3. Papers, Please (Vita) Story walkthroughUpdate notes

Credit to the Papers, Please Wikia for a lot of specific information in this guide, as they are able to confirm certain events from the files of the PC version of the game. I have verified all events in the Vita version of the game.

Before You Start...

Because there are only a handful of decision points that affect which trophy you get at the end of each playthrough, I'm not going to list out two full playthroughs. Instead I will let you know, on each day that matters, which choice you should make depending on the ending you are currently aiming for. Once you've finished one playthrough you can just re-read the guide and select the alternative options.

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The final endings we need are:

  • Support terrorist group EZIC all the way to the end of the game;
  • Support your government all the way to the end of the game, ignoring EZIC requests;
  • Flee the country.

There are a couple of premature endings that we need to hit for trophies too. Luckily the game has a Chapter Select allowing you to start again from the beginning of any day you've reached so far, so you won't have to complete a full new playthrough when you make these decisions.

If you want to get the Platinum efficiency and don't mind a little bit of a cheat, I would suggest going to the Settings from the main menu and putting Easy Mode on. This gives you an extra 20 credits at the end of every day, a reasonable buffer to keep you out of debt. You can apply the Easy Mode crutch at any time, but you must quit out to the Main Menu to do so, meaning you'll have to restart whatever day you are on. You can switch the game's date format from American to English standard in this menu too.

People who come into your booth are referred to as entrants in this guide. This includes guards, your supervisor and the interrogator M Vonel.

Let's start your tricky career as a border inspector!

Day 1 - November 23rd, 1982

The day will continue if you have not reached the fifth entrant by 6pm. If you get to them before 6pm, the rest of the queue will be procedurally generated until the end of the day.

  • The only rule today is that Arstotzkans can enter with a passport, everyone else should be denied.
  • Before you call your first entrant, arrange your desk. The day doesn't actually start ticking by until you invite your first entrant into the booth. Go ahead and store the bulletin away as it is useless - it remains mostly unimportant until Day 14. Hit the flashing circle on top of your booth to call the next entrant.
  • Entrant 01: Guaranteed Approval. The first entrant is always Arstotzkan and should be approved. Tap on their passport when they pass it through to you and drag it into the dark workspace to open it. Tap the small brown rectangle on the right edge of the screen to pull out the stamps. Line up the box on the top half of the passport with the Approved stamp and tap the stamp. Tap and hold the passport and pass it over the entrant's face to drop it back over to them and they will leave the booth.
  • Entrant 02: Guaranteed Denial. The second entrant is Imporian and should be denied. Follow the above process, except you should line up the passport under the Denied stamp and stamp it before giving it back. A denied entrant will leave the booth to the left, heading back past the queue.
  • Entrant 03: Guaranteed Denial. The entrant is Imporian and should be denied.
  • Entrant 04: Randomised, check carefully. Allow them in if they're Arstotzkan, deny them if they're not.
  • Entrant 05: Guaranteed Denial. This guy doesn't even try and get in and leaves once he has spoken, but it counts as a denial.
  • Entrants 06 onwards are randomly generated, check their documentation carefully.

Day 2 - November 24th, 1982

The day will always end during your inspection of the seventh entrant regardless of the time, even if you go beyond 6pm. So take your time inspecting everyone.

  • From this day forward you can get citations if you make the wrong decision at the border. The first two citations simply void your salary for that entrant. The next two incur a 5 credit penalty, the next two after that 10 credits. After that it increases by 5 each time, but by that point you should really restart the day.
  • Foreigners can now enter Arstotzka with a valid passport.
  • You can now use Inspection Mode to check passport details. This is the red triangle in the bottom right corner.
  • From today the following discrepancies can be found:
    • Picture (check against person in the booth),
    • Gender (check against person in the booth),
    • Expiration date (check against today's date next to the clock)
    • Issuing City (check against the country's page in your Rule Book)
  • Before you call your first entrant, arrange your desk - You can stow away today's bulletin by flicking it up towards the clock as you won't need it. Drag the Rule Book down from beside the audio transcript and weight scale. I like to keep it on the left side with only the right page visible. That way you can easily nudge it across to flip through but the rest of the time it's out of the way.
  • Entrant 01: Guaranteed Approval. Always foreign but it seems, always with correct papers.
  • Entrant 02: Guaranteed Denial. You can go ahead and just stamp them as Denied but it's a good opportunity to practice with the Inspection Mode. Bring their passport into the inspection area and then hit the red triangle in the bottom right corner. Now tap on the Exp. Date in their passport, it will be highlighted. Next, tap on today's date next to the clock. The game will draw a line between the two elements and display "Discrepancy Detected" before highlighting the microphone in the top left of the inspection area. Tap this to speak to the entrant. They can't explain themselves, so go ahead and Deny them.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Approval.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Guaranteed Approval. The card she gives you is useless, so drag it somewhere out of the way. (I like to put this stuff either in the bottom left corner, or over on the left side of the document postal slot near where the Rule Book sits when it's closed)
  • Entrant 07: End of day event occurs. There's no action for you to take, just watch.

Day 3 - November 25th, 1982

The day will always continue until you reach at least eight entrants, even if you hit 6pm before this point.

  • Foreigners now require a little Entry Ticket as well as their passport. The entry ticket should always have today's date on it, so you can quickly drag it down, check the date right, and then flick it back up onto the postal slot. Otherwise, check passports in the same way as yesterday.
  • Entrant 01: Guaranteed Approval.
  • Entrant 02: Guaranteed Approval after Interrogation. The entrant fails to pass through an Entry Ticket. Turn the Rule Book to the Basic Rules page. Tap the red triangle to go into Inspection mode, then tap the Rule followed by the empty document postal area. Tap the mic when highlighted to interrogate the entrant. They will then pass through the ticket and you can approve them.
  • Entrant 03: Guaranteed Approval. The card she passes through is useless so tuck it away somewhere.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Guaranteed Approval.
  • Entrant 06: Guaranteed Denial. You can Inspect the entry date on the Entry Ticket against today's date to find the discrepancy.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: JORJI COSTAVA, Guaranteed Denial. Jorji will be a regular guest in the booth. This time he gives no documents at all. Inspect the empty postal area against any of the Rules in the Rule book to Interrogate him. He will leave of his own accord after you speak to him.
  • Entrant 09 onwards until the end of the day: Randomised, check carefully.

Day 4 - November 26th, 1982

Today has a missable trophy. The day will continue to at least Entrant 09 even if the clock hits 6pm before they arrive.

