Papers, Please Guide

All Endings for Papers, Please

All Endings

Overview

Here are all twenty possible endings: (Spoiler Warning)

Ending 1

How: This occurs if the inspector runs into debt (i.e. the inspector has a negative balance at the end of the day).

When: Days 1–31

Ending 2

How: This occurs at any point if the inspector’s entire family dies from sickness because the inspector fails to provide food, heat and medicine for his family.

When: Days 4–31

Ending 3

How: On day 12, an M.O.I. investigator M. Vonel visits the booth asking for information about EZIC. If the inspector gives him the EZIC documents received earlier, he is immediately arrested.

When: Only on day 12

Related:
– Corman Drex and an EZIC messenger give the EZIC documents to the inspector on days 8 or 9 and 10.
– Triggering this ending unlocks the Too Honest achievement.

Ending 4

How: On day 11, a strange man brings 1000 credits at the end of the day. The inspector may take them or burn them. If the money is burned, the man brings 2000 credits on the following day. If either of these gifts is accepted (i.e. not burned) the neighbors will report the inspector and his savings will be confiscated on day 13 pending investigation. EZIC will then try to help the inspector by sending an agent to interfere with the investigation. If the agent is not allowed to enter on day 14, the investigation will proceed and M. Vonel will arrest the inspector at the beginning of day 15.

When: Only on day 15. The events leading to the ending start on day 11.

Ending 5

How: Triggered if the inspector shoots a bystander (i.e. someone who is not a guard or an attacker) with a sniper rifle.

When: Possible since day 23 when the sniper rifle becomes available.

Related: Similar to endings 6, 7 and 8.

Ending 6

How: Triggered if the inspector shoots a bystander (i.e. someone who is not a guard or an attacker) with a tranquilizer gun.

When: Possible since day 16 when the tranquilizer gun becomes available.

Related: Similar to endings 5, 7 and 8.

Ending 7

How: Triggered if the inspector shoots a guard with a sniper rifle.

When: Possible since day 23 when the sniper rifle becomes available.

Related: Similar to endings 5, 6 and 8.

Ending 8

How: Triggered if the inspector shoots a guard with a tranquilizer gun.

When: Possible since day 16 when the tranquilizer gun becomes available.

Related: Similar to endings 5, 6 and 7.

Ending 9

How: The inspector shoots the man in red with a sniper rifle when EZIC creates a diversion.

When: Only on day 23.

Related:
– Similar to ending 10.
– Triggering this ending unlocks the Hired Rifle achievement.

Ending 10

How: The inspector shoots the man in red with a tranquilizer gun when EZIC creates a diversion.

When: Only on day 23.

Related: Similar to ending 9.

Ending 11

How: The M.O.A. supervisor inspects the booth on days 10, 20 and 30. If he finds any unauthorized wall hangings (the family photo, the Arskickers Pennant, or Son’s Drawing) , he will give the inspector a fine and a warning. If he finds any issues for a second time, this ending is triggered and the inspector is sentenced to hard labor.

When: Only on day 30. A warning may be given on day 20.

Related: It is always possible to take down any unauthorized wall hangings while the supervisor is walking towards the booth.

Ending 12

How: If the inspector detains Shae Piersovska on day 25, the M.O.A. supervisor will arrest the inspector the next morning.

When: The arrest takes place on day 26, but the decision to detain her (or to deny or allow her entry) is made on day 25.

Related: The initial request to let her in happens at the beginning of day 20.

Ending 13

How: The inspector must have completed fewer than four EZIC tasks. During the attack on day 31, the inspector only shoots the lower attacker and lets the other attacker blow up the wall (the upper attacker can be shot after the wall has been destroyed). Next day, the inspector is arrested for failing to defend the border.

When: Only on day 31.

Related:
– Letting the lower attacker live will lead to instant death.
– If four or all EZIC tasks have been completed, the attackers ignore the booth and shooting at them would trigger ending 15 instead.

Ending 14

How: The inspector must have completed at least four out of five EZIC tasks. If this is the case, an EZIC messenger will arrive on day 31 and tell the inspector to hold his fire. If the inspector decides to shoot the attackers anyway and the wall remains intact, this ending is triggered next morning.

