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    FAQ/Walkthrough by Darkstar Ripclaw

    Updated: 08/14/14 | Search Guide | Bookmark Guide

                                     Papers, Please
                                     FAQ/Walkthrough
                                  By: Darkstar Ripclaw
    
        The most recent version of this FAQ may always be found at GameFAQs.com
    
        See my review at: honestgamers.com/12056/pc/papers%2c-please/review.html
    
           If you liked this guide and have a STEAM or GOG account, consider
                         gifting me something on STEAM or GOG!
    
                                STEAM ID: EmperorDarkstar
                                GOG ID: darkstarripclaw
    
       __________________________________________________________________________
    
                                   Table of Contents
       __________________________________________________________________________
    
    
                    Playing the Game
                            Basics                 [HELP]
                            Rulebook               [RULE]
                            Official Documents     [OFFD]
                            Countries              [COUNT]
                            EZIC Tasks             [EZIC]
                            Cheating the Game      [CHEAT]
                    Frequently Asked Questions     [FAQ]
                    Walkthrough
                            Day One                [DAY1]
                            Day Two                [DAY2]
                            Day Three              [DAY3]
                            Day Four               [DAY4]
                            Day Five               [DAY5]
                            Day Six                [DAY6]
                            Day Seven              [DAY7]
                            Day Eight              [DAY8]
                            Day Nine               [DAY9]
                            Day Ten                [DAY10]
                            Day Eleven             [DAY11]
                            Day Twelve             [DAY12]
                            Day Thirteen           [DAY13]
                            Day Fourteen           [DAY14]
                            Day Fifteen            [DAY15]
                            Day Sixteen            [DAY16]
                            Day Seventeen          [DAY17]
                            Day Eighteen           [DAY18]
                            Day Nineteen           [DAY19]
                            Day Twenty             [DAY20]
                            Day Twenty One         [DAY21]
                            Day Twenty Two         [DAY22]
                            Day Twenty Three       [DAY23]
                            Day Twenty Four        [DAY24]
                            Day Twenty Five        [DAY25]
                            Day Twenty Six         [DAY26]
                            Day Twenty Seven       [DAY27]
                            Day Twenty Eight       [DAY28]
                            Day Twenty Nine        [DAY29]
                            Day Thirty             [DAY30]
                            Day Thirty One         [DAY31]
                            Day Thirty Two         [DAY32]
                    Endings                        [ENDS]
                    Steam Achievements             [STACH]
    
       __________________________________________________________________________
    
           To quickly find what you are looking for, use CTRL + F to open the
           search function and punch in the corresponding section search code
    
           For missions, replace 'x' or 'xx' with the mission number you wish
                    to move to ('0x' in case of Story Missions <10)
    
    
     ______________________________________________________________________________
     ______________________________________________________________________________
                                    Playing the Game
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
    ------------
    GAME OPTIONS
    ------------
            When playing the game, at any time, you can press the Exit button (or go
    to another window on your computer unit, which will automatically pause the
    game) to pause. Here, you have a list of a few options.
    
            The first is the option to toggle on Easy Mode. This does not change the
    actual gameplay one bit, but you receive 20 Credits extra at the end of each
    day, making expenses management significantly easier.
    
            The second option is toggling nudity on and off. There is no full-
    frontal nudity in the game, but when you take scans of entrants for Searching
    purposes, you will get pictures with defined outlines breasts for female and
    genitalia bulge for male.
    
            Finally, you can decrease and increase the loudness of sound effects and
    music.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Game Basics
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [HELP]
    
            At its core, Papers, Please is a game about a customs officer reviewing
    paperwork of people intending to enter the fictional country of Arstotzka, and
    allowing only those who have their paperwork in order into the country, while
    denying those who have improper paperwork. There is a background plot that
    builds up over the 32 Days the game takes place over, but the meat-and-potatoes
    is the investigating work you do on every entrant.
    
            Whenever you are playing, you will have three separate 'views'. The top
    of the screen represents a top-down perspective of the Kolechia-Arstotzka
    Grestin border. A small building to the left side is your Customs office. By
    clicking on the building's loudspeaker with your mouse, you call forth the next
    person in line.
    
            The bottom half of the screen is split into two more views. The left
    side is a first-person view, showing your desk, the back wall of your office,
    and whatever entrant is in your office at the moment. If you have any items on
    your desk, usually the entrant's paperwork, but also including other items such
    as your rulebook or daily bulletin on the bottom of your desk, you can drag it
    with the mouse to the black screen to your right.
    
            This third view is the Documents view, which allows you to take a close-
    up look at documents.
    
    
    -----------------------------------
    APPROVING, DENYING, INSPECTION MODE
    -----------------------------------
            Whenever somebody comes in, they will ultimately go out one of three
    ways - either you approve them to come into the country, you deny them and they
    leave to exit out, or you have that person detained.
    
            To Approve or Deny somebody, you need to click on the arrow pointing
    left on the far right side of your documents view to bring out your Stamps.
    Click on the Approve or Deny stamp while a passport is underneath that stamp to
    make the decision official.
    
            Note that if you Approve somebody by accident, you can add a Deny stmap
    over top and the Deny stamp overrides the Approve stamp. This does NOT work in
    reverse.
    
            If somebody's paperwork is all in order, you can Approve that person
    right away.
    
            Should somebody have some wrong with his or her paperwork, such as a
    missing document, or an error on his or her paperwork (such as an invalid
    issuing city for the passport, an expired entry permit, or so on), that person
    should be denied entry. You can Deny a person straight up without needing to
    point the problem out until Day 18. You must then point the error out and use a
    Reason for Denial stamp in addition to the regular Deny stamp.
    
    
            To point out an error, press the X button at the right side of the
    screen (or press the Space button when you get the booth upgrade). You can point
    and click at two pieces of information and link them together to point out the
    discrepancy. In addition to lines of information on the documents, you can also
    point at rules in the rulebooks, lists of issuing cities on the regional map,
    lines from the audio transcript, the Inspector's desk (used to point out missing
    documents), or the entrant himself or herself (to point out incorrect photos,
    heights or genders).
    
            Occasionally, a person will rectify a mistake he or she made. If he or
    she is missing a document, he or she may present it. If the reason he or she
    cited does not match up with the entry permit or access permit, that person may
    correct his or her initial reason for entry. In these cases, the person's entry
    may still be invalid, but for another reason.
    
    
    ------------
    FINGERPRINTS
    ------------
            You will occasionally get the opportunity to fingerprint somebody. You
    will be handed a fingerprint form, and must give it to the person. When you get
    it back, you can verify the on-site fingerprints against a fingerprint record.
    If the fingerprints match, the person is who he or she says he or she is.
    Fingerprint records will also include a list of alternate aliases, as a few
    people may have a second name.
    
            If a person claims to have a second name due to two pieces of ID with
    different names, but the fingerprint record claims no known aliases, you can
    link the 'No Known Aliases' with the false ID and use this as a reason to Deny
    the person entry, or to detain him or her.
    
    
    ---------
    SEARCHING
    ---------
            Occasionally, you can Search somebody, though this actually means you
    use a scanner on the person. Searching is done whenever the person is from a
    specific country on a specific Day (Kolechia on Day 8, for example), if a
    person's weight is different from the stated weight on his or her ID, or if his
    or her gender is different from his or her appearance.
    
            When you take a picture, you can rotate it around to the backside as
    well. If a person's gender does not match up with the picture (there are some
    men with female faces, and vice versa, however), you can link the picture with
    the person and detain him or her. If a person is carrying a weapon or
    contraband, you can link the item on the photo to the rule about no contraband
    or drugs in the rulebook and again detain the person.
    
    
    ---------
    DETAINING
    ---------
            You can detain certain people starting on Day 5. Those people who can be
    detained include those who are carrying drugs or contraband, Most Wanted
    Criminals, and those who refuse to leave the booth. Detaining does not serve
    much of a use early on. However, later on, you can make money from a guard named
    Calensk (5 Credits per detainee, starting with a cap of 5 Credits every 2 days
    but eventually maxing out at 30 Credits every 2 days) by detaining people.
    
    
    ---------------
    FORGERIES/SEALS
    ---------------
            Most errors can easily be detected as they contradict something else on
    another document. However, as of Day 11, there may be forgeries of the Ministry
    of Admission or Ministry of Labour seals on entry permits, access permits, and
    work passes. Seals may also be missing altogether, or you may have a Ministry of
    Admission seal on a work pass, and vice ersa for Labour seals on entry permits.
    
            It is also possible for there to be a seal forgery on a diplomatic
    document of the originating country.
    
            You can point out these forgeries when you are required to give a Reason
    for Denial by opening the Rulebook and looking at the Regional Map for a list of
    all seals.
    
            The player may also wish to use a cheatsheet image to check without
    taking time during the actual game (these are hosted by the Papers, Please
    wikia):
    
            http://tinyurl.com/mo7hyxh
            http://tinyurl.com/n7axurn
            http://tinyurl.com/nxz7y52
    
            A general rule of thumb comes from Larcen Tyler, a GameFAQs user:
    
    
    •I wanted to give you a tip on spotting forged documents.
    
    The entry permits have the following characteristics with their symbols:
    
    -The slash always goes from the upper-right to the bottom-left (it's a forward
    slash.)
    
    -The 'MOA' only appears on circular icons.
    
    As for the work permits, the hammer ALWAYS points to the left.•
    
    
    ----------------
    SALARY AND MONEY
    ----------------
            The game's currency is in Credits. Every person you process correctly
    will give you 5 Credits, and these include certain scripted entries into your
    booth who you do not actually process at all. If you incorrectly process a
    person, you gain a Citation and may also receive a penalty.
    
            You can receive more money through certain things, such as accepting
    bribes from some characters, detaining people to make kickbacks from Calensk,
    and selling off certain select items.
    
    
    ---------
    CITATIONS
    ---------
            If you Approve somebody who had invalid documents, Deny somebody who had
    valid documents, failed to give a Reason for Denial stamp (as of Day 18), or
    broke some other reason, you will be issued a citation and do not receive 5
    Credits for processing that person. The Citation will include the reason you
    received the citation.
    
            When you receive a Citation, you may receive a Penalty. The penalties
    increase in harshness the more you receive every day. At the start of each day,
    your Citations reset. You can always receive 2 Citations a day without Penalty.
    
            The 3rd and 4th Citations will be 5 Credits each. Following that, each
    subsequent Citation increases the penalty by 5 Credits, so Citation 5 will be 10
    Credits, Citation 6 docks you 15 Credits, you lose 20 Credits for Citation 7,
    and so on.
    
    
    -----------------
    TERRORIST ATTACKS
    -----------------
            On specific days, there may be a terrorist attack. Terrorists may jump
    the fence to throw a bomb at the security guards, shoot the guards, blow up your
    booth, and so on.
    
            There are two specific types of terrorist attacks. Some of them WILL
    occur, no matter what. If your day goes past 6pm, the day will keep running
    until you get to the terrorist attack. When the terrorist attack does occur, the
    day ends, no matter how early it may still be.
    
            In other cases, you will get randomly-generated terrorists who show up
    in your customs office. These terrorists will have improperly matching weights,
    so you can catch them early and either send them away or have them detained, and
    continue the day.
    
            Later on in the game, when you get a Gun, you can snipe a terrorist down
    before he or she can do anything, and receive a Sharpshooter Bonus of 20
    Credits.
    
    
    Unavoidable Terrorist Attacks
    -----------------------------
    Day 2, during Entrant 7's procession
    
    Day 6, during Entrant 8's procession
    
    Day 12, during Entrant 8's procession
    
    Day 16, during Entrant 8's procession
    
    Day 16, during Entrant 8's procession
    
    Day 21, during Entrant 8's procession
    
    Day 23, during Entrant 8's procession
    
    Day 25, during Entrant 8's procession
    
    Day 28, during Entrant 7's procession
    
    Day 31, during Entrant 8's procession
    
    
    Randomly Generated Terrorist Attacks
    ------------------------------------
    Day 9, after Entrant 9's procession
    
    Day 11, after Entrant 8's procession
    
    Day 13, after Entrant 8's procession
    
    Day 14, after Entrant 9's procession
    
    Day 20, after Entrant 8's procession
    
    Day 22, after Entrant 8's procession
    
    Day 24, after Entrant 8's procession
    
    
    ---------------
    FAMILY/EXPENSES
    ---------------
            At the end of each day, you will be given an accounting sheet of your
    various earnings and expenses for the day. Earnings comes from your salary,
    bribes, kickbacks, and a few other miscellaneous items.
    
            Expenses come from paying for your Rent, penalties if you incurred more
    than two Citations in a day, Heating bills, Food costs and Medicine. Rent and
    penalties are mandatory items, but Food and Heating are NOT mandatory items. You
    can alternate paying Food and Heating on each day. If you go two days in a row
    without paying for Food or Heating, or do not pay for either on the same day,
    your family members can get sick and require Medicine, at a cost of 5 Credits
    per family member.
    
            The Inspector's Son will often get sick after missing either Food or
    Heat after a single day. However, it is easier to pay for Medicine and continue
    to scrimp on alternate days on Heating and Food.
    
    
    ----------
    APARTMENTS
    ----------
            Occasionally, you can upgrade from your current apartment (starting at
    Class-8) to a higher apartment. This does NOT do anything, except that you
    obtain an Achievement if you get to Class-5.
    