  • The Entry Ticket is now invalid, replaced with the more substantial Entry Permit for foreigners and an ID Card for Arstotzkans.
  • The audio transcript (the white paper peeking out between the weight scale and the microphone) becomes relevant as the inspector will ask about the entrants' purpose and duration of stay. If what they say doesn't match the Entry Permit, you can tap the relevant line on the transcript in Inspect Mode.
    • It's a little odd, but you'll get a citation if what they say doesn't match the Entry Permit, yet if interrogated the Entrant normally says "Oops, I mean what you said" (I'm paraphrasing) yet this is not treated as suspicious - the Entrant should be approved just because they've changed their story.
  • It is now possible to Fingerprint an entrant after Interrogating them if certain discrepancies are found. This happens if there are visual discrepancies (for now that is limited to Gender and their Picture. For Gender, sometimes the graphics don't make things too clear. If in doubt, Inspect.). On later days you will be able to Fingerprint if the names between two documents do not match.
  • Entrant 01: Guaranteed Approval.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Guaranteed Denial. They have an old Entry Ticket.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: MISSABLE TROPHY. An Imporian woman is excited to see her son. Her Entry Permit is expired. Enter Inspect Mode and select the Enter By date on the Permit, followed by today's date next to the clock. Interrogate the woman. Once she pleads with you, allow her to enter the country. She will give you a token which leads to the below trophy.
    • You must Inspect and find the discrepancy and interrogate the woman before allowing entry. Otherwise she won't give you the token as thanks and you won't get the trophy.
    • Note that if you go for this trophy, you will earn a citation. Hopefully it's not too costly if you have been paying attention to the other Entrants.

  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Special Case: If the Entrant is a randomised foreigner, the name on their Entry Permit and Passport will not match and should be denied. However if they are Arstotzkan, they will have valid documents and should be approved. This information comes from the wikia but I was unable to verify, as this person happened to be Arstotzkan on every playthrough I saw.
  • Entrant 08: JORJI COSTAVA, Guaranteed Denial. Jorji has a very clearly faked Passport which can be Inspected against the Passport rule in the Rule Book.
    • If you let him in, you will get the Obristan Token and trophy but you will get a citation. There will come a day when Jorji can enter without citation, so there's no point in earning this trophy now.
  • Entrant 09: Randomised, check carefully. I have seen this Arstotzkan with valid papers, a discrepancy and a missing Passport in various playthroughs.
  • Entrants 10 onwards until the end of the day: Randomised, check carefully.

End of Day: Rent goes up by 5 credits. This is unavoidable.

Day 5 - November 27th, 1982

Today has a missable trophy. The day will continue to at least Entrant 09 even if the clock hits 6pm before they arrive.

  • You can now Detain individuals if suspicious details do not match. Suspicious details include:
    • Fingerprints do not match (assuming you've ordered a Fingerprint)
    • Alias doesn't match (this appears on the official Fingerprint record. This should be looked at if the entrant claims that their names are mismatched because they have more than one name)
    • ID numbers do not match between two documents
    • Issuing cities on Passports or Districts on ID Cards are misspelled or do not match the Rule Book.
    • Other issues which will arise on later Days.

You should always Detain when given an opportunity. On a later day, a guard starts offering you a bribe for every two entrants who are Detained. Seeing as the Detain option only appears when there is a valid reason to do so, you should always hit that button rather than simply deny entry. There are a couple of situations where you should not Detain for story reasons, but these will be pointed out.

  • Entrant 01: Guaranteed Denial, can be Detained. Inspect his Passport number on both documents, it will be incorrect.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Guaranteed Approval, with caveats: This is Vince Lestrade, who appeared in the morning's paper and is on the last page of your Daily Bulletin. There's no penalty at this point in the game for allowing criminals into the country, but if you want you can Detain Vince by Inspecting his Passport name against the headline on the last page of the Bulletin. Either way, there's no penalty or trophy implication, though your actions will lead to different headlines.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Guaranteed Approval.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully.
  • Entrants 08 AND 09: MISSABLE TROPHY. Entrant 08 is a Guaranteed Approval and you must approve him to initiate the trophy-earning event. He will ask you to "be kind" to his wife, Entrant 09. She does not have an Entry Permit. You do not have to Inspect the discrepancy like the last trophy, but you must approve her. By way of thanks, she will give you a token which earns this trophy:

  • Entrants 10 onwards until the end of the day: Randomised, check carefully.

End of Day: Your first upgrade is available for only 5 credits, allowing you to press cn_T rather than tap the red triangle to start Inspect Mode. You should definitely get this, so that you don't have to worry about scrolling around to enter Inspect Mode and then scrolling back to the data you want to match. It's just a little bit faster but every little helps.

Day 6 - November 28th, 1982

The day will continue until Entrant 09 even if the clock reaches 6pm, and Entrant 09 also ends the day prematurely. Therefore you might as well take your time with everyone up until Entrant 09.

  • Entrants looking for work should now also bring a Work Pass as well as their Entry Permit and Passport. Arstotzkans still only need an ID Card and Passport.
  • Entrant 01: Guaranteed Approval. Take a look at their Work Pass just to get familiar with it.
  • Entrant 02: Guaranteed Approval. She will pass a note about a man called Dari Ludum who is later in the queue.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: JORJI COSTAVA, Guaranteed Denial (unless previously approved, in which case it will be Randomised). Jorji finally has a valid Passport but does not have an Entry Permit.
    • If you let him in, you will get the Obristan Token and trophy but you will get a citation. There will come a day when Jorji can enter without citation, so there's no point in earning this trophy now.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Guaranteed Approval, with caveats: This is Dari Ludum, mentioned by Entrant 02. His papers are valid so you will get a citation if you deny entry. There's no trophy-related reason to stop him, but if you want to "save" Entrant 02 just pass Dari her note, making him angry. Now you can Detain him without penalty. The next day's paper will reflect your decision.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09 onwards: Guaranteed Approval. You should allow Entrant 09 through. If you don't, the game will keep throwing valid Entrants at you until you do, so you'll only rack up Citations if you deny Entrant 09 or subsequent Entrants. Allowing Entrant 09 or any subsequent Entrants through causes a day-ending event. Just let 09 in to save yourself trouble. (It's possible to get another Entrant in between allowing 09 through and the event, but you'd have to immediately Approve/Deny without checking anything. The risk of Citation makes it pointless).

Day 7 - November 29th, 1982

The day will continue until at least Entrant 08, even if the clock reaches 6pm.

  • You now have the option to Search Entrants in certain circumstances. Today you will need to search Kolechians, but on other days the Search option will only show up if the Entrant's weight or gender does not match their documentation.
    • Searching involves a full body scan, resulting in a print-out of the entrant in the nude which can be flipped to check for anything strapped to their front or back -- or to verify their gender. This is why there is a Nudity toggle in the Options menu!
  • Entrant 01: Guaranteed Approval, with caveats: This is a Kolechian, so by today's rules you must scan her. The discrepancy can be found by selecting the whole Passport and the new Rule in the Rule Book. Allow her entry after the body scan has printed.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Approval with caveats: You need to clear a discrepancy before approval to avoid citation. This man has has a feminine face but is listed as male in his Passport. You must Inspect the Gender and the Entrant's face and Interrogate to prompt a Search. When the scan reveals that the male gender is correct, approve entry.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Guaranteed Denial. You will need to Search this person because they are Kolechian. Check the printed scan on both sides to find contraband strapped to the body. Tap the contraband and the new Rule in the Rule Book stating that Entrants cannot bring contraband in. Interrogate and then Detain.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09 onwards until the end of the day: Randomised, check carefully.

