman about to abduct the girl. You can use a gun, a potted plant, or your fists to take care of the henchman. The right choice here is to use the potted plant and knock him down.
To ensure the henchman will not get in the way of Lupin escaping with the girl, you are again left with 3 choices: run with the girl anyway, use your knife, or use your fists. The third option is the right call and Lupin will manage to beat the villain with his fists.
28. Spray Fire Extinguisher – Fire Extinguisher – Girl
Lupin decided to check back on Dr. X while he is in the hospital. He sees a henchman about to enter the doctor’s room. You can use a potted plant, throw a fire extinguisher, or actually use the fire extinguisher on the masked enemy. The third choice is the way to go.
Sparying the fire extinguisher on the enemy will not be enough to put him down and he will approach Lupin with a knife in hand. Lupin can kick, punch, or use the fire extinguisher again. The correct choice is to use the fire extinguisher again as Lupin will throw it on the enemy to knock him out.
Inside the room where the doctor rests underneath some sheets, Lupin can choose to pull down the sheets, ask the doctor about the virus, or tell him that the girl is safe. The last choice is the correct one and will lead the doctor to tell you information you need to know.
29. Bookshelf – Pen Holder – White Key
Dr. X send Lupin on a quest to retrieve a top secret flash drive hidden in one of his books at his office. Upon going back to the office, Lupin must determine where to look and he can check the bookshelf, the books on the floor, or the drawer to find the special book. The bookshelf is the correct option.
Lupin needs a key to unlock the special book and will again decide on where to look for it. The drawer, the bookshelf, and the pen holder stand as the available choices. In this case, the pen holder is the correct choice.
What Lupin will find is a set of keys and he will now choose to use only one of them. There is actually no way to make the correct guess here and the blue key, green key, and white key are all equally viable. However, the white key is the one you are looking for.
30. X – Window – Trash Bin – MI6
After using the white key to unlock the special book, Lupin finally obtains the top secret flash drive. Afterplugging it into the office computer, Lupin is once again given choices on whether to choose circle, triangle, or X. X is the correct answer and the rest will basically destroy the flash drive.
All of a sudden, the door to the office suddenly starts catching fire, hinting to Lupin that there is a henchman outside. Lupin will again choose the right course of action from using the window, the door, or a fire extinguisher. In this predicament, the correct choice is to exit out through the window. It will land Lupin on a trash bin but it is the best result possible.
Lupin will once again need to evade the enemy. He can hide behind the trash bin, use the cat, or use the box. The right choice is to hide behind the trash bin to evade the enemy.
Puzzled on how to unlock the top secret flash drive, Lupin contemplates on his next move. We actually do not get why anyone would pick the man or the woman’s photy as the evident choice here is to head back to MI6.
Chapter VII: Busted!
31. Grappling Hook – Statue Disguise – Wig
The flash drive is finally unlocked back at MI6 HQ, revealing the location of Red Skull’s base of operations. Lupin’s next mission is to infiltrate the enemy camp and finally put an end to Red Skull’s operations. The first challenge relates to getting over the walls and the choices include using a grappling hook or a disguise and actually climbing the walls. Using the grappling hook is the correct choice.
Inside the enemy camp, Lupin will have to evade an oncoming henchman. He can use a statue disguise, a rock disguise, or run away. A statue disguise almost seems like the evident choice here and the rest will just cause Lupin some harm.
Deeper into the enemy camp, Lupin must find a way to get into the castle. He can use a mustache, a wig, or go through the window. The wig is correct choice here.
32. WC – Spear – Stun Gun
Finally inside the structure, Lupin must outwit a guard on duty. You can use your fists, the knight armor, or the WC sign to elude discovery. The last choice is the right choice to make here.
Upon getting close to the “WC” door, Lupin notices a camera that he needs to take care of. He can use a shoe, a gun, or a spear to destroy it and the spear is the right tool to use in this scenario.
Lupin needs to check the other room as well as handle the henchman guarding it. You can use a toy mouse, a poison grenade, or a stun gun to put the enemy down. Considering everything, the stun gun is the correct gadget to use as the other choices are smeared by bad fortune once again.
33. Door Mat – Down – 1118
Lupin finally discovers the way to find the antidote to stop Red Skull’s virus from causing a pandemic. On the way to it, he comes across a locked door. He can use a lock pick or check either the potted plant or the door mat. Just like earlier, the key is hidden under the door mat.
Inside the room, Lupin finds himself having to choose which way to go. He can go up, down, or left and the correct path here is to go down as it leads straight to where the antidote should be.
Upon reaching the location, Lupin comes across a locked suitcase and needs the code to unlock it. The choices are: 0609, 1111, and 1118. We actually figured that 1111 is definitely the wrong code and 1118 is so close to it. If you guessed it as well, then the correct code is 1118. Inside the suitcase is a key.
34. Knight – Heart – Mustache
Upon exiting the place, Lupin is once again on a path towards another henchman. You can choose to use the knight armor, the potted plant, or your fists to handle the situation. The first choice is the right one as Lupin will use the knight armor as a hiding place. Hiding behind a plant is a poor choice and going at the enemy with your fist is even a worse decision.
Moving forward, Lupin encounters the third and final guard dog of his adventure leaving him the choices of running, loving, or throwing a bone at the dog. The correct choice of action here is the heart and petting the dog is the only way through this challenge.