            Your Rental and Heating bills change with each upgrade, the former
    climbing and the latter decreasing.
    
            It costs 100 Credits to upgrade to a better apartment, and 100 Credits
    to downgrade but with a 75 Credits refund the following day.
    
            To upgrade to the next apartment, you must be in the apartment one level
    below it (ie. to go to Class 6, you must be in Class 7, not Class 8).
    
            NOTE that the availability dates of the apartments do not seem to be
    hard, solid dates: you may need to wait a few days longer. Rather, these each
    seem to be the _EARLIEST_ dates anyone has had the opportunity to ugprade their
    apartment.
    
    
    Class 8
    -------
    Rent: 20 Credits/day (25 Credits/Day starting Day 5)
    Heat: 10 Credits/day
    
    
    Class 7
    -------
    Available at the end of Day 12
    Rent: 30 Credits/day
    Heat: 10 Credits/day
    
    
    Class 6
    -------
    Available at the end of Day 17
    Rent: 40 Credits/day
    Heat: 5 Credits/day
    
    
    Class 8
    -------
    Available at the end of Day 24
    Rent: 50 Credits/day
    Heat: 0 Credits/day
    
    
    --------------
    BOOTH UPGRADES
    --------------
            Throughout the game, you can upgrade your booth to assign certain
    functions to hotkeys. Each function costs 5 Credits, which can be paid for at
    your end-of-day accounting screen. Every subsequent upgrade after the first
    upgrade becomes available 3 days after you buy the prior upgrade. Because the
    first upgrade becomes available on Day 5, the last upgrade can be bought as
    early as Day 14.
    
            It is the author's belief the 4th upgrade is mostly useless, as it has
    cost him more time than what it has saved him by accidentally entering
    Inspection Mode too often.
    
    
    Upgrade One - Inspect Mode
    --------------------------
    Available as soon as Day 5
    Press Space Bar to enter and exit Inspection Mode
    
    
    Upgrade Two - Stamp Bar
    -----------------------
    Available as soon as Day 8
    Press Tab key to bring out and put away the Stamp Bar
    
    
    Upgrade Three - Rulebook Shortcuts
    ----------------------------------
    Available as soon as Day 11
    Each page of the rulebook will have tabs that you can use to skip directly to
    another section instead of having to go back to the front of the rulebook first
    
    
    Upgrade Four - Quick Inspection
    -------------------------------
    Available as soon as Day 14
    Double-click on any object or piece of information to enter Inspection mode with
    what you double-clicked on highlighted right away
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                        Rulebook
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [RULE]
    
            The Rulebook, which can be located at the bottom right of your desk, can
    be dragged out onto the Documents view to take a look at the rules.
    
            Contents include:
    
    Rules
    -----
            The requirements to follow when admitting and rejecting entrants into
    the country. The list of rules starts small, with a list of only two rules, but
    expands as the game goes on. Later on, when a rule is being broken and you need
    to give a reason for Denial, you can usually link to a rule out of the rulebook.
    
    
    Regional Map
    ------------
            This gives you a map showing the 7 countries Entrants may be from. By
    clicking on the name of each country, you can see the 3 cities that are listed
    in each country. These are the ONLY valid issuing cities for each country.
    Additionally, in the case of Arstotzka, there is a list of districts that are
    valid for issuing ID cards.
    
    
    Booth Info
    ----------
            The left page outlines where all the various knick-knacks, including the
    Rulebook itself, are located in the office. The right page lists the four types
    of booth upgrades you can purchase throughout the game.
    
    
    Documents
    ---------
            This is a basic overview of the various documents you will encounter
    throughout the game. As certain documents are phased out of use, they shall no
    longer show up here.
    
    
    Confiscation
    ------------
            Once you are able to confiscate passports on Day 24, the rules for
    confiscation are located here.
    
    
    --------------
    DAILY BULLETIN
    --------------
            Every day, you shall receive a daily briefing from the Ministry of
    Admission. The Bulletin also contains the newspaper headlines at the back.
    
    
    Most Wanted Criminals
    ---------------------
            Starting on Day 14, you will get a list of 3 pictures of the Most Wanted
    Criminals. The list changes every day (although there are a couple of people who
    will be scripted to show up on certain days). When a Criminal shows up, link his
    or her face with his or her photo on the Most Wanted Criminals list to detain
    him or her.
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                   Official Documents
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [OFFD]
    
            Throughout the game, you will come across many different types of
    paperwork.
    
    
    Passport
    --------
            Every entrant into your office MUST have a passport to be a valid entry,
    with no exceptions throughout the game. The passport contains the following
    information: the person's full name, his or her date of birth, gender, a photo,
    his or her country, the city within the country that issued the passport, an
    expiry date for the passport, and a passport number.
    
            Different countries have different coloured passports - for example,
    Arstotzka has a grey passport, and Obristan has a red passport. This colour-
    coding is useful for a few days throughout the game, but otherwise mostly
    trivial.
    
    
    Temporary Visa Slip
    -------------------
            If a person does not have a passport, you need something to Stamp on. To
    do this, open up your rulebook and enter Inspection Mode, and link the rulebook
    about all entrants requiring a passport with your office desk. You will either
    get the person to couch up a passport or, lacking one, a temporary visa slip
    will appear. You can technically Approve a person, but in all cases with a
    Temporary Visa Slip letting the person in will result in a citation.
    
    
    Passport Seizure Slip
    ---------------------
            Starting on Day 24, you will receive the option to confiscate passports.
    When you do, you are automatically issued a passport seizure slip. You can
    either Approve or Deny the seizure slip and, unlike the Temporary Visa Slip, the
    person may still be a valid entrant to the country.
    
    
    Identity Card
    -------------
            All Arstotzkan natives will carry an ID card as opposed to an entry pass
    or access permit. The ID card contains the person's name, date of birth, height
    and weight, a photo, and the district (not city) within Arstotzka that issued
    the ID card.
    
    
    Entry Ticket
    ------------
            All foreigners wishing to enter Arstotzka on Day 3 will require an Entry
    Ticket. The Entry Ticket has a single feature: a valid entry date. All valid
    Entry Tickets must have a valid entry date of November 25th, 1982. They are
    discontinued the following day.
    
    
    Entry Permit
    ------------
            All foreigners wishing to enter Arstotzka on Days 3 through 26 will
    require an Entry Permit. The following information are present on an Entry
    Permit: the entrant's name, the passport number, the purpose for entry and
    duration of stay in Arstotzkan, a Date to enter by, and a valid Ministry of
    Admission Seal. The Entry Permit is discontinued on Day 27.
    
    
    Work Pass
    ---------
            As of Day 6, all foreigners entering for work require a Work Pass. The
    Work Passes must have a valid entrant name and valid Ministry of Labour Seal.
    Furthermore, you must line up the Valid Work End Date with the length of time
    the worker says he or she will be in the country for, rounding up to the nearest
    month (for example, if the worker enters on December 2nd and says he or she will
    work for a month, although the work end date would effectively be January 2nd of
    1983, the end date should be February 1st of 1983).
    
    
    Diplomatic Authorization
    ------------------------
            All Diplomats, who are first seen starting on Day 8, will carry a
    Diplomatic Authorization. A valid authorization will have a properly
    corresponding diplomat's name, passport number, and a valid diplomatic seal (the
    list of seals can be seen in your rulebook). Additionally, the issuing country
    must match the nationality of the entrant's passport, and he or she must have
    access to Arstotzka.
    
            Diplomats need only a passport and Diplomatic Authorization and, later
    on, a polio vaccination certificate. They do NOT need any other documents.
    
    
    Identity Supplements
    --------------------
            As of Day 11, all foreigners require an Identity Supplement. The ID
    Supplement lists the person's height, weight, a brief description of the
    person's physical features, a thumbprint, and an expiry date. The Identity
    Supplement is discontinued as of Day 27 in favour of the access permit.
    
    
    Press ID
    --------
            On Day 17, and occasionally on subsequent days, people will show up with
    press IDs, wishing to enter Arstotzka. All journalists will lack complete valid
    paperwork, so you can Deny them right away.
    
    
    Grant of Asylum
    ---------------
            Starting on Day 21, refugee seekers may enter Arstotzka with a Grant of
    Asylum. Grants include the person's name, picture, nationality, passport number,
    date of birth, weight, height, and fingerprints. The Grant must also have a
    valid Ministry of Admission seal, and not be expired.
    
            Like Diplomats, refugee seekers only need a Grant, a Passport, and later
    on a polio vaccination certificate.
    
    
    Polio Vaccination Certificate
    -----------------------------
            On Day 26, ALL entrants must have a vaccination certificate. The
    certificate contains the person's name, a list of the vaccinations they have
    received and the date they were done, and a corresponding passport number. If a
    person did not have a polio vaccination within the last 3 years, that is grounds
    for Denial from the country.
    
    
    Access Permit
    -------------
            On Day 27, Entry Permits and Identity Supplements for foreigners are
    compressed into a single Access Permit. The Access Permit must contain a valid
    entrant name, passport number, visit purpose, duration of stay, height, weight,
    corresponding physical appearance, and Ministry of Admission seal. It must also
    have not expired.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Countries
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [COUNT]
    
            This is a list of the 7 countries with their respective cities.
    Arstotzka is at the end, and includes the list of districts within the nation.
    
            You can also use these three Cheat Sheet images hosted by the Papers
    Please wikia, which includes national seals and legit Ministry of Admission and
    Ministry of Labour seals.
    
            http://tinyurl.com/mo7hyxh
            http://tinyurl.com/n7axurn
            http://tinyurl.com/nxz7y52
    
    
    Arstotzka
    ---------
    Orvech Vonor
    East Grestin
    Paradizna
    
    
    Altan
    Vescillo
    Burnton
    Octovalis
    Gennistora
    Lendiforma
    Wozenfield
    Fardesto
    
    
    
    Antegria
    --------
    St. Marmero
    Glorian
    Outer Grouse
    
    
    Impor
    -----
    Enkyo
    Haihan
    Tsunkeido
    
    
    Kolechia
    ---------
    Yurko City
    Vedor
    West Grestin
    
    
    Obristan
    --------
    Skal
    Lorndaz
    Mergerous
    
    
    Republia
    --------
    True Glorian
    Lesrenadi
    Bostan
    
    
    United Fed.
    -----------
    Great Rapid
    Shingleton
    Korista City
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       EZIC Tasks
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [EZIC]
    
            Throughout the game, the mysterious organisation EZIC shall make several
    requests of the Inspector. Depending on how many of the tasks you complete, you
    may receive various endings.
    
            There are five OPTIONAL requests from EZIC - notably, giving the
    documents back to Corman Drex does NOT count as helping EZIC.
    
            Doing NONE of the requests will allow you to receive Ending 20.
    
            Doing one to three of the tasks can result in Ending 17.
    
            You must do LESS than four tasks to receive Ending 13.
    
            Endings 14, 15 and 19 can ONLY be received if you do at LEAST four tasks
    
    
    Task One
    --------
    When: Day 11
    How: Approve Mikhail Saratov's entry
    
    
    Task Two
    --------
    When: Day 14
    How: Allow Stepheni Graire's entry
    
    
    Task Three
    ----------
    When: Day 17
    How: Allow Marie Escalli's entry
    
    
    Task Four
    ---------
    When: Day 20
    How: Poison Khaled Istom
    
            To poison Khaled Istom, you need to take the envelope the EZIC agent
    gives you, press three consecutive arrows to open up the poison, then hold the
    poison over Khaled Istom's poison and press it with your mouse to apply it. If
    you then deny him, Khaled and three people behind him will all die of poison. If
    you Approve him, Khaled and a security guard who is NOT Sergiu will die outside
    the booth.
    
    
    Task Five
    ---------
    When: Day 27
    How: Confiscate Kordon Kallo's passport, approve his passport seizure slip,
         hand Kordon's Passport over to the EZIC agent
    
            If you want to pass the EZIC task, you must specifically confiscate
    Kordon Kallo's passport, then APPROVE his passport seizure slip. Entrant Nine
    for the day will be an EZIC agent if you approved Kordon Kallo's entry earlier
    in the day. If you have Kordon's passport, hand it over to the agent before
    approving the agent to go through.
    
    
    
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                                   Cheating the Game
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [CHEAT]
    
            Although it is most certainly not how Papers, Please was meant to be
    played, if you do have difficulty with the game, there is one option to
    basically break the game: Using the Print Screen function on your computer.
    
            When a person comes into the customs office, pay attention to what he or
    she provides as a reason and time span for entry into Arstotzka (if a
    foreigner), then lay all the documents he or she produces across your Documents
    view. With this done, use the Print Screen function. Open a portrait editor
    document, such as Microsoft Paint, and paste your photo. You can then look at
    the person's documents and look for any discrepancies without running the in-
    game timer out.
    
            If all seems clear, you can go back into the game, unpause it and
    approve him or her right away, or otherwise point out a discrepancy right away.
    
    
     ______________________________________________________________________________
     ______________________________________________________________________________
                                FREQUENTLY ASKED QUESTIONS
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     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     [FAQ]
    
    
            Q: How does one prove an invalid issuing city or district?
    