Day 8 - November 30th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm.

  • Today marks the arrival of Diplomats and their document, Diplomatic Authorization. This is very similar to an Entry Permit but a major tripping point is to make sure that the bottom box lists Arstotzka as a country in which the diplomat is authorized.
  • The previous day's rule about searching all Kolechians has already been removed. But you can still Search people showing a Gender or Weight discrepancy.
  • Entrant 01: Guaranteed Approval. This is the Kolechian diplomat mentioned in today's newspaper. Get a look at the new Diplomatic Authorization, but it will always be correct.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: JORJI COSTAVA, Guaranteed Denial (unless previously approved, in which case it will be Randomised). Jorji still has a valid Passport but only brought the now-invalid Entry Ticket, not an Entry Permit.
    • If you let him in, you will get the Obristan Token and trophy but you will get a citation. There will come a day when Jorji can enter without citation, so there's no point in earning this trophy now.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: EZIC AGENT: The messenger gives you a note that says Corman Drex on it before leaving of their own accord.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: EZIC AGENT, Guaranteed Approval: This is Corman Drex. Give him the note, even if you are working towards the "Glory to Arstotzka" trophy. This one EZIC task cannot be avoided, and if you don't hand over the note today another Corman Drex will appear tomorrow and will not leave until you give over the note anyway. Corman's documents are always valid.

End of Day: Your second upgrade is available for only 5 credits, allowing you to press cn_S to immediately make the stamps appear rather than drag them out yourself. You should definitely get this -- it's not hugely useful in itself but it allows for the third and final upgrade to appear on another day, and that one is very useful indeed.

Day 9 - December 1st, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm.

  • From today, its possible for days not already scripted to end prematurely to do so if you accidentally let someone through who was carrying weapons, so make checking the weight scale a priority.
  • Entrant 01: CALENSK: The border guard introduces himself. He will pay you 5 credits for every two people you Detain, paid every other day.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: ARSTOTZKAN AGENT: An Arstotzkan agent hands you two documents. Remember which set is fake and give the fake documents to a spy later in line who will ask for it. (Don't worry too much, making a mistake here won't impact the game or any trophies.)
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: SPY: Give this guy the fake set of documents mentioned by Entrant 04. (Don't worry too much, making a mistake here won't impact the game or any trophies - it will just alter the next day's headline).
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: Randomised, check carefully.
    • If you didn't give Corman Drex the EZIC note yesterday this will be another Corman Drex. This time he won't leave until you give him the note.
  • Entrant 10 onwards until the end of the day: Randomised, check carefully. Any weapon smugglers accidentally let through may end the day prematurely.

Day 10 - December 2nd, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm.

  • Entrant 01: DMITRI: This is your supervisor. He will come in and let you know how many citations you have received and give you a plaque, which you can hang on the wall behind the entrants by dragging it up into the space. I never bothered, which mildly disappoints Dmitri on later visits but carries no penalty. He'll leave after he has spoken to you.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Denial/Detain. This person will be missing one of their documents. They will refuse to budge if denied entry, leading to you having to Detain them.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: EZIC AGENT: The messenger hands over the cipher to reveal the coded message left by Corman Drex, revealing two names. EZIC's plans will roll into motion from tomorrow.

Day 11 - December 3rd, 1982

START HERE if you are replaying for either the Glory to Arstotzka or Member of the Order ending trophy.

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today has a MISSABLE TROPHY. It's also the start of activities that will lead to either the Glory to Arstotzka (Government-loyal) or Member of the Order (EZIC-sympathiser) ending trophies.

  • From today, it's possible for the coloured stamps on official documents to be forged. Entry Permits should have an orange stamp on them, Work Passes should have a purple stamp. The exact stamps that are accepted are now listed in the Rule Book. Take care to check the colour and initial combinations. Today has an especially high possibility of forged documents with incorrect stamps compared to the rest of the game (in my playthrough, forged documents were generally rare for the rest of the game).
  • Entrant 01: Guaranteed Denial/Detain: Forged Entry Permit.
  • Entrant 02: JORJI COSTAVA, Guaranteed Approval. This is your last opportunity to get the below trophy and the only opportunity to get it without causing a citation. Make sure to let Jorji in today as his documents are all in order, and he'll pass over the Obristan Token.

  • Entrant 03: Randomised, check carefully.
  • Entrant 04: CALENSK: The border guard will show up to let you know how many people you have detained. Even if you Detained four or more people, Calensk will only pay 5 credits total this time around. (Later he will stick to his promise of 5 credits per pair of Detainees).
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: EZIC EVENT: This is one of the Ezic agents revealed by the cipher. His papers are always invalid.

If you are on your Glory to Arstotzka playthrough, you must deny him entry.
If you are on your Member of the Order playthrough, you must allow him entry.

  • Entrant 07: Randomised, check carefully.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: Randomised (if Entrant 06 was approved) or EZIC AGENT (if Entrant 07 was denied). The EZIC agent will pass a card explaining the organisation's disappointment with your decision.
  • Entrant 10 onwards until the end of the day: Randomised, check carefully.

End of Day: If you have purchased the two previous booth upgrades immediately, the third upgrade is available from today. This is a very useful one, adding tabs to your rulebook so you can quickly skip to relevant sections. From this point on I like to keep the Book flipped to the Regional Map between Entrants as Regional issues are very common; with the Tabs you can quickly access other sections anyway.

You will also get an EZIC GIFT of 1000 credits at the end of the day. I would strongly suggest un-checking the box next to it, effectively burning the credits, rather than accepting them. It will definitely void your Glory to Arstotzka playthrough to keep it, and even on a Member of the Order it causes unnecessary complications.

Day 12 - December 4th, 1982

The day will continue until Entrant 09 even if the clock reaches 6pm, and Entrant 09 also ends the day prematurely. Therefore you might as well take your time with everyone up until Entrant 09. There is a MISSABLE TROPHY today that, if earned, ends the game. You can just restart the day from the Main Menu one the trophy is earned. It also marks the start of your path to the Arstotzka Token trophy.