Finally at the door leading to the evil organization’s big boss, a last guard stands in Lupin’s way. You can use a plant, your fists, or a mustache to help you get rid of the guard and almost surprisingly enough, the mustache, which comes with a full costume, is the correct choice.
35. Glass Heel – Shield – Chopper – Drop
Finally coming face to face with Red Skull’s leader, Lupin needs to act fast as the villain threatens to activate the virus with a remote device. Lupin can use his gun, grab the glass heel beside him, or try and get to the remote. The correct course of action actually uses the glass heel. Lupin will throw it and knock the villain down, finally reaching the remote to prevent the virus’ activation.
The villain recovers and activates the virus with another device and as he scurries away, a henchman goes between the two. Lupin must choose to use a sword, a spear, or a shield to get past the henchman and the correct choice of weapon is the shield. Using either sword or spear will not yield anyone’s idea in mind.
Catching up to the villain at the rooftop, the villain escapes on a helicopter. Lupin can use his gun, pull the villain out, or try and grab the chopper. The third choice is the correct action and the other options lead to a bad scenario.
Hanging for his life, the villain shows a gun with an intent to shoot our hero. You can drop down, pull the enemy’s leg, or use your gun. The right call here is to just let go and drop down and the other choices lead to Lupin’s demise. Lupin activates his utility belt deploying a parachute and unleashing a rocket that blows the enemy chopper to bits.
Chapter VIII: Race Against Time
36. Sarcophagus – Skull – Brown Switch
Despite blowing the Red Skull Chopper to bits, the villains make their way to Egypt and continue enacting their evil plans. Lupin hops back into action and follow the enemies. The first enemy he encounters has a gas mask on and the choices available include using a sleeping gas, a gun, or the sarcophagus. The last choice is the right one, opening it up and unleashing a mummy to chase the henchman away.
At a dead end, Lupin can choose the bars, the weird symbol, or the skull image on the ground to try and move forward. The skull image is the right choice here and will reveal a secret passage into the pyramid. The rest of the options activate traps.
Lupin winds up in front of a locked door with a skull image and can use either switch or his gun to try and get in. This puzzle maybe very challenging for colorblind players but the switch with the brown handle is the right choice.
37 – Green Button – Yellow Platform – RDKUL
Deeper within the pyramid, Lupin will need to push the correct button to make it past the next obstacle. The green button is the correct answer. The other buttons activate a trap that will cause Lupin some pain.
A dangerous scenario lies ahead as Lupin needs to step on the correct plank to avoid being crushed by the trap above him. The yellow platform here is the correct choice. Just as expected again, stepping on the other platforms will prove deadly for our hero.
Lupin reaches another dead end with a panel on one side and a red skull with an arrow on another. He needs to figure out the correct password from among the choices. KYKIL and GTKUL will both get Lupin killed and the correct password is RDKUL, which sounds closest to “Red Skull”.
38. Mummy – Banana Peel – Henchman
Yet another henchman stands in Lupin’s way and the choices available include using a gun or a hammer, or using a mummy costume. The mummy costume is the right call and will be effective in scaring the henchman.
The henchman will return shortly, though, armed with a rifle. A water gun, mummy costume, and banana peel stand as your choices here and the correct call leads to the banana peel as both the water gun and the mummy costume will only make matters worse for Lupin.
With the henchman slipping on the banana peel and being rendered unconscious by it, Lupin needs to find a way to access the lab which is locked. You can choose to go with either the hammer or the gun, or you can check the unconscious henchman. The third choice is the right one as the henchman holds a keycard you can use to get inside the lab.
39. Microscope – Desk – Pyramid
Inside the lab is yet another locked door requiring a password. You can try inputting “1111” as the code, kick the door in, or check the microscope. The microscope holds the correct answer and reveals the right code for the door. Again, 1111 just does not cut it as a password for sure and kicking the door in is just absurd.
Lupin needs to find the virus’ location and must know where to look. The options available are the notebook, the computer, or the desk and the desk holds the information Lupin needs. Choosing any other option will lead to nothing.
Lupin now knows that a secret chamber lies hidden in the room. The puzzle he must solve relates to how it can be revealed. He can check the stairs, push the bookshelf aside, or check the mall pyramid in the bookshelf. The third choice is the right one and will reveal the path to the secret chamber.
40. Mummy – Key – Red Wire – EXI
Finally inside the hidden chamber, a mummy starts to rise from its tomb. You can choose to use a lighter or your fist to deter the mummy or you can put on a mummy king headdress. The last choice is the right one and will place the mummy under Lupin’s command and head on back to his coffin.
With 30 seconds left on the clock, Lupin must find a way to stop the virus from being release. Lupin can press the red button, use his gun, or the key he found earlier in the locked suitcase. The key is the right object to use.
The key actually opens a panel at the side of the containment unit that holds the virus, revealing 3 differently colored wires. Lupin must choose which one to cut. Both the blue and green wires will detonate the virus and the red wire is the correct wire to cut.
With the disaster averted, Lupin faces the final puzzle in his adventure. A word puzzle stands before him and he needs to guess the 3 letters that would make sense of the “T” on the puzzle. We are fairly certain that anyone can guess this right the first time and choose “EXI”. Both “EDI” and “DOI” just do not make sense at this point.
Lupin finally returns home and his arrival is met with celebration and honor. He is knighted by the queen for his heroic accomplishments.