            A: Enter your rulebook, and go to your Regional Map, specifically of
               the country that issued the passport. In the case of an invalid
               city, link the invalid city to the list of three cities in that
               country's map. For the districts, link the invalid district to the
               list of Arstotzka's districts.
    
    
            Q: Do the Tokens do anything?
    
            A: The Tokens do NOT do anything by themselves, just give you a Steam
               Achievement. Therefore, if you have an Achievement already, you do
               not need to bother taking the steps to get a Token, as most of them
               will cost you due to getting a Citation in the process.
    
    
            Q: Can I keep the 1000 or 2000 Credit EZIC Gift?
    
            A: No, you cannot. However, if you have less than 100 Credits on-hand,
               you can accept the 1000 Credit Gift and then Upgrade to a larger
               Apartment (and with less than 75 Credits on-hand, it makes sense to
               Upgrade, then Downgrade for your refund).
    
    
            Q: How do I Deny or Approve somebody with no passport?
    
            A: Bring out the rulebook, and in Inspection Mode, link the line about
               all entrants needing a passport to your DESK to point out the
               discrepancy.
    
    
            Q: How should I manage my expenses?
    
            A: Never upgrade your apartment. Always alternate between Heat and Food
               costs on alternate days (you may need to pay for Medicine for your
               son, but this costs less overall). Make sure to have money on-hand to
               adopt your Niece on Day 21 as she will prove a net benefit overall
               when she brings her family savings with her. And if you really have
               to, swallow your pride and enable Easy Mode for an extra 20 Credits
               a day.
    
    
     ______________________________________________________________________________
     ______________________________________________________________________________
                                       Walkthrough
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     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    
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                                        Day One
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    [DAY1]
    
            This is the very first day of the game. Several elements are introduced
    here, but most of them are not yet used. Peruse the rulebook as you wish, use
    the shutters and examine the daily bulletin from the Ministry of Admission, but
    none of them are required as yet.
    
            The day starts when you call for the first migrant. To do this, you must
    click on the speakers on the rooftop of the customs building, and the Inspector
    will shout 'NEXT'. Once you have approved or denied a person, you can click it
    again, but the Inspector only shouts 'NEXT' once the current person has left the
    building on-screen.
    
            As soon as a person's on-screen silhouette enters the customs building
    (but before they actually show up in front of you in your first-person
    perspective), you can pull out the Visa Stamp right away, saving a few seconds
    per encounter (you can also pull out the Stamps before somebody comes in, but it
    will automatically retract should you do so).
    
            There are a mere two rules to follow when approving or denying Visas for
    today: first, only Arstotzkan citizenry are allowed in, and all entrants must
    have a passport. If you send somebody through who should not have gotten in, or
    deny somebody who should have made it in, you can get a total of two citations a
    day before you start receiving penalties.
    
            Finally, each day has several 'scripted' events, where a specific
    entrant will ALWAYS have certain traits, such as ALWAYS being from a certain
    nation, ALWAYS having his or her paperwork in order, ALWAYS having incorrect
    paperwork, and so on. If you keep track of these, you can basically reject or
    approve a person right away without even needing to make a cursory check of his
    or her documents.
    
            At the end of each day, you will be given a salary of 5 credits per
    person you CORRECTLY processed, and deducted 5 credits for every person you
    incorrectly processed after the first two citations. Money will then be deducted
    from your savings for rent, food and heat. Rent is mandatory, while you may
    eventually be forced to stop spending on either or both of food and heat. Your
    money savings may become a vital point, depending on how well you play the main
    game.
    
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •Only citizens of Arstotzka are allowed in
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is an Arstotzkan. Approve him/her.
    
            •Entrant Two is an Imporian. Deny him/her.
    
            •Entrant Three is a Republian. Deny him/her.
    
            •Entrant Five is a Kolechian who makes a threat, and then leaves. He
    will count as having been processed, so you get 5 credits as a result. The day
    will continue on to at least this entrant, no matter how long you take with the
    first four entrants.
    
    
    
    ----
    TIPS
    ----
            •If ever you make an error with Approving but have not handed the
    passport back yet, a DENY stamp always overrides an APPROVE stamp. Therefore, if
    you Approved and then spot an error right after, you can put a DENY stamp on and
    it will go through as Deny.
    
            •For non-scripted entries, look at the COLOUR of the person's passport.
    Arstotzkan's passports are grey, so you can approve his or her passport right
    away without taking the extra couple of seconds to search inside the passport
    for the country of origin (and conversely, rejecting everybody who does NOT have
    a grey passport).
    
            •Try to get through as many possible entrants as you can during this day
    to build up a decent cash pile ahead of time.
    
            •You can alternate between paying for Heat and Food each day to save
    money on your family. Hungry status and Cold status can be remedied respectively
    by paying for Food and Heat that day. If a family member is Sick or Very Sick,
    however, you will need to pay medicine to keep that person alive, but in most
    cases will only be caused when a Hungry or Cold status is prolonged for longer
    than one day. Your son will often be sick, but Medicine for him only costs 5
    Credits as opposed to 10 or 20 Credits for Heat and Food.
    
    
    
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                                        Day Two
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    [DAY2]
    
            On Day Two, Papers, Please scales up significantly in complexity with
    the introduction of the Inspection system. While you can now allow in persons of
    any nationality, you must also keep an eye on their passport and make certain
    that there are no discrepancies in the paperwork. If there are, you must deny
    that person entry into the country.
    
            Discrepancies can include:
    
            •Expired passport date (anything expiring prior to November 24/1982)
    
            •Passport photo not matching up with the person in front of you (there
    is a little bit of leeway with this with regards to hair styles, but that is it)
    
            •Incorrect Gender
    
            •The issuing city not actually existing in that country (look at the
    regional map in your rulebook to see the real list of countries) or in the case
    of Arstotzka on documents other than the passport, the issuing district
    
            There will be more types of discrepancies later on, but this is all you
    need to worry about for the time being.
    
    
            After you go through the first six entrants and get to the seventh
    entrant, a terrorist attack will automatically occur, stopping your day early.
    No matter how long you take with the first six entrants, the day will not end
    until you get to the terrorist attack.
    
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One has valid papers. Approve him/her.
    
            •Entrant Two is an Antegrian with an expired passport. Deny him/her.
    
            •Entrant Four is an Arstotzkan. Approve him/her.
    
            •Entrant Six is an Arstotzkan who will give you an ad for The Pink Vice.
    Approve her (see below in Tips for an extra detail).
    
            •When inspecting Entrant Seven, an automatic event will occur involving
    a terrorist attack.
    
    
    ----
    TIPS
    ----
            •Any time somebody hands you an ad for The Pink Vice, that person ALWAYS
    has the paperwork in order, so you can approve that person right away.
    
            •Check for spelling errors in the issuing city or district. If there is
    a spelling error, it is an invalid document. For example, the city of Outer
    Grouse in Antegria may have 'Oater Grouse' or 'Outer Grousa' on a document,
    which makes it invalid.
    
            •Note that you do NOT have to point out a discrepancy (at least, for
    now) in a person's documents. If somebody has an error on his passport, you can
    Deny him entry to Arstoztka right away with no need to go into Inspection mode.
    
            •If you either press the Exit button or the game program for Papers,
    Please is not the active window, the game pauses. As such, you can quickly pause
    the game, and make certain that the issuing city belongs in the country of
    origin, or the district in Arstotzka actually exists.
    
            •Papers, Please is sometimes a little lacking with its sprites, with
    males looking like females and females looking like males. If you are not
    ABSOLUTELY SURE of somebody's gender, then use Inspection Mode and link the
    person and the gender stated on the passport. If the genders match up, you will
    get a 'Matching Data' prognosis and the gender is correct.
    
    
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                                       Day Three
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    [DAY3]
    
            Starting on Day Three, any foreigners (anybody except for Arstotzkans)
    will require a valid entry ticket to enter. When you pick up a passport off the
    table, a valid entry ticket will usually be right underneath it if the entrant
    has one, and this will repeat itself with any other papers in the future.
    
            An entry ticket has a date on it. To be valid, the date on it must be
    the exact as the current date (in Day Three's case, November 25th, 1982). When
    you approve or deny a passport for entry, you must hand back both the person's
    passport and his or her entry ticket before he or she can leave.
    
            If a person is missing an entry ticket, in Inspection Mode, point out
    the rule in the rulebook that all foreigners must have an entry ticket and link
    it to the table to point out the discrepancy (of course, you can also reject the
    person right away and it will not count against you. This is the faster option
    as most people will be missing an entry ticket and you will have to deny them
    anyways).
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have an entry ticket that is good for the day of
             entry.
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is a foreigner with valid papers. Approve him/her.
    
            •Entrant Two is a foreigner missing his or her entry ticket. Point out
    this discrepancy to get him or her to hand over the entry ticket and then
    approve him/her, or else just reject the entrant from the start.
    
            •Entrant Three is an Imporian who will give you a The Pink Vice ad.
    Approve her.
    
            •Entrant Five has valid papers, and mentions the terrorist attack from
    the day prior. Approve him/her.
    
            •Entrant Six has an invalid entry ticket. Deny him/her.
    
            •Entrant Eight is a character named Jorji Costava who will be a
    recurring character in Papers, Please. He will not have any papers whatsoever.
    In Inspection Mode, point out the rule about an entrant needing a passport and
    link it with the table to send him off.
    
    
    ----
    TIPS
    ----
            •Much like was useful on Day One, keep an eye on the entrant's passport
    colour. If you see that it is grey, you know he or she is an Arstotzkan and does
    not need an entry permit. If somebody has a passport of a different colour and
    no entry permit, you can quickly deny him or her entry.
    
    
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                                        Day Four
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    [DAY4]
    
            More requirements are piled on in Day Four. Instead of Entry Tickets,
    foreigners now require an Entry Permit. Whereas Entry Tickets only had an Entry
    Day, Entry Permits have an Enter BY date, so as long as the permit has not
    expired it is good. However, the Entry Permits are also more detailed, with a
    person's name, passport number, purpose and duration of visit on the Permit. If
    the details on the person's passport and his or her permit do not match up, you
    must reject him or her.
    
            Read a person's dialogue when he or she comes in. If his or her reason
    for visiting or duration of stay does not line up with the entry permit, you
    must deny him or her. Note that 7 days = 1 week, 30 days = 1 month, and 4 weeks
    = 1 month, so if a person says they are staying 8 weeks and his or her permit
    says 2 months, it is not grounds for denial. 'A few' can mean either 2 or 3 or
    4, so a few weeks can be 2 weeks, 3 weeks or a full 4 weeks/a  month. To double-
    check, match the line from the audio record with the entry permit to be certain
    the data matches up.
    
            Arstotzkan citizens must also present an ID card. In addition to a
    photo, name and date of birth, all of which must correspond with the passport
    (and person in front of you in the case of the photo), the ID card also has a
    height, weight, and issuing district. You can see the entrant's physical weight
    on the lower right corner of the tools in your office to the right of your
    rulebook, in kilograms (kg). The person's height can be read using the measuring
    lines behind the person and tracing them left to see the line measurements.
    Finally, the district must be a legitimate district in Arstotzka (you can see
    this in-game by reading Rulebook - > Regional Map - > Arstotzka).
    
            Audio Transcripts and Fingerprints both become available to use. You may
    need to use Audio Transcripts if you are not paying sufficient attention to what
    a foreigner explains as his or her reason for visit and duration of stay.
    
            Fingerprints only see rare use if you choose to interrogate a person
    over discrepancies such as different height, names, or between appearance and
    photo. If the fingerprints do not match up, enter Inspection Mode and link the
    given fingerprints and the fingerprints on record provided. You can then detain
    that person (starting on Day 5) if the documents still do not match up or
    otherwise Deny him or her entry.
    
            This day also presents the first two opportunities to get country
    tokens, which are basically trinket unlockables (and have a related Steam
    achievement). If you accept certain people in regardless of their validities,
    you can get the token permanently. The people with the tokens are noted in the
    Scripted Entries below.
    
            At the end of the day at home, it will be indicated to you that rent
    will have gone up. This does not take effect on Day 4, but on Day 5 it will have
    increased from 20 credits per day to 25 credits per day, so again budget
    accordingly.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Three has a entry ticket, which is no longer valid. Deny
    him/her.
    
            •Entrant Five is a female Imporian wanting to visit her son. She does
    not have valid documents, but allowing her in anyways will get you the Impor
    Token and Steam achievement.
    
            •Entrant Seven has an incorrect name on his or her entry permit. Deny
    him/her.
    
            •Entrant Eight is Jorji Costava with a fake passport. Approving his
    passport will get you the Obristan Token and Steam achievement.
    
            •Entrant Nine is always an Arstotzkan citizen, but nothing more than
    that is set in stone.
    
    
    ----
    TIPS
    ----
            •Tokens are collectible and do not serve any purpose beyond that. If you
    rack up penalties, you can restart the day once you have the Imporian and
    Obristan Tokens, reject the Fifth entrant and Jorji, and have two citations
    leeway.
    
    
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                                        Day Five
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY5]
    
            On Day Five, you should pay attention to the headlines, specifically
    about Vince Lestrade, a Track Star wanted for murder. Lestrade will show up as
    an entrant at your customs booth during the day. Vince Lestrade's paperwork is
    all in order, so if you just straight up deny him you will get a citation (or
    penalty if you have already received two citations).
    