  • Entrant 01: M VONEL. This inquisitor from the Ministry of Information will arrive and chat for a bit before showing you the EZIC sign. Give it back to him and when he asks about any contact you might have had with EZIC, you have an option to earn a trophy and end the game.
  • Pass over the EZIC cipher and notes you have accrued to end the game and get:

  • Do nothing, and certainly don't show Vonel any EZIC stuff, to continue the game.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: MISSABLE TROPHY: This is Messof Anegovych and should be approved. He will give you four business cards which should each be handed to a different immigrant with a Work Pass listing their trade as Engineer. Messof will be back another day to see results, at which point a trophy can be earned if all four cards were given out. There are only four guaranteed Engineers between now and Messof's return, so look carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: MISSABLE TROPHY: This is the first Engineer to stop by so make sure to give them one of Messof's business cards before sending them on their way. This Entrant's documents should be valid but there's a chance that they might state their duration/purpose wrong in the initial conversation. Make sure to resolve that discrepancy if it turns up to avoid a citation.
  • Entrant 09 onwards: Guaranteed Approval. You should allow Entrant 09 through. If you don't, the game will keep throwing valid Entrants at you until you do, so you'll only rack up Citations if you deny Entrant 09 or subsequent Entrants. Allowing Entrant 09 or any subsequent Entrants through causes a day-ending event. Just let 09 in to save yourself trouble. (It's possible to get another Entrant in between allowing 09 through and the event, but you'd have to immediately Approve/Deny without checking anything. The risk of Citation makes it pointless).

End of Day: A Class-7 apartment may become available from today onwards. You should only get it if you are going for the Worker's Best trophy -- there's no great benefit to upgrading apartments except for that trophy. Keep an eye on your income; if you get a Class-7 and can't afford the upkeep the game will end. Hopefully you've got the hang of things enough that this shouldn't be the case. Make sure to turn on Easy Mode in the Main Menu settings if you haven't already and are struggling to stay afloat.

You will also get another EZIC GIFT of 2000 credits at the end of the day if you rejected the first one. I would strongly suggest un-checking the box next to it, effectively burning the credits, rather than accepting them. It will definitely void your Glory to Arstotzka playthrough to keep it, and even on a Member of the Order it causes unnecessary complications.

Day 13 - December 5th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. You can find the second Engineer for the Arstotzka Token today.

  • From today, all foreign Entrants require an ID Supplement as well as an Entry Permit and a Passport (as well as a Work Pass if they intend to work). The ID Supplement details:
    • Height
    • Weight
    • An element of physical appearance e.g. hairstyle (you must Inspect this if there's a discrepancy with the person in the booth)
    • A thumbprint (if you have had to Fingerprint an Entrant, you must check their print against this thumbprint as well as the print-out)
    • An expiration date for the ID Supplement (check against today's date)
  • Entrant 01: Randomised, check carefully.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: CALENSK. The border guard will show up and assess your detention rates. He'll give a maximum of 10 credits if you have detained at least four people since his last visit.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Guaranteed Denial. This guy will give you a sporting pennant as a way to bribe you. Deny his entry anyway; he'll leave the Pennant.

DO NOT HANG THE PENNANT ON THE BOOTH WALL. Just keep it out of the way somewhere on the desk every day. If you hang non-official things on your wall you will eventually be fired.

  • Entrant 07: MISSABLE TROPHY. This is the second Engineer to arrive in the booth so give him one of Messof's cards. This Entrant's documents should be valid but there's a chance that they might state their duration/purpose wrong in the initial conversation. Make sure to resolve that discrepancy if it turns up to avoid a citation.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09 onwards until the end of the day: Randomised, check carefully. If you accidentally let in an Entrant smuggling weapons they may end the day prematurely.

End of Day: If you did not refuse the EZIC Gifts before, all of your savings will be confiscated today.

Day 14 - December 6th, 1982

Image 1

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today contains an EZIC EVENT that will impact your path to either the Glory to Arstotzka (Government-loyal) or Member of the Order (EZIC-sympathiser) ending trophies. You can find the third Engineer for the Arstotzka Token today.

  • From today, the Daily Bulletin finally has a practical use. The last page will always show three images of criminals' faces. You should slot the Bulletin over on the right, mostly off screen so just the images are showing. If an Entrant's face matches one of these profiles, you should Inspect the face on the Bulletin against their face and then Interrogate and Detain them if it's a match. Note that this isn't a Rule described in the Rulebook but missing a criminal will lead to a citation.
  • Entrant 01: Guaranteed Detention. This will be one of the criminals on today's Bulletin.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
    • If you decided to keep either of the EZIC Gifts earlier, this will instead be an EZIC agent bearing a promise to help you out of your current financial jam.
  • Entrant 04: MISSABLE TROPHY. This is the third Engineer to arrive in the booth so give him one of Messof's cards. This Entrant's documents should be valid but there's a chance that they might state their duration/purpose wrong in the initial conversation. Make sure to resolve that discrepancy if it turns up to avoid a citation.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Guaranteed Detention. This will be another criminal from the Bulletin.
  • Entrant 07: Guaranteed Detention. This guy will accidentally pass across two Passports with completely different information on them. You should Detain him to avoid citation, despite his protests.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: EZIC EVENT. This is the second Ezic entrant mentioned in the cipher. Her papers are invalid.

If you are on your Glory to Arstotzka playthrough, you must deny him entry.
If you are on your Member of the Order playthrough, you must allow him entry.

  • Entrant 10 onwards until the end of the day: Randomised, check carefully. If you accidentally let in an Entrant smuggling weapons they may end the day prematurely.

Day 15 - December 7th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. You can find the fourth and final Engineer for the Arstotzka Token today.

  • Make sure to place your Daily Bulletin's criminals page on the right side of your desk.
  • Entrant 01: Randomised, check carefully.
  • Entrant 02: STORY EVENT: This Entrant drops a nasty looking bomb on your desk. Don't touch it, leave it for your next Entrant.
  • Entrant 03: CALENSK: Your detention-bribing pal saunters in and mocks the bomb before telling you how to defuse it. Tap each of the four screws on the central panel which appear once Calensk has instructed you to unscrew it. Now tap on the red wires in the correct numerical order -- follow the Number 1 grey wire to the corresponding red exposed wire, then Number 2, etc. Once defused, give the bomb to Calensk.
    • If you take more than a minute to cut the wires or cut them out of order, it's game over -- but you can restart from the beginning of today so it's not so bad.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: MISSABLE TROPHY. This is the fourth Engineer to arrive in the booth so give him one of Messof's cards. This Entrant's documents should be valid but there's a chance that they might state their duration/purpose wrong in the initial conversation. Make sure to resolve that discrepancy if it turns up to avoid a citation.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: EZIC Entrant: Regardless of which ending you're aiming for, you will have to give this guy the EZIC cipher to proceed. He'll give you a note reflecting your decisions so far but it has no gameplay ramifications.
  • Entrant 08: Randomised, check carefully.
  • Entrants 09 onwards until the end of the day: Randomised, check carefully. If you accidentally let in an Entrant smuggling weapons they may end the day prematurely.

Day 16 - December 8th, 1982

The day will continue until at least Entrant 08, even if the clock reaches 6pm. The eight Entrant triggers an end-of-day event. So you might as well take your time with each Entrant. You can claim the Arstotzka Token today if you have given out all four business cards correctly.