When: Only on day 31.

Related:
– It is possible to trigger ending 16 or 18 at the end of day 31 to avoid this ending.
– Similar to ending 15, but now the wall remains intact.
– Ending 17 has the same cutscene but without the EZIC note at the end.
– If the EZIC messenger is not the second entrant on day 31, required EZIC tasks have not been completed and it is impossible to get this ending.

Ending 15

How: The inspector must have completed at least four out of five EZIC tasks given throughout the game. If this is the case, an EZIC messenger will arrive on day 31 and tell the inspector to hold his fire during the attack. If the inspector shoots at least one of the attackers but the wall is blown up, this ending triggers immediately. EZIC takes over and the inspector’s fate is unknown.

When: Only on day 31.

Related:
– Similar to ending 14, but now the wall is destroyed and the ending triggers right away.
– Similar to ending 19, but with shooting involved.
– If the EZIC messenger is not the second entrant on day 31, required EZIC tasks have not been completed and it is impossible to get this ending.

Ending 16

How: The inspector escapes to Obristan on his own or with some (but not all) of his living family members. The fate of the family members who stay behind is unknown.

When: Possible at the end of days 29, 30 and 31 if the inspector has at least 25 credits available.

Related:
– The same as ending 18, but does not require all living family members.
– Only ending 18 unlocks the escape-related achievement.

Ending 17

How: The inspector must have completed one to three EZIC tasks given throughout the game. On day 31, the wall must remain intact (i.e. both EZIC attackers must be neutralized) and the inspector must not escape to Obristan afterwards. His connection with EZIC is then discovered in the information audit and he is put to death.

When: Only on day 31.

Related:
– The same as ending 14 but without the EZIC note at the end of the cutscene.
– It is possible to trigger ending 16 or 18 at the end of day 31 to avoid this ending.

Ending 18

How: The inspector escapes to Obristan with all of his living family members. As a prerequisite, the inspector needs to (illegally) confiscate enough passports from Obristan citizens. This ending does not require the entire family to be alive and can thus be achieved even if only one family member is alive and escapes with the inspector.

When: Possible at the end of days 29, 30 and 31 if the inspector has at least one Obristan passport and 25 credits per family member available. The maximum amount needed is six passports and 150 credits if the niece was adopted on day 21 and everyone else is still alive.

Related:
– The same as ending 16, but now all living family members escape.
– Triggering this ending unlocks the Snowier Pastures achievement.

Ending 19

How: The inspector must have completed at least four out of five EZIC tasks given throughout the game. If this is the case, an EZIC messenger will arrive on day 31 and tell the inspector to hold his fire. EZIC attackers blow up the border wall and EZIC gains power. If he sleeps at the end of day 31, they make the inspector their agent and move his family to a better apartment.

When: Only on day 31.

Related:
– Similar to endings 14 and 15, but now the inspector does not shoot anyone.
– Triggering this ending unlocks the Member of the Order achievement.
– If the EZIC messenger is not the second entrant on day 31, required EZIC tasks have not been completed and it is impossible to get this ending.

Ending 20

How: The inspector must not have completed any EZIC tasks given during the game. On day 31, he must neutralize both EZIC attackers and must not escape to Obristan afterwards. In the next morning, his information audit shows only minor infractions and he is permitted to return to work. A deal with Kolechia is reached and the checkpoint will remain open. This is the only ending that will unlock the code for endless mode. The code is listed in the transcript tab.

When: Only on day 31.

Related: Triggering this ending unlocks the Glory to Arstotzka achievement.

Instant death

The game can also end abruptly if the inspector dies on the job. If this occurs, the game will cut straight back to the opening menu. There is no ending display, no ending number and no achievement for these.

It is possible to die by:

– Failing to disarm the bomb or cutting the wires in the wrong order on day 15.
– Touching the poison powder on day 20.
– If a motorcycle attacker lobs a grenade into the booth on day 21.
– Having the booth blown up by EZIC on day 31. (If the inspector has performed four out of five EZIC tasks up to that point, EZIC will not attack unless the inspector fires at them. Otherwise, the EZIC agent must be shot before they throw a grenade at the booth.)

Video:

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Pictures:

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