            There are a number of things you can do. You can just approve him
    straight up, which saves you gameplay time during the day to make more money by
    processing claims, or you can enter Inspection Mode and link his name on his
    passport with the headline article from the newspaper, and then either deny him
    or detain him.
    
            What you do does not affect gameplay from here on out, outside of a
    headline change in the newspaper tomorrow. From a pure cost-basis, approving him
    straight-up makes the most sense.
    
            Detaining is a new feature. After interrogating somebody once, you can
    have him or her detained. This should only be used in certain circumstances,
    such as somebody refusing to leave. Otherwise, you will be wasting time over
    just denying somebody's passport for entry.
    
            At the end of the day, you also get a chance to do your first booth
    upgrade, which allows you to open Inspection Mode and close it through use of
    the space bar.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is an Antegrian whose passport and entry permit numbers do
    not match up. Reject him or her.
    
            •Entrant Three is Vince Lestrade. As discussed above, you can do what
    you want with him, but his papers are valid.
    
            •Entrant Five is visiting from United Federation.
    
            •Entrant Eight is a male Antegrian whose papers are valid. Approve
    him/her.
    
            •Entrant Nine is a female Antegrian who is the wife of Entrant Eight. If
    you denied Entrant Eight for whatever reason, she will automatically leave. She
    will be missing her entry permit. Approving her will give you the Antegria token
    along with the corresponding Steam achievement, as well as a citation/penalty.
    
    
    ----
    TIPS
    ----
            •As noted before, Approving Vince Lestrade's passport without
    interrogating him at all is the best option if you want to be able to process as
    many claims possible within the day and make mroe money.
    
            •The booth upgrade at the end of the day allows you to hit the Space bar
    to open and close Inspection Mode. Needless to say, having this as a hotkey can
    help shave seconds off every time you need to use it.
    
    
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                                        Day Six
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY6]
    
            Another paperwork requirement is introduced on Day Six, as all people
    entering the country for work must now have a Work Pass. In addition to the
    person's name, the Work Pass also has a Valid work end date that must match up
    with the length of period the entrant states. Finally, although it is not
    something you will currently encounter, in the future seals may also be forged.
    
            The second person to enter will give you a note that talks about a Dari
    Ludum, who is the seventh entrant of the day. If you enter Inspection Mode when
    Dari Ludum comes in and link the name on his passport to the note, or give him
    the note, you will be given the option to detain him. Much like Vince Lestrade
    on Day Five, approving, denying or detaining Dari Ludum does not change much
    except for the headlines the next day. You do not have to worry about wasting
    time on detaining him, as the day will be cut short regardless.
    
            A terrorist attack shall occur on the ninth entrant or later, depending
    on whether or not you approve the ninth entrant, who has valid papers. The
    attack can cut the day short, but if it does not occur by 6pm, will also extend
    the day indefinitely until it does.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is a worker with valid papers and work pass.
    
            •Entrant Two is a young female out of Obristan with valid papers and
    work pass. Regardless of if you approve or deny her, you will get a note from
    her talking about Dari Ludum.
    
            •Entrant Five will be Jorji Costava if you did not allow him in on Day
    4. He lacks an Entry Permit, and so approving him will get you a citation but
    also give you the Obristan token and corresponding Steam achievement if you have
    not yet already the latter.
    
            •Entrant Seven will be Dari Ludum. As noted above, his papers are valid,
    so if you do not interrogate him or detain him, denying him will get you a
    citation.
    
            •Entrant Nine is a Kolechian with valid papers. Approving him or her
    will result in the end of the day via a terrorist attack. If you deny him or
    her, the next person to be approved will cause the attack instead.
    
    
    ----
    TIPS
    ----
            •The ninth entrant will be the terrorist, unless you deny entry to him
    or her. If that is the case, the next person approved will be the terrorist. If
    you do not have any citations up to the ninth person, you can attempt to get at
    least one more 'correct' procession in for more credits by rejecting him or her,
    and denying the next person in line if his or her paperwork is not correct, and
    onwards until you approve somebody. Once you have two citations, be sure to get
    the next person correct. You have all the time needed until the terrorist attack
    occurs, so do not rush things.
    
    
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                                       Day Seven
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY7]
    
            As a result of the terrorist attack the day beforehand, a Search option
    becomes available, and all Kolechians must be searched. To initiate a search,
    you must first find a discrepancy in Inspection Mode before the Search button is
    made available. In the case of the Kolechians, you need to enter Inspection Mode
    and link the rule about 'Search all Kolechians' in the rulebook with the person
    himself or herself. You will be given a picture print-out with a front side, and
    can rotate it around to see a back side.
    
            In addition to inspecting all Kolechians, no weapons or contraband are
    allowed into Arstotzka. This is not heavily relevant right now outside of
    Entrant Seven, but later on you will be expected to note mass discrepancies
    between a person's listed weight and his or her actual weight as a reason to
    inspect him or her.
    
            EDIT: Apparently, you can just flat-out reject all Kolechians without
    taking a penalty, shaving off the time it takes to process a passport. This tip
    thanks to GameFAQs user jasonred79
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All Kolechians must be searched
    
            •No weapons or contraband is allowed into Arstotzka
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is a Kolechian female tourist with valid papers. Link the
    rule stating that all Kolechians must be searched with the person herself in
    order to search her, then Approve her passport and send her away as soon as the
    picture comes in.
    
            •Entrant Four is an Arstotzkan male with feminine features who has valid
    papers. Inspecting him by linking his stated gender and himself allows you to
    search. You can then Approve his passport and send him on.
    
            •Entrant Seven is a male Kolechian named Shaddy Safadi. Point out that
    he is a Kolechian to search him, then rotate his picture to spot contraband
    taped up behind his leg. Pointing this out with the rule on no contraband will
    cause Shaddy to attempt to bribe you with 10 credits to enter. You can go either
    way or detain him.
    
    
    ----
    TIPS
    ----
            •It only makes a difference of 5 credits (getting 10 in the bribe,
    losing 5 for not processing Shaddy correctly), but you are better off approving
    Shaddy's claim AFTER he makes his bribe offer.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Day Eight
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY8]
    
            Day Eight marks a couple of significant changes. The first is the
    requirement for all Kolechians to be searched being struck down. Secondly,
    potential entrants will now include diplomats. Diplomats will have both a
    passport and a diplomatic authorization. Discrepancies that may exist in a
    diplomatic authorization include a mismatch between their passport number, their
    name, and the issuing country of the passport and diplomatic authorization.
    
            Additionally, all diplomatic authorizations must have a valid diplomatic
    seal, though this does not become a problem for a few days. They must also
    actually have access to Arstotzka listed in the authorization.
    
            Day Eight also starts the intrigue behind the scenes, finally building
    up a multi-day plot arc with EZIC, a terrorist cell. Entrant Five will be a
    normal EZIC who gives you a note saying 'Corman Drex' before leaving. Entrant
    Nine will be Corman Drex. You do not have to give the note to Corman, but he
    will come back the next day if you do not.
    
            At the end of the day, if you installed the first booth upgrade to use
    the Space Bar, the second booth upgrade, hitting the Tab Key to bring up the
    Visa Stamp, will be available (each booth upgrade is available 3 days after
    purchasing the last one).
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is a Kolechian  diplomat. His or her papers will always be
    in order. Approve his/her entry.
    
            •Entrant Three will be Jorji Costava if you did not allow him in on Day
    4 or Day 7. He lacks an Entry Permit (but has an Entry Ticket), and so approving
    him will get you a citation but also give you the Obristan token and
    corresponding Steam achievement if you have not yet already the latter.
    
            •Entrant Five is a member of EZIC, who will give you an EZIC card saying
    'Corman Drex' before leaving.
    
            •Entrant Nine will be Corman Drex, who has a randomly generated gender
    and face. Give the note to him or her to get a note in return. Read it (or not,
    as the contents are available in this guide so you may read it separately to
    save time in-game) and then hand it back to him or her to get a coded document.
    If you do not give the note to him or her, he or she will be back the next day.
    Corman Drex will otherwise have his or her paperwork in order and can be
    Approved and waved through.
    
    
    ----
    TIPS
    ----
            •Again, do not bother to read Corman's note and instead give the note
    back to the man or woman. Instead, read the content here or elsewhere to save
    in-game time for more processing.
    
            •Buy the booth upgrade again at the end of the day to decrease the time
    it takes to process somebody.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                        Day Nine
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY9]
    
            At the start of the day, when you call for your first entrant, you will
    instead be visited by one of the border guards, who calls himself Calensk.
    Calensk will offer to give you 5 credits every two days for every 2 people that
    you detain. The amount that Calensk actually pays is capped, slowly increasing
    over time from 5 credits up to 30 credits. Because Calensk's payments are capped
    at 5 credits to start, do not bother detaining more than 2 people until he shows
    up again.
    
            The clock does not run while you are talking to Calensk, but it does as
    soon as he leaves your post. Be prepared to immediately click the loudspeaker to
    call the next person in line. Calensk does count as a procession, and so you get
    5 credits from his visit.
    
            In addition to Calensk, there will be a little intrigue game betwen an
    agent from Arstotzka's Ministry of Information and an impostor. There is no
    effect on the storyline depending on what you do, so pay no real attention to it
    other than the 10 credits you get out of it.
    
            Corman Drex will show up as the ninth entrant if you ignored him or her
    the day prior. He or she will not leave the booth until you give him or her the
    first EZIC note, then the second note you get from Corman. As before, Corman can
    be approved and waved through.
    
            Following Corman or the random ninth entrant, you will eventually get a
    smuggler who may or may not be detectible who will commit a terrorist attack
    (smugglers only appear to be Arstotzkans, and you can detect these right away by
    comparing the weights on their ID cards to their actual weights), cutting the
    day short, unless time runs out in the day first. If you catch a smuggler,
    another one will come on, and so on until the day ends or you let one slip by.
    Because one or the other MUST occur, you could ideally do one of the detainings
    for Calensk today with the smugglers (another one is required tomorrow).
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be the security guard Calensk, who initiates a
    conversation with you about detaining people for a kickback. His conversation
    does not take up any time.
    
            •Entrant Four is an agent from the Ministry of Information in Arstotzka
    who shall give you two sets of documents. Entrant Four counts as a procession.
    
            •Entrant Seven will be the imposot mentioned by Entrant Four. You can
    give him either set of documents, and all you get is a different headline the
    day following. Entrant Seven counts as a procession.
    
            •Entrant Nine will be Corman Drex, if you did not give the EZIC note to
    Corman yesterday, who has a randomly generated gender and face. Give the note to
    him or her to get a note in return. Read it (or not, as the contents are
    available in this guide so you may read it separately to save time in-game) and
    then hand it back to him or her to get a coded document (Corman will not leave
    until you hand the first and then second note over).
    
    
    ----
    TIPS
    ----
            •After the ninth entrant, ALWAYS compare the weight on Arstotzkans' ID
    cards to their actual weight. If they do not match up, quickly Deny him or her
    and send him or her on his or her way to save processing time and prevent the
    smuggler from ending your day right away, so that you can continue to accumulate
    more Credits for your salary.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                        Day Ten
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY10]
    
            No new complications to gameplay occur today, but what suffices for plot
    in Papers, Please moves along a bit. The first entrant will be the divisional
    authority of East Grestin who comes to visit the inspector.
    
            The fourth entrant does not have any paperwork on him. It may be quicker
    to simply approve him. If you go to the process of pulling out the rulebook and
    using Inspection mode to point out his or her need for a passport, he or she
    will refuse to leave and must be detained. Only bother if you have one or none
    of the detainees needed for 5 credits from Calensk.
    
            Finally, another EZIC agent arrives to drop off a cipher.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Dmitri, the divisional supervisor of East Grestin,
    who will give you a plaque you can hang on your head. Dmitri counts as a
    procession, netting you 5 credits. He will come in from the right side on the
    overfield (you do not call him in with the speakers). Once he leaves, the clock
    starts running.
    
            •Entrant Four is a foreigner with no papers. Using Inspection Mode to
    point out the lack of paperwork and Denying him or her will require you to have
    the foreigner detained.
    
            •Entrant Seven is an EZIC agent who drops off a cipher before leaving,
    and also counts as a procession.
    
    
    ----
    TIPS
    ----
            •As mentioned above, it may be faster to simply wave through Entrant
    Four and take the citation hit than to waste time to point out the lack of
    paperwork, getting a temporary Visa, issuing a Deny stamp and then having the
    entrant detained.
    
            •This is just the author's experience, but he started to get a lot more
    passports that had cities that actually existed, but were NOT in the correct
    country (for example, a passport from Republia that was issued by Skal, when
    Skal is located in Obristan), so brush up on which country is in which nation.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Day Eleven
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY11]
    
            Things ramp up again in complexity for Day Eleven. Although you get no
    new rule changes, forgeries will start littering the place. Fortunately, the
    Entry Permits have only two types of seals, which you can learn to recognise
    with only a little bit of practice. However, the Work Passes have four different
    types of seals and come along a lot less, so you will want to check up on the
    seals when a Work Pass comes by. Of course, sometimes a Permit or Pass will be
    lacking a seal altogether, and you can reject the person's entry right away.
    