  • The Tranquilizer Gun is now available; it will only be accessible once a terrorist attack is under way. You are given a gold key, keep this somewhere near the top of the inspection area. When a terrorist attack starts, a lock will appear on the right side above the approval/denial stamp drawer. Drag the key to the lock and tap the ammo for the Tranquilizer Gun. Now tap any terrorists seen on the top screen as soon as possible. You have three shots.
    • In most cases if you are looking for it, you can see the terrorist attack start before the game lets you access the gun locker. Follow this guide and prepare for the attack as soon as you call the relevant Entrant into the booth, by tapping and holding the key ready to flick it over to the lock.
    • Apart from the times indicated in this guide, there is no penalty for failing to stop a terrorist attack. However, if you manage to take them out you will get cash bonuses at the end of the day, so it's worth trying to give it a go.
  • Make sure to place your Daily Bulletin's criminals page on the right side of your desk.
  • Entrant 01: CALENSK: Calensk will today pay 10 credits for 1-3 detainees in the last two days, or 15 for more than that. This is the last time you will see him as he will now send the money directly to your end of day screen.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Denial. Missing document(s). There is no gameplay or trophy benefit to approving and doing so will lead to citation, but the Kolechian has a sad story to tell. It's up to you.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: MISSABLE TROPHY. Messof is back to report on the Engineers you sent his way. Although he is critical of most of them, as long as you managed to deliver business cards to all four unique Engineers he will pay you 20 credits and more importantly deliver the Arstotzkan Token:

  • Entrant 07: Randomised, check carefully.
  • Entrant 08: END OF DAY EVENT: Get ready with your gold gun key as soon as you call up Entrant 08 and look out for a guy hopping the fence. Drag the key to the lock and tap the Tranquilizer ammo, then tap the guy running towards the border guards. There is no penalty for failure but there is a bonus for success.

End of Day: You will get a Sharpshooter Bonus of 20 credits if you thwarted the terrorist attack.

Day 17 - December 9th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today contains an EZIC EVENT that will impact your path to either the Glory to Arstotzka (Government-loyal) or Member of the Order (EZIC-sympathiser) ending trophies.

  • Entrant 01: SERGIU: This is a new guard, coloured green on the top screen instead of blue. He can be killed quite easily on several occassions. His survival has no impact on trophies and minimal impact on gameplay (there's a chance to get a bit of cash back from him if he survives everything and you complete a task for him), but there is a sweet little story there if you can be bothered to keep him alive.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: EZIC AGENT: This messenger passes you a note which requests that you allow Marie Escalli through later in the line. He disappears once you take the note.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Guaranteed Denial. This is a journalist claiming that they should be able to enter the country with just a passport and a Press ID alone. However the Press ID is not a valid document and never will be. Letting him in will lead to a citation.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: EZIC EVENT: This is Marie Escalli. Choose carefully whether to let her in or not depending on your current playthrough.

If you are on your Glory to Arstotzka playthrough, you must deny her entry.
If you are on your Member of the Order playthrough, you must allow her entry.

  • Entrant 10 onwards until the end of the day: Randomised, check carefully.

End of Day: If you approved entry for Entrant 09, the EZIC agent, you will receive a 20 credit bonus. You will get a message that it's your son's birthday in two days (assuming he's alive) and that you will need to have 25 credits by tomorrow night if you want to buy him a gift. Buying or not buying your son a gift has no impact on trophies. If you have already moved into a Class-7 apartment, a Class-6 apartment may become available from today. Only move up if you are going for the Worker's Best trophy.

Day 18 - December 10th, 1982

The day will continue until at least Entrant 08, even if the clock reaches 6pm. The eight Entrant triggers an end-of-day event. So you might as well take your time with each Entrant.

  • Today you will have to start giving a Reason for Denial if any Entrant is denied entry. (You do not have to do so for Detentions). This is easier than it sounds. It just means that you have to properly Inspect a discrepancy and interrogate the Entrant rather than just eyeballing a problem, which you should have been doing anyway. Then when you deny the Entrant, you should stamp the box on the Passportwith both the red "Denied" stamp and the new "Reason" stamp that appears over on the left. You can stamp one on top of the other, it doesn't matter. You will start to receive citations if you fail to Inspect a discrepancy and/or provide a blue "Reason" stamp when denying entry.
  • Entrant 01: Guaranteed Denial. Find the discrepancy, interrogate the Entrant, stamp with the Red and the Blue stamp.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully. Get ready with your gold key before you call the next Entrant.
  • Entrant 08: END OF DAY EVENT. Another wall-climber tries to blow up the border guards. Shoot him quickly and you may be able to save poor Sergiu (again, there's no gameplay/trophy incentive to do so).

Day 19 - December 11th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm.

  • Today you will need to ban all Entrants from Impor, because Arstotzka and Impor have gotten into an argument over trade. Just tap on the Passport itself and the new rule in the Rule Book to Inspect the discrepancy.
  • Entrant 01: SERGIU (if alive), otherwise randomised, check carefully.
  • Entrant 02: Guaranteed Denial. Imporian.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Approval.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: JORJI COSTAVA. There's no trophy-related action to take here. His weight doesn't match the scale. Scan him to find contraband, interrogate him, Deny him and give him a Reason for Denial to avoid a citation.

End of Day: If you bought your son a gift yesterday you will receive a Drawing from him to take to work tomorrow. It has no gameplay or trophy benefit. Do not hang it on the booth wall.

Day 20 - December 12th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today contains an EZIC EVENT that will impact your path to either the Glory to Arstotzka (Government-loyal) or Member of the Order (EZIC-sympathiser) ending trophies.

  • The Imporian rule has already been lifted after just one day, so let Imporians back in if their papers are valid.
  • Entrant 01: DMITRI: The supervisor returns to pass judgement on your number of citations. I hope you don't have anything on your booth wall because he can sack you today. He also tells you to let a lady called Shae Piersovska through, but she won't be in town until Day 25.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: EZIC AGENT: The messenger provides a note telling you to poison a man further in the queue, and passes a poison packet. Do not touch it yet.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Guaranteed denial. Another journalist trying their luck without proper documents.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: EZIC EVENT: This is Khaled Istom, the man that needs to be poisoned for EZIC.

If you are on your Glory to Arstotzka playthrough, you must not poison Khaled Istom.
If you are on your Member of the Order playthrough, you must poison Khaled Istom.

If you are going to poison Khaled, take your time. Position his Passport as normal, then bring up the poison packet. Flip to the back. Tap the first arrow to open the envelope, then tap the second arrow to flip the poison over. If you touch the poison before tapping the second arrow you will die. One you have tapped both arrows and the poison is face-down on the clear plastic, move the poison over the Passport and tap the poison to place it.

  • Regardless of your choice you are free to either approve or deny Khaled based on his documents. If you deny him after poisoning, several immigrants will get poisoned. If you approve his entry after poisoning, a guard (not Sergiu if he's alive) will get killed.

Day 21 - December 13th, 1982

The day will continue until at least Entrant 08, even if the clock reaches 6pm. The eight Entrant triggers an end-of-day event. So you might as well take your time with each Entrant. Today marks the start of events that lead to the Republia Token trophy.

  • From today, asylum seekers can enter the country without an Entry Permit and ID Supplement provided that they have a Grant of Asylum, which effectively combines the information from the other two documents. You must Fingerprint ever Asylum seeker and Inspect the provided prints against records. Grant of Asylum documents should bear the same types of seal as Entry Permits.
  • Entrant 01: Randomised, check carefully.
  • Entrant 02: Guaranteed Approval. Asylum-seeker.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed Approval. For some reason this guy wants you to deny him instead and will bribe you if you do. This leads to citation so unless you need the money, ignore his request and approve entry.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: MISSABLE TROPHY. Danic Lorun only has a Passport but claims he will be back in three days with the rest of the documents. He offers to pay you and offers his fancy watch as collateral. If you are going for the Republia Token trophy you need to let him in after he has explained himself and passed over the watch. He will return on Day 23.
  • Entrant 07: Randomised, check carefully. Get ready with your gold key.
  • Entrant 08: END OF DAY EVENT: Another terrorist attack, this time on motorbikes. Try and take all the terrorists down with the Tranq gun. Once again Sergiu might get killed if he hasn't already.

End of Day: Your sister is arrested by the government and you have the option to adopt her daughter, your niece, for 40 credits. Do not adopt her unless you are going for some sort of perfect ending -- at some point you will want to aim for the ending in which you flee for Obristan with your entire family, and this is just another passport to procure and pay for. If you go for the Obristan ending and find you don't have the cash to save five family members, you will have to restart all the way back here and change your decision anyway. The only slight advantage is that you will get a bonus from your niece tomorrow thanks to savings from her mother's account. There are no trophy or gameplay ramifications for abandoning the poor lass.

Day 22 - December 14th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Do not give in to financial temptation if you want to earn the Republia Token tomorrow.

  • Entrant 01: SERGIU (if alive), otherwise Randomised, check carefully.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Guaranteed approval. Filipe Hasse wants his pennant back. I would give it to him so you don't have to keep dragging it out of the way every day, although you can get an extra 10 credits by waiting for him to offer money and then Detaining him.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: JORJI COSTAVA. Jorji is once again trying to smuggle. Check his weight, scan him, find the contraband and interrogate him. Deny entry.
  • Entrant 08: Randomised, check carefully.
  • Entrant 09: MISSABLE TROPHY. This guy want to buy Danic Lorun's watch from you. Don't give it to him if you are after the Republia Token. Check this guy's papers - he can have discrepancies and even be one of the day's wanted criminals.

End of Day: If you ended up adopting your niece yesterday, she turns up today with 100 credits but your daily food cost is up by 5 credits. If you didn't adopt her, you receive word that she has disappeared. The Class-5 apartment may become available today or any day from now on if you have already moved into Class-6. Moving up earns the following trophy:

If you have any money issues from this point forward, you can move back into a Class-8 at any time for a refund.

Day 23 - December 15th, 1982

The day will continue until at least Entrant 08, even if the clock reaches 6pm. The eight Entrant triggers an end-of-day event. So you might as well take your time with each Entrant. Today the Republia Token trophy can be earned as long as you still have the watch. You can also earn Hired Rifle and prematurely end the game in the process (just restart the day once you have the trophy). Ignoring today's EZIC task (in order to survive the day) does not void the Member of the Order ending.

  • Entrant 01: Randomised, check carefully.
  • Entrant 02: EZIC AGENT: This messenger draws your attention to the immigration queue, where you will see a man in red. They want you to kill him. Only do so if you are looking to earn the Hired Rifle trophy. You won't be able to kill him until the end of the day. The EZIC agent gives you a silver key which unlocks the Sniper Rifle locker above the Tranq Gun locker.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: MISSABLE TROPHY: Another chancer wants to buy Danic Lorun's watch from you. Deny the request if you after the Republia Token. He may have incorrect papers.
  • Entrant 06: MISSABLE TROPHY: Finally Danic is back to reclaim the watch (and has valid documents). Pass him the watch. He will pass through some cash, but then complain that the watch has a scratch and demand the money back. Give him the money. He'll feel guilty and admit the scratch was already there, returning not only the cash but the Token, unlocking the trophy:

  • Entrant 07: Randomised, check carefully. Ready your Sniper Rifle key if going for Hired Rifle. I'd stick to the Tranq gun if not as it has an extra bullet.
  • Entrant 08: END OF DAY EVENT, MISSABLE TROPHY: When the terrorist attack starts, shoot the man in red to end the game and earn:

  • You can immediately restart this day from the main menu once you have earned the trophy and seen the ending.
  • If you are not going for the trophy, you can try and take out the terrorists instead, saving Sergiu if he's not already dead.
    • You'll get a 20 credit bonus if you take out the terrorist.

Day 24 - December 16th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm.

  • From today you will be able to confiscate passports from the Entrant, and still Approve or Deny their entry on a Temporary Visa Slip. Today you have been instructed to confiscate all passports from Arstotzkans whose ID Cards show that they are from the Altan District. Failing to confiscate their passports earns a citation.
  • Entrant 01: Guaranteed Detainee. This guy is from Altan and so you should confiscate his passport by dragging it to the bottom left corner of the inspection area, where a drawer will pop up from the bottom. The Entrant gets angry about losing his passport and you are forced to detain him.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: EZIC Agent: Seeing as you have survived until today, the man in red must have made it out alive during yesterday's terrorist attack. This EZIC agent gives you a note explaining that EZIC's plans must now adapt, but there is no penalty from the group.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Guaranteed Passport Confiscation. This is another Altan Entrant. His documentation may or may not be valid, so make sure to check the contents of the Passport for problems before confiscating it.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: JORJI COSTAVA: Jorji's papers are valid but he's on the wanted criminals list, right at the top -- as he helpfully hints to you. Match his image and detain him.
  • Entrant 09 onwards until the end of the day: Randomised, check carefully. If you let in an Entrant with concealed weapons the day may end prematurely.

Day 25 - December 17th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. You can earn the Kolechia Token today.

  • A polio outbreak in the United Federation means that all Entrants with UF Passports should be denied. (You do not need to confiscate their Passports).
  • Entrant 01: SERGIU (if alive), otherwise Randomised, check carefully. Sergiu will talk about a lost love and give you a locket. This seems like a Token sort of task but it's not related to any trophies, so don't worry about it.
  • Entrant 02: Guaranteed denial. This is a United Federation entrant.
  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: MISSABLE TROPHY: This person is missing all documents except their Passport but they hand you a love note as a way to bribe you. You should deny their entry but keep the note.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: MISSABLE TROPHY: While checking this Entrant's documents they will talk about how lonely they are. Give them the love note to receive the Kolechia Token. (Note that there is a chance that his papers are incorrect, make sure to give the love note over first.)