            To see what a legitimate seal looks like, open your rulebook, and
    examine 'Documents' then either 'Entry Permit' or 'Work Pass'.
    
            Jorji Costava will show up with valid documents during the day if you
    have not allowed him through in the past. This is the last chance to get the
    Obristan token on this playthrough (and associated Steam achievement if you do
    not already have it).
    
            Following the ninth entrant, pay attention to the weights of ALL
    Arstotzkans to catch any potential smugglers. There may be foreign smugglers who
    you will not catch unless you do a full search, but because there would already
    be a discrepancy that leads you to search them, you can turn them away without
    bothering to do a search. An Arstotzkan with an invalid weight is a dead
    giveaway, and you can detain up to 4 people for Calensk to give you 10 credits
    on Day Thirteen.
    
            At the end of the day, if you bought the two earlier booth upgrades as
    soon as they were available, you can buy the rulebook shortcuts, which allows
    you to toggle between the sections of the rulebook without having to go back to
    the front of the rulebook. You will also be given a chance to accept a 1000
    Credit bribe from EZIC, which is toggled on by default. If you burn it, a 2000
    Credit bribe shall appear the following evening. If you accept it, you must let
    a certain person in on Day 14 or get a bad ending early.
    
            Finally, Day Eleven is where the plot of Papers, Please finally begins
    to branch off. An EZIC operative visits today, and depending on what you do with
    him will open up some endings and close off other endings.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is a foreigner who always will have a forged entry permit.
    
            •Entrant Two is Jorji Costava with valid papers if you have not allowed
    him through in the past. Approving his passport will get you the Obristan Token
    and Steam achievement.
    
            •Entrant Four will be Calensk, who will hand you 5 credits if you have
    detained at least two people in the two days prior. If you detained four people
    or more, you will only get 5 credits, but you will get a dialogue change talking
    about Calensk's spouse. Calensk counts as a procession and so you do get another
    5 credits from his visit.
    
            •Entrant Six will be Mikhail Saratov, an EZIC operative. If you put the
    cipher and coded document together you would have gotten his name by aligning
    the top-centre opening on the cipher with the sun on the coded document. His
    Entry Permit is missing, so letting him in will result in a citation.
    
            •Entrant nine will be an EZIC messenger if Mikhail Saratov is denied,
    who delivers a threat. The EZIC messenger will leave, but again countsa s a
    procession.
    
    
    ----
    TIPS
    ----
            •For at least a couple of times, really DO take time to familiarise
    yourself with the Ministry of Admission's seals for Entry Permits and Ministry
    of Labor's seals for Work Passes so you can recognise forgeries right away.
    
            •A general rule of thumb for spotting forgeries comes from GameFAQs user
    Larcen Tyler:
    
    •I wanted to give you a tip on spotting forged documents.
    
    The entry permits have the following characteristics with their symbols:
    -The slash always goes from the upper-right to the bottom-left (it's a forward
    slash.)
    -The 'MOA' only appears on circular icons.
    
    As for the work permits, the hammer ALWAYS points to the left.•
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Day Twelve
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY12]
    
            Day Twelve marks the first visit of M. Vonel, a Ministry of Information
    investigator. Much like other people visiting at the start of the day, time does
    not run while he talks, and he counts as a procession. You can get a bad end by
    handing him the EZIC cipher or coded document after he is done speaking.
    
            The end of the day will be cut short following entrant eight (or run
    until 6pm if you do not get to the trigger entrant by then) by another terrorist
    attack.
    
            Following work, you will get 2000 Credits as a gift from EZIC if you
    burned the 1000 credits the day before. Similar to Day Eleven, the gift is
    toggled on by default, but you can reject it.
    
            You will also be given the chance to upgrade to a large apartment. You
    will be required to pay 100 Credits upfront to move to the Class Seven
    apartment, and pay more rent. There is no real benefit to moving into a larger
    apartment, but if you continue upgrading up to Class Five, you eventually get a
    Steam achievement.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be M. Vonel. After he is done speaking, hand him back
    his badge and the picture of EZIC's symbol to continue the game, or the cipher
    or coded document to get a bad ending.
    
            •Entrant Four is an Arstotzkan man named Messof Anegovych whose papers
    are always valid. Upon either approving or denying him, he will give you four
    business cards. If you hand all four out to entrants with a Work Pass that says
    'Engineering', you will be able to receive the Arstotzkan token and the
    corresponding Steam Achievement, so long as you achieve this prior to Messof's
    return on Day Sixteen.
    
            •Entrant Six will comment on the plaque given to you by Dmitri, the
    divisional authority, if you put it on the wall and still have it there.
    
            •Entrant Eight will be an engineer with valid papers. You can give him
    one of the business cards from Messof to him before giving him all the rest of
    his papers back.
    
    
    ----
    TIPS
    ----
            •Be absolutely certain to let Messof Anegovych through and hand the
    first of four business cards to Entrant Eight. Messof will later return and give
    you 5 credits per person you give the card to, up to a total of 20 credits.
    
    
    -------
    ENDINGS
    -------
            •Giving M. Vonel either the EZIC cipher or coded document when he asks
    for his badge back will result in you getting Ending 3 along with the 'Too
    Honest' Steam Achievement.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Day Thirteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY13]
    
            Following the terrorist attack of the day before, all foreigners will
    now require an Identity Supplement in order to enter Arstotzka. All Identity
    Supplements contain a height, weight, description of his or her physical
    appearance (not an actual photo), and an expiry date for the Identity
    Supplement. Much like with Arstotzkan's normal ID cards, you should Deny a
    person if their height or weight do not match up (or interrogate and detain them
    for money from Calensk).
    
            One entrant will complain about how it would have been faster to bribe
    the inspector. This entrant MAY or MAY NOT have valid papers.
    
            At the end of the day, if you accepted either the gift of 1000 or 2000
    credits from EZIC, you shall have it taken away along with ALL the rest of your
    savings, so you will want to make more money than you need to spend today. You
    can recover your savings back on Day Fourteen.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Three will be Calensk, who shall give you up to 10 Credits in
    return for detaining people.
    
            •Entrant Six is a man named Filipe Hasse. If you Approve him, you will
    get a citation, but several days later you get him in and can get 10 credits on
    top of Approving him with valid papers.
    
            •Entrant Seven is an engineer with valid papers. Give him or her a
    business card from Messof Anegovych before handing the passport and other papers
    back.
    
            •Entrant Nine shall complain about how it would have been faster to
    bribe the inspector. Entrant Nine's papers MAY or MAY NOT be valid.
    
    
    ----
    TIPS
    ----
            •Fingerprinting will become a big thing for you from now on, as a
    person's height or weight or physical description will often conflict with other
    records. Get used to being able to hand a fingerprint sheet to a person and
    linking thumb records.
    
    
    -------
    ENDINGS
    -------
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Day Fourteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY14]
    
            A new mechanic is introduced today, where you will be given a list of
    three faces of the Most Wanted Criminals. This is put into your daily bulletin
    as opposed to your rulebook. When a Most Wanted Criminal shows up, you need to
    link his or her face to the corresponding photo on the middle page of the
    bulletin to interrogate him or her, and then have the criminal Detained. You can
    also just Deny the person entry to the nation.
    
            After Entrant Nine, an EZIC agent named Stepheni Graire is allowed in,
    smugglers will be randomly generated. If one is allowed in, he or she will
    trigger a terrorist attack, ending the day early. ALWAYS check the weight of a
    person up against his or her ID card or Identity Supplement.
    
            At the end of the day, you can buy the fourth and final Booth Upgrade if
    you bought all three prior upgrades as soon as they were possible. When you are
    in Inspection Mode and linking two pieces of evidence, you can double click with
    the mouse to speed up the Inspection time.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin middle page)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be one of the three listed Most Wanted Criminals. Use
    Inspection Mode to link the photo on the MWC list to the person in front of you
    to be able to detain. Otherwise, just straight-up deny him or her.
    
            •Entrant Three will be an EZIC operative if you accepted either the 1000
    or 2000 Credit gift. He or she will inform you of a later operative showing up.
    
            •Entrant Four is an engineer with valid papers. Give him or her a
    business card from Messof Anegovych before handing the passport and other papers
    back.
    
            •Entrant Six will be one of the three listed Most Wanted Criminals. Use
    Inspection Mode to link the photo on the MWC list to the person in front of you
    to be able to detain. Otherwise, just straight-up deny him or her.
    
            •Entrant Seven is a man who is either Nathan Cykelek or Carpov
    Calistnen. He will give you two passports with identical data except for the
    names. He will ask you for both documents back. You can hand him both of them
    back without doing anything, or detain him. Approving either passport will lead
    to a citation.
    
            •Entrant Nine is a female named Stepheni Graire, who is the EZIC agent
    earlier mentioned. Her papers are invalid and will lead to a citation if
    approved and allowed in, but if you accepted either the 1000 or 2000 bribe gift,
    you must let her in or else you will get a bad ending the following day.
    
    
    ----
    TIPS
    ----
            •Most Wanted Criminals are an easy way to rack up detainings for Credits
    from Calensk, as you need only link his or her face with his or her photo in the
    Most Wanted Criminals list before getting the option to detain (as opposed to
    having to fingerprint first, etc.)
    
            •Following Stepheni Graire, ALWAYS check a person's weight against what
    they have listed on their documentation. As you will encounter several
    smugglers, this is an easy way to quickly deny or detain people.
    
    
    -------
    ENDINGS
    -------
            •If you Deny Stepheni Graire entry to Arstotzka and you accepted either
    the 1000 or 2000 credit bribe, you will get Ending 4, a Bad Ending, at the start
    of Day 15.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Day Fifteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY15]
    
            No rule changes occur on Day 15, but you will get a little bit of a
    scare with the second entrant, who will drop a bomb on your desk. Calensk will
    automatically come in as the third entrant and order you to disassemble it.
    
            To do so, click and drag the bomb from the desk onto your documents
    view. Click on the four screws on top to take the panel off. The four wires in
    the middle can be traced back to four boxes numbered 1-4. Cut the wire
    corresponding with 1, then 2, then 3, and finally 4. If you take too long to cut
    the wires or do not do it in order, you will blow the place up. You will not get
    a proper ending, either, and will be sent back directly to the title screen.
    
            Other than that, after the ninth entrant, you will get randomly
    generated smugglers (they all have invalid weights) that will cause a terrorist
    attack if you let him or her in. Again watch out for terrorists so you can
    continue to make money.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin middle page)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Two will drop a bomb on the inspector's desk.
    
            •Entrant Three will be Calensk, who will give you instructions on
    disabling the bomb before ordering you to hand it over to him.
    
            •Entrant Five is an engineer with valid papers. Give him or her a
    business card from Messof Anegovych before handing the passport and other papers
    back.
    
            •Entrant Seven is an EZIC member who demands the coded document and
    cipher back, which you must give both over and receive a note in return.
    
    
    ----
    TIPS
    ----
            •As always, keep an eye out on people who have invalid weight. If you
    have not gotten 6 detainees already, detain them, otherwise deny them and send
    them off to prevent a terrorist attack from ending the day early and costing you
    money from less processions.
    
    
    -------
    ENDINGS
    -------
            •If you Denied Stepheni Graire entry to Arstotzka the previous day and
    you accepted either the 1000 or 2000 credit bribe, you will get Ending 4, a Bad
    Ending, at the start of the day.
    
            •Failing to cut the wires in time on the bomb or cutting the wrong wires
    will cause the bomb to blow up. You do not get a proper ending, however, and are
    instead sent back to the title screen.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Day Sixteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY16]
    
            On Day Sixteen, the number of guards you have stationed around the
    customs office decreases from 5 to 3. You are given a key from now on. Whenever
    somebody jumps over a desk, you can take the key and open a lock that will show
    up on the right side of your document screen to take out a Tranquiliser Gun with
    three shots. If you can get your crosshairs over the person running across the
    field and shoot him with the Tranquiliser, you can a Sharpshooter money Bonus.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin middle page)
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is Calensk, who will give you 10 credits if you detained 1-
    3 people in the two days prior, and 15 credits for 4 or more. From now on,
    Calensk will give you payment at your home instead of at the customs office.
    
            •Entrant Four is missing papers. Approve or Deny him or her after
    hearing his or her sob story.
    
            •Entrant Six will be Messof Anegovych. Messof will give you 5 credits
    per business card you handed out to an Engineer. If you gave away all four
    business cards to the four Engineers who have come through since his last visit,
    in addition to the 20 Credits you shall also get the Arstotzkan token and
    corresponding Steam achievement.
    
            •Entrant Eight does not have anything special about him or herself, but
    when inspecting this entrant, a person will climb over the fence and run towards
    the guard, giving you the opportunity to use the Tranquiliser Gun. The day
    continues until at least Entrant Eight, no matter how long you take otherwise.
    
    
    ----
    TIPS
    ----
            •From now on Calensk's payments are capped at 30 Credits per two days,
    so you can detain up to 12 people every two days to max out your return.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Seventeen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY17]
    
            Not much new happens gameplay-wise on Day Seventeen. You will encounter
    a new reoccurring guard, Sergiu, and get some more visits from EZIC people.
    
            Sergiu can be killed if you are not fast enough with sniping down fence-
    jumpers. Keep him alive and you will eventually be able to net a good Credit
    reward out of it.
    
            A journalist with just a passport and a press ID will also visit today.
    A press ID is not valid for entering, and so you will receive a citation if you
    allow him or her in. The only things that change depending on whether you Deny
    or Approve the journalist are the newspaper headliens the next day.
    
            At the end of the day, if you let the EZIC agent Marie Escalli in, you
    will get a 20 Credit bonus from EZIC. Additionally, you shall also be given the
    option to move in to a Class 6 Apartment if you are already living in a Class 5
    apartment. Rent increases, but heating bills decrease.
    
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin last page)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Sergiu, who is an automatic visit and does not take
    up time.
    
            •Entrant Three will be an EZIC messenger. Read his or her note and then
    give the note back to him or her to receive a cipher in return.
    
            •Entrant Seven is a journalist who has only a passport and press ID,
    which is insufficient paperwork. Deny him or her entry.
    
            •Entrant Nine is an EZIC operative named Marie Escalli. Approving her
    will net you a citation, but you will also get 20 Credits at the end of the day
    for doing so.
    
    
    ----
    TIPS
    ----
            •Press IDs are not official paperwork to allow somebody in, so somebody
    with just a passport and press ID can be rejected right away.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Eighteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY18]
    
            Day Eighteen significantly complicates the game. You can no longer get
    away with Denying somebody without any reason, as you will get a citation if you
    do not. Instead, you must also supply a reason for the Denial. To do this, you
    must actually interrogate somebody over a discrepancy before Denying him or her
    and sending that person off. You must also stamp a Reason for Denial in addition
    to the Deny stamp.
    
            Be aware if you interrogate somebody and they explain it away (such as
    saying they are staying for 2 days, then correcting his or herself to the time
    listed on the entry permit) that that is not grounds for a Reason for Denial.
    
            The day will end after 8 entrants, regardless of whether or not you get
    to 6pm, as another terrorist attack will occur. Be prepared for somebody jumping
    the fence to get your Tranquiliser Gun out and claim another Sharpshooter Bonus
    of 20 Credits by taking down the fencejumper.
    
            After work, Calensk will visit and pay you 5 credits per 2 detainees, up
    to a total of 30 credits. You are also given the option to pay 25 Credits for a
    gift for your son, whose birthday is the following day (you do not get an Ending
    or Steam achievement out of it).
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin last page)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will have invalid papers. Search out the reason and point
    out the discrepancy. Stamp the Reason for Denial stamp along with the Deny stamp
    to send the person off.
    
            •Entrant Three is an Arstotzkan who will talk about the Arskickers if
    you have the Arskickers pennant hanging on your wall.
    
            •Entrant Six is a United Federations person who talks about his or her
    own life as a customs officer. He or she may have valid or invalid papers.
    
            •Entrant Eight's entry into the customs office will set off an intruder
    jumping over the customs fence. Use the Tranquiliser Gun quickly enough or else
    Sergiu will be killed, and the day will be ended early regardless. If you take
    you time up until 6pm, the day will continue at least until Entrant Eight.
    
    
    ----
    TIPS
    ----
            •Detain as many people as possible to rack up detainings for Calesnk,
    who visits after work today.
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                      Day Nineteen
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY19]
    
            On Day Nineteen, all Imporians are denied entry to Arstotzka. Take out
    your Rulebook and link an Imporian's passport with the rule stating no Imporians
    are allowed to point out the Discrepancy, before giving the Imporian both a
    Denial stamp and a Reason for Denial.
    
            Jorji Costava makes his return today, for the first of several more
    times. If you Deny, Detain or Approve him, it does not matter as he will
    continue to show up.
    
            At the end of the day, if you bought the gift for your son, you will
    receive a picture from him.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All Imporians must be denied entry
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Sergiu if you stopped the terrorist the day
    beforehand. Time does not run down while Sergiu is in the booth, and he counts
    as a procession.
    
            •Entrant Two is an Imporian. Link the rule saying Imporians are not
    allowed to the person in front of you to use the Reason for Denial stamp.
    
            •Entrant Four is an old female Arstotzkan who recognises and talks with
    the Inspector. Her papers are always valid, so Approve her entry.
    
            •Entrant Eight is Jorji Costava. His weight does not match his
    documents. Point this out and you can either Deny him with a Reason for Denial
    or continue with a Search and then detain him.
    
    
    ----
    TIPS
    ----
            •Take a look at the passport colour of each entrant. If it is brownish-
    gold, you know that person is an Imporian and you can do a quickdraw link
    between their passport and the rule about no Imporians.
    
            •Remove any items you have on the wall besides your plaque for tomorrow.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Day Twenty
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY20]
    
            On Day Twenty, the restriction on Imporians entering the country has
    been removed.
    
            Besides that, however, there is a big decision to be made in the day.
    You will get a note from an EZIC agent as the third entrant about a man named
    Khaled Istom, and EZIC will want you to poison him. Khaled Istom is the ninth
    entrant.
    
            To poison Khaled Istom, you need to take the envelope the EZIC agent
    gives you, press three consecutive arrows to open up the poison, then hold the
    poison over Khaled Istom's poison and press it with your mouse to apply it. If
    you then deny him, Khaled and three people behind him will all die of poison. If
    you Approve him, Khaled and a security guard who is NOT Sergiu will die outside
    the booth.
    
            You can poison anybody else (even yourself, resulting in being kicked
    back to the title screen with no bad ending), and having somebody detained after
    poisoning his or her passport means that person does not die. If you do not
    poison anybody, a suicide bomber will be randomly generated after Khaled Istom
    leaves.
    
            Poisoning somebody results in the day ending once somebody dies.
    
            If you poisoned Khaled Istom, EZIC will gift you 20 Credits after the
    day is over. If Dmitri saw anything other than the plaque hanging on your office
    wall, you will be fined 20 Credits at the end of the day.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One shall be Dmitri, the district supervisor for the Ministry
    of Admission. If you have anything other than the first plaque on your wall, he
    will fine you at the end of the day (you can quickly press the shutter button
    before he gets in to remove anything you do have on the wall). Dmitri will also
    tell you to let a person named Shae Piersovska through, but this does not come
    into play until Day 25.
    
            •Entrant Three will be an EZIC agent with a note. Hand the ntoe back to
    the agent to get an envelope with poison inside of it.
    
            •Entrant Six is a journalist with a passport and press ID. Point out
    that all foreigners need an Entry Permit for your Reason for Denial, then Deny
    him or her to send him or her off.
    
            •Entrant Nine is Khaled Istom, the so-called assassin referred to in the
    EZIC note from earlier. Make your decision on whether or not to poison him, and
    this does affect Gameplay here on out for your endings.
    
    
    ----
    TIPS
    ----
            •If you are going for one of the EZIC endings, poison Khaled. Otherwise,
    do not poison him (or anyone else) and continue the day until it ends, making
    sure to catch and detain any smugglers by pointing out invalid weights.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Twenty One
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY21]
    
            A new mechanic is introduced again on Day Twenty One, as refugees from
    other nations may now see asylum in Arstotzka. However, an asylum seeker must
    carry a valid Grant of Asylum.
    
            Things that can make a Grant of Asylum invalid are incorrectly matching
    names, photos, nationality, passport number, date of birth, weight, height, an
    invalid Ministry of Admission seal, the Grant being expired, and non-matching
    fingerprints. As a result, you can expect to be having to match up a lot of
    figures. However, like Diplomats, an asylum seeker needs ONLY a Grant of Asylum
    in addition to a passport.
    
            You also have the chance to start a brief multi-day set of actions to
    get the Republia token and corresponding Steam achievement today.
    
            A terrorist attack will start when processing the eighth entrant. Be on
    the ball and snipe him down when this occurs for your Sharpshooter Bonus.
    
            After the day is over, you will be given the option to adopt your niece
    for 40 Credits. You will get 100 Credits from her savings the following day, but
    she shall add 5 credits a day to food expenses to the end of the game. If you
    toggle food expenses off on alternating days, you can make 35 credits off of
    her.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Two is an Antegrian female asylum seeker who was mentioned in
    The Truth of Arstotzka newspaper. Her papers are valid, so Approve her and wave
    her through.
    
            •Entrant Four is a male jobseeker from United Federation who offers a
    bribe of 10 credits to Deny his passport so he may find better work elsewhere.
    Denial will lead to a citation, leading to a net plus of 5 Credits but you may
    come out neutral or lose overall if you take too many citations. Choose what you
    will.
    
            •Entrant Six is a man named Danic Lorun. If you approve him, he will
    give you a watch as collateral and come back in 2 days with proper papers and
    the Republia token. If you have not yet acquired the Republia token and related
    Steam achievement in any playthrough, you should Approve him for now so that you
    may get it. You can also detain him, and the Inspector automatically sells
    Danic's watch for 10 Credits.
    
            •During Entrant Eight's processing, a motorcyclist will appear to attack
    the security guards. Quickly use the Tranquiliser Gun to disable him before
    Sergiu gets killed.
    
    
    ----
    TIPS
    ----
            •On a purely monetary basis, if you are planning on any of the endings
    which involve staying in Arstotzka, whether for or against EZIC, taking the
    niece in will involve a net money surplus in the end. If you want to do Ending
    18, she MAY cost more money in the end due to another sunk 25 Credits expense
    (but if you do everything right with no extra citations causing a penalty on the
    day you get a passport for the niece, she will again bring a surplus).
    
            •As the day ends following the attack during the eighth entrant's
    procession, you may as well take both citations resulting from Entrant Four and
    Six.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Twenty Two
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY22]
    
            No new mechanics are introduced today, but you get a lot of opportunity
    to make money by accepting gifts for doing things previously or taking a bribe.
    The day will continue at least until the ninth entrant passes through.
    
            Following the ninth entrant, smugglers will be randomly generated, so
    again watch out for body weights. If you let a smuggler through, he or she will
    commit a terrorist attack, resulting in the day ending early. As you can guess,
    if you catch a lot of them you may detain them to make more money from Calensk
    after work.
    
            When the day is over, if you adopted the niece, your food bill will go
    up by 5 credits per day. However, you shall also get 100 Credits from her and
    her mother's savings, more than making up for the 40 Credit adoption fee.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Sergiu if he is still alive and did not die in the
    terrorist attacks from Days 18 and 21. He will talk a little bit, and time will
    not run out. As always, he shall count as a procession.
    
            •Entrant Four will be Filip Hasse. His papers are valid, so you can
    Approve him. He will ask for his pennant back and give you 10 Credits straight
    up. You can give the Pennant back to him, or you can also have him detained when
    he gives you the Credits bribe.
    
            •Entrant Seven will see the return of Jorji Costava. Once again, his
    weight does not match up with his identity supplement. If you point out the
    weight discrepancy, do a search and then link his contraband with the rule about
    no drugs or weapons, Jorji shall offer you a 10 Credit bribe if you Approve him,
    but letting him in will of course give you a citation.
    
            •Entrant Nine will offer to buy Danic Lorun's watch for 10 Credits if
    you let Danic in and did not detain him. If you do, however, you cannot receive
    the Republia token and Steam achievement on Day 23. The day will run at least up
    to the ninth entrant. Entrant Nine MAY or MAY NOT have valid papers.
    
    
    ----
    TIPS
    ----
            •Much like other 10 Credit bribes, you may want to take Jorji's bribe,
    but be careful because if you get past 2 citations you do not make a net profit
    from the bribe.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Three
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY23]
    
            You will notice a Man in Red loitering in the background today. Along
    with acquiring the sniper rifle, you can achieve multiple different endings
    starting today depending on your actions, with two that can ONLY be achieved
    today.
    
            An EZIC messenger will deliver a note early on talking about
    assassinating the Man in Red. Giving the note back to the EZIC agent will get
    you a Silver Key back, which you can use to unlock the sniper rifle. While
    shooting the Man in Red with the Sniper Rifle will give you a Steam achievement,
    you must shoot a trespasser to continue the game.
    
            The trespasser will jump the fence when the eighth entrant comes in. No
    matter what happens, the day ends early.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Two is an EZIC messenger who will give you a note. Hand the
    note back to him to receive a Silver Key which you can open a lock to get a
    Sniper Rifle whenever anybody jumps the security fence.
    
            •Entrant Five will offer you 20 Credits for Danic Lorun's watch if you
    have not solid it already and did not detain Danic Lorun's watch. His papers can
    be either valid or invalid.
    
            •Entrant Six shall be Danic Lorun, who hands over 10 Credits back. You
    will be given the option to detain him, give him his money back, Approve his
    passport, or Deny his passport without giving him the money back. If you give
    him the money, Danic will give you the money again. If you Approve his passport
    and then hand it over, he will give you the Republia token and corresponding
    Steam achievement. Danic's papers are ALWAYS valid.
    
            •Entrant Eight's procession will trigger a person's attempt to jump over
    the wall. You can shoot this person, the man in red or a bystander or guard now.
    To be able to continue the game, you need to shoot the trespasser himself.
    
    
    ----
    TIPS
    ----
            •If you want to continue past Day 23, do NOT shoot the Man in Red (or
    anybody else besides the trespasser, for that matter). Get your Steam
    Achievement first for shooting the Man in Red with the Sniper Rifle, then ignore
    him.
    