  • Entrant 08: Guaranteed Passport Confiscation. This is another Altan Entrant. His documentation may or may not be valid, so make sure to check the contents of the Passport for problems before confiscating it.
  • Entrant 09: STORY EVENT: This is Shae Piersovska, mentioned by DMITRI way back on Day 20. Her Diplomatic Authorization is not valid (Arstotzka is not listed). Do not Detain her. If you do the game will end. I would advise against denying her entry as well -- if you have annoyed Dmitri before this might put him over the edge, causing you to lose your job. Let her through and accept the citation.

Day 26 - December 18th, 1982

This is the hardest day of the game. You can now receive up to five separate documents from a single person, all of which need verifying. On top of that, if you are still trying to keep Sergiu alive (again, no trophy/gameplay reason to do so) today's terrorist attack involves three attackers who can easily take him down if you miss a single shot. The day will always continue to Entrant 08, even if it's 6pm, and the day will always end at Entrant 08. Therefore I strongly advise you to take your time to avoid unnecessary citations.

  • From today, United Federation Entrants are once again allowed entry. However everyone including Arstotzkans must have a Vaccination Certificate showing that they have had a Polio vaccination within the last three years.
  • Entrant 01: Randomised, check carefully.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Guaranteed Denial. This is actually Sergiu's lost love, who appears even if he is dead. If you're intent on seeing the Sergiu story through you should approve her entry and give her his locket. You'll get a citation, but if you keep Sergiu alive today after doing this small favour you'll get some money.
  • Entrant 04: Guaranteed Denial. This Entrant will not have a Vaccination Certificate.
  • Entrant 05: Randomised, check carefully. They will say that they are glad that their papers are in order, but this doesn't necessarily mean that they are.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Guaranteed Passport Confiscation. This is another Altan Entrant. His documentation may or may not be valid, so make sure to check the contents of the Passport for problems before confiscating it. Ready your Tranq key now if you want to save Sergiu.
  • Entrant 08: END OF DAY EVENT. A bold terrorist attack starts, with two terrorists on bikes and another climbing over the wall. It is possible but very difficult to save Sergiu - it took me several tries. You need to get the Tranq gun out and hit all three terrorists with the three bullets available to you. It's highly unlikely that you'll be able to pull out the Sniper Rifle in time to shoot another terrorist before Sergiu goes down. If you're lucky, the middle biker will die if you blow up the lowest bike (yes, Tranq shots blow up bikes), leaving only the on-foot terrorist. He will chuck a grenade as soon as he's halfway across the central space so you really have to be quick. Again, there's no gameplay or trophy issue if you do not manage to take them down yourself and Sergiu dies.

Day 27 - December 19th, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. There is an EZIC Task today that will impact your path to either the Glory to Arstotzka (Government-loyal) or Member of the Order (EZIC-sympathiser) ending trophies.

  • After yesterday's paperwork horrors, the government have finally decided to consolidate the Entry Permit and the ID Supplement into a single document called the Access Permit, to make things easier for you. However you need to be on the lookout for anyone carrying those two older documents.
  • Entrant 01: SERGIU (if alive), otherwise Randomised, check carefully. Sergiu will talk about yesterday's events and ask for his locket back if it was not given to his lost love.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: EZIC AGENT: This messenger gives you a note instructing you to confiscate the Passport of a Kolechian diplomat arriving later on.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Guaranteed Passport Confiscation. This is another Altan Entrant. His documentation may or may not be valid, so make sure to check the contents of the Passport for problems before confiscating it.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: EZIC TASK: Kordon Kallo is the Kolechian diplomat. His documents are always valid.

If you are on your Glory to Arstotzka playthrough, you must allow Kordon entry and let him keep his Passport.
If you are on your Member of the Order playthrough, you must still allow Kordon entry but you must confiscate his Passport.

  • Entrant 08: Randomised, check carefully.
  • Entrant 09: EZIC TASK: An EZIC agent looking remarkably like Kordon Kallo shows up asking for the Passport.

If you are on your Member of the Order playthrough, you must give him the confiscated Passport and then allow entry when prompted.

End of Day: If you went through all the trouble of keeping Sergiu alive and reuniting him with his love, you will get 100 credits from the happy couple at the end of the day. You'll get a further 20 credits if you completed the EZIC task.

Day 28 - December 20th, 1982

The day will continue until at least Entrant 07, and a day-ending event will occur while you are examining Entrant 07. Therefore, you might as well take your time.

  • All Arstotzkan Passports should now be confiscated, regardless of District. As before, you need to still check over the Passport before confiscating it so you can check whether you need to Approve or Deny entry.
  • Entrant 01: Guaranteed Passport Confiscation. This is an Arstotzkan. Their documents may or may not be valid.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: Guaranteed Denial. This person has the old type of Permit.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Guaranteed Passport Confiscation. Their documents may or may not be valid. The business card received can be ignored.
  • Entrant 06: Randomised, check carefully. Ready your weapon key if you want to earn a Sharpshooting bonus.
  • Entrant 07: END OF DAY EVENT. Another terrorist attack to thwart if you feel like it.n Although one terrorist heads for your booth, he will blow himself up before he reaches you even if you fail/refuse to shoot him.

End of Day: Your Passport is confiscated, along with those of your family. There is no way to avoid this.

Day 29 - December 21st, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today marks the start of your journey towards the Snowier Pastures ending. You should take the steps needed towards this ending on your first playthrough even if you are pursuing the Glory to Arstotzka or Member of the Order endings, to reduce the length of your partial playthrough to get Snowier Pastures. Today you can also start progress towards the United Federation Token.

  • Entrant 01: M VONEL: This is the interrogator from the Ministry of Information last seen on day 12. He tells you that you will be subject to an audit in three days (end of Day 31). There is no interaction to be taken.
  • Entrant 02: Randomised, check carefully.
  • Entrant 03: JORJI COSTAVA. Jorji discusses your current situation and says you can get you and your family out of Arstotzka with forged Obristan Passport. After approving his entry and handing back his info card (his papers are valid), Jorji voluntarily surrenders his Obristan Passport for your cause, leading to an unavoidable citation.

OBTAINING THE SNOWIER PASTURES ENDING AND TROPHY

This ending and trophy is a little more complex. From today onwards, you will get an option at the end of the day to escape Arstotzka - it appears as a list item in your expenses. Each family member including yourself requires 1 Obristan Passport (confiscated from Entrants) and 25 credits in order to get a forgery made.

The trophy will only unlock if you escape to Obristan with ALL of your living family members. You cannot escape to Obristan with less than your full family. However if a family member dies through lack of food/heat, you can still escape with whoever is left and earn the token.