    
    -------
    ENDINGS
    -------
            •Shooting the Man in Red with the Sniper Rifle when you get the chance
    to unlock either of your rifles unlocks a unique ending along with the 'Hired
    Rifle' Steam Achievement.
    
            •Shooting the Man in Red with the Tranquiliser Gun, or shooting either a
    bystander or a guard with the Sniper Rifle will result in an ending each (3
    separate endings).
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Four
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY24]
    
            On Day 24, you will get the option to confiscate passports, though you
    will again need a reason to do so. When you do confiscate a passport, you get a
    passport seizure slip which you can Approve or Deny somebody with. To confiscate
    a passport, simply click and drag it and drop it into the box on the bottom left
    corner of your right side of your documents screen.
    
            Also today, you will need to confiscate the passports of any Arstotzkan
    whose ID card was issued by the Altan district. If they do not have any other
    problems with their paperwork, you need to Approve the person's passport seizure
    slip and let them through. In your rulebook, there will be a new main header
    'Confiscation'.
    
            Day 24 is also another day for a POSSIBLE terrorist attack, starting
    with the ninth entrant. As always, check for weight discrepancies.
    
            At the end of the day, if your family is already in a Class 6 apartment,
    you will get the opportunity to move up to a Class 5 apartment. This does
    nothing gameplay wise, but getting into the Class 5 apartment gives you a Steam
    achievement finally.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •Confiscate the passports of all Arstotzkans from Altan district
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is an Arstotzkan who is from Altan. Confiscate his or her
    passport, then Approve the seizure slip. The person will refuse to leave, so
    detain him or her to get the line moving again.
    
            •Entrant Four is an EZIC messenger. Accept and read his or her note and
    hand it back before the EZIC operative leaves.
    
            •Entrant Six is an Arstotzkan from Altan. Confiscate his or her passport
    and then Approve the passport seizure slip before waving the Arstotzkan through.
    
            •Entrant Eight is Jorji Costava. He will have valid paperwork but he is
    on the most wanted list. Approving him will result in a citation, so either deny
    or detain him after pointing out the discrepancy.
    
            •Entrant Nine MAY be a bomber (note any weight discrepancies) and
    following. Detain or Deny.
    
    
    ----
    TIPS
    ----
            •Once more, check for weight discrepancies starting with Entrant Nine.
    This is a good way to rack up detainees to max out your Credits bonus from
    Calensk.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Five
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY25]
    
            At the end of 1982, smallpox may have been eradicated from the world,
    but polio most definitely has not. Due to an outbreak in the United Federation,
    you are to deny entry to anybody from the United Federation. The Inspector must
    still confiscate the passports of Arstotzkans from Altan.
    
            Besides that, you will also get a two-day request from Sergiu if he is
    around still, the chance to obtain the Kolechia token and corresponding Steam
    achievement, and Shae Piersovska, the person Dmitri ordered you to let in,
    finally comes along today.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •Confiscate the passports of all Arstotzkans from Altan district
    
            •No citizens of the United Federatoin are to be allowed in
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Sergiu if he is still alive. He will request you
    let his girlfriend, Elisa, in when she comes in (which shall be the following
    day). Time does not run while Sergiu is in the booth.
    
            •Entrant Two is from the United Federation and should be rejected, using
    the rule from the rulebook stating no people from the United Federation are
    allowed in, and linking it to his or her passport.
    
            •Entrant Five has no supporting paperwork for his or her passport. He or
    she will give you a love note. You can either Deny the person entry, or Approve
    him or her and then Detain the person when asked for the love note back.
    
            •Entrant Seven is a Kolechian who will talk about nobody loving him or
    her. Hand the love note from the previous entrant over to receive the Kolechia
    token and corresponding Steam achievement.
    
            •Entrant Eight is an Arstotzkan from Altan. Confiscate his or her
    passport before stamping his or her ID.
    
            •Entrant Nine is Shae Piersovska, the person Dmitri ordered you to let
    in several days ago. Her paperwork is insufficient and letting her in will get
    you a citation. If you point out the discrepancy (Arstotzka is not in the list
    of nations she is allowed into) and then detain her, you will get a bad ending
    the following day.
    
    
    -------
    ENDINGS
    -------
            •If you detain Shae Piersovska, you will get a bad ending, Ending 12 the
    following day.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Twenty Six
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY26]
    
            Another document is required today for ALL entrants: the polio vaccine
    certificate. This replaces the requirement to bar United Federations citizens,
    who are now allowed in if all their other paperwork is in order and valid. Polio
    Vaccine Certificates include the entrant's name, passport number, and the date
    they received their vaccination. Vaccinatoins are good for 3 years, so anything
    taken before December 18th, 1989 is insufficient.
    
            Today also wraps up a brief two-day story-line for Sergiu, and you can
    get a lot of money on the following day if you let Elisa in. However, as the day
    will be cut short by a terrorist attack, you must once more make certain to stop
    the terrorist with a gun before Sergiu is slain, or else you will not receive
    the cash bonus the following day.
    
            Unlike previous terrorist attacks, you get not one, not two but three
    different terrorists attacking - one person who jumps the wall, and two people
    on motorcycles. If you wait long enough and the guards get killed, the wall
    climber will hop onto one of the motorcycles.
    
            If you shoot the lower of the two motorcyclists, this usually has the
    net result of taking out both motorcyclists. You can then focus on the wall-
    jumper. Use both guns if you run out of ammunition in your first one.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid, unexpired entry permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •Foreigners require an identity supplement
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •Confiscate the passports of all Arstotzkans from Altan district
    
            •All entrants must have a polio vaccine certificate
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant Three is Elisa Katsenja, who Sergiu will have asked you the day
    before if he is still alive to let in. She has insufficient paperwork, but it is
    of a net benefit if Sergiu is still alive and you let her in. You can also give
    Sergiu's locket to Elisa before approving her.
    
            •Entrant Four has no certificate of vaccination. Allowing him or her in
    will result in a citation.
    
            •Entrant Five will mention that his or her papers are in order. His or
    her papers MAY or MAY NOT be valid.
    
            •Entrant Seven is an Arstotzkan from Altan. Confiscate his or her
    passport before issuing a stamp, Deny or Approve.
    
            •During Entrant Eight's procession, a person will jump the wall, and two
    people will arrive on motorcycles from the right side. Be sure to have your keys
    ready to quick-draw and snipe down the terrorists. Aim for the lower
    motorcyclist first, then the upper motorcyclist if he does not die along with
    the lower motorcyclist, then the wall jumper.
    
    
    ----
    TIPS
    ----
            •As a terrorist attack will cut the day short regardless, you may as
    well be slow and methodical in examining all of the non-scripted entries.
    
    
    -------
    ENDINGS
    -------
            •If you detained Shae Piersovska the previous day, you will get a bad
    ending, Ending 12 at the start of this day
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Seven
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY27]
    
            For those of you who dislike the paperwork bloat caused by the polio
    vaccine certificate, you will be glad to know the Entry permit and identity
    supplement for foreigners is now compressed into a single Access Permit. The
    Access Permit must contain a valid entrant name, passport number, visit purpose,
    duration of stay, height, weight, corresponding physical appearance, and
    Ministry of Admission seal. It must also have not expired.
    
            Today also contains the final EZIC task. If you have been doing tasks
    for EZIC in the past, be certain to do this one. If you are going for an
    Arstotzka-patriot ending, do NOT follow their orders.
    
            When the day ends, if Sergiu is still alive and you approved Elisa's
    entry into Arstotzka, you will get a 100 Credit gift from Elisa. If you approved
    the EZIC operative masquerading as Kordon Kallo, you also get 20 Credits for
    that.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid access permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •Confiscate the passports of all Arstotzkans from Altan district
    
            •All entrants must have a polio vaccine certificate
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One will be Sergiu if he is still alive. If you did not give
    the locket back to Elisa yesterday, he shall request that you hand it over to
    him.
    
            •Entrant Two shall comment on the new access permit. His or her
    paperwork MAY or MAY NOT be valid.
    
            •Entrant Three is an EZIC messenger, who gives you a note and order to
    confiscate the passport of the Kolechian diplomat mentioned in the newspaper
    headlines. Hand the note back to the agent before he or she leaves.
    
            •Entrant Five is an Arstotzkan from Altan. Confiscate his or her
    passport before Approving or Denying the passport seizure slip.
    
            •Entrant Seven is Kordon Kallo, the Kolechian diplomat mentioned in the
    EZIC agent's note. If you want to pass the EZIC task, you must specifically
    confiscate Kordon Kallo's passport, then APPROVE his passport seizure slip. If
    you want to fail the task, just approve him straight up and wave him through.
    
            •Entrant Nine will be an EZIC agent if you approved Kordon Kallo's entry
    earlier today. If you have Kordon's passport, hand it over to the agent before
    approving the agent to go through.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Eight
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY28]
    
            Starting today, all Arstotzkans should have their passports confiscated,
    regardless of if you Approve or Deny their applications. The day will be cut
    short by a terrorrist attack following the seventh entrant's coming into the
    booth.
    
            At the end of the day, the passports of the Inspector and his family
    shall be confiscated, which plays out in the following few days.
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid access permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •All Arstotzkans must have their passports confiscated regardless of
             Approved or Denied entry
    
            •All entrants must have a polio vaccine certificate
    
            •Do not confiscate foreigners' passports (bulletin)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is an Arstotzkan citizen. Confiscate his or her passport
    before putting a Deny or Approve stamp down.
    
            •Entrant Three has an entry permit and ID supplement as opposed to an
    access permit. Point out the requirement for an access permit in the rulebook
    before Denying and Denial for Reason stamping his or her passport.
    
            •Entrant Five is a male Arstotzkan. Be certain to confiscate his
    passport before Approving or Denying his entry. He will also give you an ad for
    a Gym.
    
            •During Entrant Seven's procession, a terrorrist attack will occur with
    an attacker arriving on the motorcycle.
    
    
    ----
    TIPS
    ----
            •As the day is scripted to end following the terrorist attack when the
    seventh entrant comes in, you can take your time as the day will run up to said
    seventh entrant regardless.
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                    Day Twenty Nine
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY29]
    
            As you get into the last few days of the ame, another possible pair of
    endings will open up to you when Jorji Costava shows up, and explains how it is
    possible to escape to Obristan. If you are going for this ending, you will need
    to get the passports of the two Obristan citizens you are guaranteed to meet
    today, plus start building up a stockpile of 25 Credits per family member you
    plan on escaping with.
    
            At the end of the day, if the Inspector's wife is still alive, you will
    get a family picture which you can hang the following day from your wall. You
    can also escape to Obristan following today, though you may not have enough
    passports and/or money to evacuate the entire family.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid access permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •All Arstotzkans must have their passports confiscated regardless of
             Approved or Denied entry
    
            •All entrants must have a polio vaccine certificate
    
            •Do not confiscate foreigners' passports (bulletin)
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One shall be M. Vonel who will talk about an upcoming audit. He
    shall be there at the very beginning of the day, and counts as a procession.
    
            •Entrant Three will see the return of Jorji Costava, who has all his
    papers in order. Jorji and the Inspector will talk, and you will be given
    instructions on how to escape to Obristan, which is one of the Endings. To do
    so, you must confiscate an Obristan passport for each family member and have 25
    Credits to spare per person, including the Inspector. Approve Jorji's passport
    and let him in and Jorji will hand the passport over to you. You will get a
    citation regardless as you would still have 'confiscated' a passport
    unaurthorised.
    
            •Entrant Eight is a United Federations man who will ask you to approve
    Simon Wens, the serial killer in today's passport, but to confiscate his
    passport. He will exit out after making his request.
    
    
    ----
    TIPS
    ----
            •Ending 16 and Ending 18 are possible at the end of the day, both
    involving escaping to Obristan. Ending 16 involves only taking some of your
    family members, while Ending 18 involves taking ALL your family members with you
    (obvious to say, but if you have not had any of your family members die on you
    over the course of the game, Ending 18 is not yet achievable today).
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                       Day Thirty
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY30]
    
            There are no rules or complications today. However, you should be able
    to glean the build-up to the end of the game from the conversations that take
    place today.
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid access permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •All Arstotzkans must have their passports confiscated regardless of
             Approved or Denied entry
    
            •All entrants must have a polio vaccine certificate
    
            •Do not confiscate foreigners' passports (bulletin)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One shall be Dmitri, the divisional inspector. If you do not
    have both plaques on the wall from his prior visits, or you have anything other
    than the plaques hanging from the wall, you will be fined 20 Credits at the end
    of the day (if you were fined already, you will be arrested and given a game
    over). Dmitri counts as a procession, and time stands still while he is talking
    to you.
    
            •Entrant Two is an Obristan citizen. If you intend to escape to
    Obristan, confiscating his or her passport should be done.
    
            •Entrant Three is Simon Wens, the serial killer mentioned in the
    headlines the day prior. Approving him will result in a citation. To process him
    correctly, you need to point out that he is on the Most Wanted Criminals list.
    If you confiscate his passport and then allow him to pass, you will be able to
    receive the United Federations token and corresponding Steam achievement.
    
            •Entrant Seven is the United Federations man who requested you allow
    Simon Wens to enter. If you took Wens' passport, hand the passport over to the
    man. When he hands it back to you, confiscate the passport, then Approve the
    passport seizure slip and give it to the man to be able to approve him without a
    citation. If you do this all correctly, you shall receive the United Federations
    Token and the Steam achievement which goes along with it.
    