There are exactly six guaranteed Obristan Passports that pass through the booth between now and the end of the game, including Jorji's. Therefore if you decided to save your niece earlier and have kept your whole family alive you will be able to escape with all of your family members. However you will need 150 spare credits beyond your daily expenses and you will have to wait until the very last playable day in the game to have enough Passports to escape. It's certainly possible -- I did it on my first playthrough with no real trouble and having not taken any unnecessary risks.

If you go for one of the other endings first, you can replay the game from today (Day 29) to work on the Obristan ending. The most efficient approach is to either get the Obristan ending out of the way first, or at least get all of the Passports and money ready so that once the other endings are complete, you can just replay the very last day and take the Obristan option instead of seeing the final slides.

  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: OBRISTAN PASSPORT: Confiscate the Passport if you are going for the Snowier Pastures ending and need more Passports.They may have valid or invalid documents, but it doesn't really matter as you'll earn a citation for confiscating the Passport anyway.
  • Entrant 07: Randomised, check carefully.
  • Entrant 08: MISSABLE TROPHY: The eighth Entrant hands you a photo of a girl instead of documents. He asks you to confiscate SIMON WENS' Passport when he arrives tomorrow.
  • Entrant 09 onwards until the end of the day: Randomised, check carefully.

End of Day: You can escape to Obristan for the below trophy only if you have only a single family member left, grabbed both Obristan Passports from today and have 50 credits to spare. Your wife may hand you a photo -- as always, do not hang it on the wall of your booth.

Day 30 - December 22nd, 1982

The day will continue until at least Entrant 09, even if the clock reaches 6pm. Today you can complete progress towards United Federation Token and complete the Snowier Pastures ending if you have enough money and Passports for your whole family.

  • Entrant 01: DMITRI: The supervisor will make one last inspection of your booth. As long as you don't have anything on your wall, it should all go smoothly.
  • Entrant 02: OBRISTAN PASSPORT: There's a small chance that this Obristan Entrant doesn't have their Passport (if you're after six, you could try restarting the day). If you need it and they have it, confiscate it (you will get a citation). Their papers may or may not be valid otherwise.
  • Entrant 03: MISSABLE TROPHY: This is Simon Wens. He is a wanted criminal on the Bulletin BUT if you want the United Federation Token, you need to confiscate his passport and then approve him for entry. You'll get a citation.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: Randomised, check carefully.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: MISSABLE TROPHY: The avenging father returns. If you confiscated Simon Wens' passport and allowed the criminal entry into the country, hand Wens' passport over to the Entrant and then, when prompted, approve him for entry. (You can confiscate the passport again once the father passes it back and hand him an approved visa slip, to avoid a Citation). He will pass over the UF Token before he leaves. If you Denied or Detained Wens or did not confiscate his Passport you do not get the Token.

  • Entrant 08: Randomised, check carefully.
  • Entrant 09: OBRISTAN PASSPORT: This Obristan Entrant will always have a Passport and will be missing documents. If you need the Passport for your family, confiscate it. The Obristan Entrant should be denied entry to avoid citation, but you'll get one anyway if you confiscate the Passport so it's up to you.
  • Entrant 10 onwards until the end of the day: Randomised, check carefully.

End of Day: You can escape to Obristan for the below trophy only if you have accrued enough Obristan Passports and credits to get your entire family out of the country.

Day 31 - December 23rd, 1982

This is the last playable day. Technically there is a Day 32 for your official review if you chose your government over EZIC and decided not to flee to Obristan. Thanks to the final EZIC Event that occurs at the end of the day, today you can complete your journey to the Glory to Arstotzka or Member of the Order endings, or still escape to Obristan for the Snowier Pastures ending. The final end of day event occurs during Entrant 08's inspection - ready your Tranq Gun Key if you are planning to stay loyal to Arstotzka.

  • Entrant 01: OBRISTAN PASSPORT: There's a small chance that this Obristan Entrant doesn't have their Passport (if you're after six, you could try restarting the day). If you need it and they have it, confiscate it (you will get a citation). Their papers may or may not be valid otherwise.
  • Entrant 02: EZIC AGENT: As long as you have been diligent in completing EZIC tasks, this will be an EZIC messenger telling you that things are going to come to a head today. Otherwise it is a randomised entrant, check carefully.

If the EZIC messenger appears, you are on track for the Member of the Order trophy.
If the EZIC messenger does not appear, you have failed one or more EZIC tasks and cannot get Member of the Order. You may still fail to get Glory to Arstotzka if you completed any avoidable EZIC tasks.

  • Entrant 03: Randomised, check carefully.
  • Entrant 04: Randomised, check carefully.
  • Entrant 05: JORJI COSTAVA: Regardless of your Obristan plans, Jorji will pay one last visit to say goodbye and give you 40 credits.
  • Entrant 06: Randomised, check carefully.
  • Entrant 07: Randomised, check carefully. Ready your Tranq Gun Key unless you are siding with EZIC.
  • Entrant 08: END OF DAY EVENT: During your inspection of Entrant 08, EZIC agents kill the inside border guards with a car and start approaching both the wall and the booth.

If you are on your Glory to Arstotzka playthrough, you must kill all XXXXXX EZIC agents approaching the booth and the wall.
If you are on your Member of the Order playthrough and have completed all EZIC tasks, DO NOTHING. Even though one EZIC agent approaches your booth, he will not attack if you have proved you are on their side.

End of Day: Regardless of your actions in the EZIC attack, you will get the End of Day screen before you see any consequences -- which means you have one last chance to escape to Obristan. If you have enough money and passports to take your whole living family, go ahead and select the option to get the below trophy:

Day 32 - December 24th, 1982

This is a non-interactive day. The ending slides will play out for the Obristan ending if you took it, otherwise:

  • If you completed all EZIC tasks and allowed EZIC to breach the border wall, you will get the EZIC successful ending and the following trophy:

  • If you didn't complete any EZIC tasks throughout your playthrough (apart from the handful that are unavoidable) and you successfully defended the border wall on the last day, you will pass your review with M Vonel and get the following trophy:

There are several other, trophy-less endings you may see if mistakes were made:

  • If EZIC were successful but you did not complete their tasks (or took a shot at the EZIC agents heading to the border wall), you will get an ending in which EZIC take over but they sever all ties with you for your betrayal.
  • If you fail to stop EZIC but you weren't working for them, the game will end with you being sacked for negligence.
  • If you successfully stop EZIC but completed any of their previous, optional tasks, M Vonel will find you guilty of treason in your review.

Congratulations on completing the game. If you have another playthrough to do, here is where to go:

  • If you need to change your alignment between the current Arstotzkan government and EZIC for your alternative ending, you can start a new run from Day 11 and make the appropriate choices.
  • If you need to escape to Obristan, you can start confiscating Obristan passports from Day 29 onwards. If you are struggling to get together enough funds for all of your family members, you may need to start back a little further to try and kill some of them off... or you could try and keep Sergiu alive and reunited with his love for an extra 100 credits.
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