            •Entrant Nine does not have an access permit.
    
    
    -------
    ENDINGS
    -------
            •If you get a warning from Dmitri today, and already had a prior
    warning, the Inspector is automatically arrested and the game ends with Ending
    11.
    
            •Endings 16 and 18, involving escape to Obristan, are still available at
    the end of the day.
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Thirty One
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY31]
    
            Today is the second-last possible day of the game, and a bevy of endings
    are possible, depending on your actions with the EZIC agents throughout the
    game.
    
            When the eighth person comes in for procession, EZIC will attack with
    two agents.
    
            If you have completed at least four of the five tasks EZIC gave to you
    over the course of the game, you will get a visit from the EZIC agent as your
    second entrant. When the two EZIC agents attack, the two of them will attack the
    booth. You will receive separate endings for if you allow them to destroy the
    wall, allow them to destroy the wall but shoot one of the agents, or neutralise
    both agents (if you shoot the upper agent first, the lower agent shall start
    attacking the booth, and this will result in an instant death ending). In the
    case of defeating both agents, the end-of-day screen will appear.
    
            If you have done LESS than four of the five EZIC tasks, you will NOT
    receive a visit from the EZIC agent. When EZIC strikes, the lower operative will
    attack the booth. An instant-death ending occurs if the booth is destroyed. If
    you stop the lower agent but not the upper agent, resulting in the booth being
    destroyed, you will receive a bad ending (Ending 15). If you defeat both agents,
    then the end-of-day screen shall appear.
    
            Should you get to the end-of-day screen, you still have the option to
    escape to Obristan.
    
    
    -----
    RULES
    -----
            •All entrants must have a passport
    
            •All documents must be current and not expired
    
            •All foreigners must have a valid access permit
    
            •All Arstotzkans must have a valid ID card
    
            •All workers must have a valid work pass
    
            •All diplomats must have authorization to enter Arstotzka
    
            •No weapons or contraband is allowed into Arstotzka
    
            •No Wanted Criminals are allowed in (use the bulletin)
    
            •All Denials must include a Reason of Denial stamp (point out the
             Discrepancy and Interrogate the person to activate the stamp)
    
            •All asylum-seekers must have a Grant of Asylum
    
            •All Arstotzkans must have their passports confiscated regardless of
             Approved or Denied entry
    
            •All entrants must have a polio vaccine certificate
    
            •Do not confiscate foreigners' passports (bulletin)
    
    
    ----------------
    SCRIPTED ENTRIES
    ----------------
            •Entrant One is an Obristan citizen, whose passport you can confiscate
    if you still need more passports to make an escape with your complete family.
    
            •Entrant Two will be an EZIC messenger if you completed at least four of
    the five tasks. The EZIC agent will give you a note and you need to hand it back
    to him or her.
    
            •Entrant Five will see Jorji Costava's final appearance. He shall give
    the Inspector 40 Credits before leaving.
    
            •During Entrant Eight's procession, EZIC agents will make their attack.
    
    
    -------
    ENDINGS
    -------
            •If you complied with EZIC on at least four of five tasks and let them
    blow up the wall without interfering, you will get a good Ending, Ending 19.
    
            •If you complied with EZIC on at least four of five tasks but shoot one
    of the agents while the wall is still blown up (but not both agents), you will
    get a bad Ending, Ending 15.
    
            •If you completed less than four of five EZIC tasks, and you stop the
    EZIC agents from destroying the customs booth but NOT the wall, you get a bad
    ending, Ending 13.
    
            •If you get to the end-of-day screen, Endings 16 and 18 for running to
    Obristan are still possible.
    
    
    
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
                                     Day Thirty Two
    -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    [DAY32]
    
            This is the very last possible day in the game. Depending on what you
    have done so far, one of three endings will occur following your audit by M.
    Vonel. There are NO processions today.
    
    -------
    ENDINGS
    -------
            •If you did not do ANY of the EZIC tasks, you will get a good ending,
    Ending 20.
    
            •If you did one to three EZIC tasks, you shall receive a bad ending,
    Ending 17.
    
            •If you did four or five EZIC tasks, you will obtain another bad ending,
    Ending 14.
    
    
     ______________________________________________________________________________
     ______________________________________________________________________________
                                        Endings
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     [ENDS]
    
            In total, there are twenty (20) seperate endings in Papers, Please that
    have a textual conclusion, and the endings are each individually numbered by the
    game itself. Additionally, there are several occasions where the game ends
    without giving you an actual ending - these are 'Instant Death' endings, such as
    where you get blown up by a terrorist or if you accidentally poison yourself.
    
            Listed here is each ending, along with how to obtain it and the text you
    get from the ending.
    
    
    Ending 1
    --------
    Requirements: Have a negative balance at the end of any day
    
    Text: •Arstotzka has zero tolerance for delinquency. Your family will be sent
           back to their village. You are under arrest until your debts are repaid.
           A replacement inspector will be found easily. Glory to Arstotzka.•
    
    
    Ending 2
    --------
    Requirements: Your entire family dies from sickness. This is done by failing to
                  provide heat and food daily, and medicine when somebody gets
                  sick.
    
    Text: •Your entire family is gone. The Ministry Of Labor focuses on Arstotzka's
           future growth. Workers are expected to support large healthy families.
           Your position will be filled with someone more appropriate. Glory to
           Arstotzka.•
    
    
    Ending 3
    --------
    Requirements: On Day 12, when M. Vonel comes asking for information about
                  EZIC, give him either the cipher or the coded document you will
                  have earlier received from EZIC agents.
    
    Text: •You are under arrest for associating with suspicious groups. The
           Ministry of Information will perform a full audit of your recent
           activities. Glory to Arstotzka.•
    
    
    Ending 4
    --------
    Requirements: Accept either the 1000 or 2000 Credits gift from EZIC on Days
                  11 or 12. On Day 14, Deny Stepheni Graire entrance to Arstotzka
                  and the Inspector will be arrested at the start of Day 15.
    
    Text: •The Ministry of Income has discovered an anomaly in your earnings. You
           are under arrest pending a full audit of your recent activities. Your
           family will likewise be held for questioning. The border will remain
           open under a replacement inspector. Glory to Arstotzka.•
    
    
    Ending 5
    --------
    Requirements: Shoot a bystander other than the Man in Red with a sniper rifle.
    
    Text: •You are under arrest for the murder of an innocent. The penalty is death.
           Your family will be questioned about their involvement. The border will
           remain open under a replacement inspector. Glory to Arstotzka.•
    
    
    Ending 6
    --------
    Requirements: Shoot a bystander other than the Man in Red with the tranquiliser.
    
    Text: •You are under arrest for attacking an innocent. The penalty is forced
           labor. Your family will be questioned about their involvement. The
           border will remain open under a replacement inspector. Glory to
           Arstotzka.•
    
    
    Ending 7
    --------
    Requirements: Shoot a guard with the sniper rifle.
    
    Text: •You are under arrest for the murder of an Arstotzkan official. The
           penalty is death. Your family will be questioned about their involvement.
           The border will remain open under a replacement inspector. Glory to
           Arstotzka.•
    
    
    Ending 8
    --------
    Requirements: Shoot a guard with the Tranquiliser.
    
    
    Text: •You are under arrest for attacking an Arstotzkan official. The
           penalty is death. Your family will be questioned about their involvement.
           The border will remain open under a replacement inspector. Glory to
           Arstotzka.
    
    
    Ending 9
    --------
    Requirements: Shoot the Man in Red with the Sniper Rifle on Day 23.
    
    Text: •You are under arrest for the murder of an innocent. The penalty is death.
           Your family will be questioned about their involvement. The border will
           remain open under a replacement inspector. Glory to Arstotzka.
    
           [A note  appears from under the cell door] INSPECTOR - FAMILY IS SAFE -
           TARGET ELIMINATED BUT OTHER PROBLEMS ARISE. REPLACEMENT INSPECTOR NOT
           COOPERATIVE - EZIC ACTIVITIES HINDERED. WE CANNOT PROVIDE FURTHER
           SUPPORT - EZIC TO HIBERNATE AGAIN. FAMILY WILL BE TAKEN TO OBRISTAN -
           GOOD LUCK•
    
    
    Ending 10
    ---------
    Requirements: Shoot the Man in Red with the Tranquiliser on Day 23.
    
    Text: •You are under arrest for attacking an innocent. The penalty is forced
           labor. Your family will be questioned about their involvement. The
           border will remain open under a replacement inspector. Glory to
           Arstotzka.
    
           [A note appears from under the cell door] INSPECTOR - FAMILY
           IS SAFE - TARGET HAS RECOVERED IN HOSPITAL. REPLACEMENT INSPECTOR NOT
           COOPERATIVE - EZIC ACTIVITIES HINDERED. WE CANNOT PROVIDE FURTHER
           SUPPORT - EZIC TO HIBERNATE AGAIN. FAMILY WILL BE TAKEN TO OBRISTAN -
           GOOD LUCK•
    
    
    Ending 11
    ---------
    Requirements: Dmitri, the Ministry of Admissions director visits the Inspector
                  on Days 10, 20, and 30. If you have anything hanging on the
                  wall on Day 20 other than the plaque you received on Day 10, or
                  do not have the plaque hung on the wall, you shall be given a
                  warning. If you receive a second warning on Day 30 due to
                  hanging unauthorised materials or missing one or both plaques,
                  you will be arrested.
    
    Text: •You are under arrest for violating direct orders. The penalty is forced
           labor. Your family will be sent back to their village. The border will
           remain open under a replacement inspector. Glory to Arstotzka.•
    
    
    Ending 12
    ---------
    Requirements: Detain Shae Piersovska on Day 25. The next day, Dmitri will come
                  to arrest the Inspector.
    
    Text: •Your supervisor has reported you for theft of Arstotzkan property. The
           penalty is forced labor. Your family will be sent back to their village.
           The border will remain open under a replacement inspector. Glory to
           Arstotzka.•
    
    
    Ending 13
    ---------
    Requirements: Complete less than four of the EZIC tasks. On Day 31, shoot the
                  lower attacker of the two EZIT agents to start, then shoot the
                  upper attacker after the wall is destroyed. The Inspector is
                  then arrested the following day.
    
    Text: •The Grestin Border wall has been destroyed. You are under arrest for
           failure to defend the checkpoint. Your family will be sent back to their
           village. The border will remain open under a replacement inspector.
           Glory to Arstotzka.•
    
    
    Ending 14
    ---------
    Requirements: Complete at least four of the five EZIC tasks. On day 31, shoot
                  the two EZIC agents before they can destroy the wall, and this
                  ending will be given the following day.
    
    Text: •[M. Vonel] Hello inspector. We have audited your recent activities. Your
           involvement with a group calling themselves  THE ORDER OF THE EZIC STAR
           has been uncovered. Several  members of this group have been arrested in
           Arstotzka. At  least one EZIC member has confessed to receiving your
           help. This represents treason of the highest order. Goodbye
           inspector.
    
           The execution is scheduled for tonight. Your family's safety
           is unknown. EZIC has been crushed. The balance of justice is restored.
           Glory to Arstotzka.
    
           [A note appears from under the cell door]
           INSPECTOR - YOU HAVE BETRAYED US AT THE LAST MOMENT. THIS CHAPTER OF
           EZIC IS OVER - WE CAN OFFER NO HELP TO YOUR FAMILY•
    
    
    Ending 15
    ---------
    Requirements: Complete at least four of the five EZIC tasks. On day 31, shoot
                  one of the agents, preferably the lower one, but let the wall be
                  blown up anyways. This ending occurs immediately.
    
    Text: •The border has been pierced. It is a glorious day for THE ORDER OF THE
           EZIC STAR but you have betrayed us at the last moment. EZIC grows strong
           while the corrupt and greedy weaken. Your betrayal means you have chosen
           the wrong side. There is no place for you or your family in this
           revolution. Goodbye inspector. Glory to the New Arstotzka.•
    
    
    Ending 16
    ---------
    Requirements: Escape to Obristan with some, but not all of your living family
                  members on Days 29, 30 or 31. You must have at least one passport
                  and 25 credits per person, including the Inspector himself. You
                  are given the option to escape on the end-of-day screen.
    
    Text: •You gather your [family members] to leave for Obristan. Your [rest of
           the family members] prepare to return to Nirsk. You board the late train
           to the Northern Territories. It is nearly empty. You pay for the hastily
           forged passport(s) and re-entry ticket(s). They look terrible. You reach
           the border crossing at dawn. The line is immense. Six hour later. (at
           the Obristan border)
    
           [Obristan inspector] Your documents.
           Here.
           [Obristan inspector] Are you entering alone?
           Yes./No, my family as well.
           [Obristan inspector] Hand over all documents now.
           I/We come to visit relatives.
           [Obristan inspector] I do not care why you come. Wait here.
           [Obristan inspector] Welcome to Obristan. Next!
           The safety of your [family member(s)]is unknown.•
    
            The text changes depending on which of your family members came with you
    and which remained behind, and if you came by yourself.
    
    
    Ending 17
    ---------
    Requirements: Complete one to three of the EZIC tasks throughout the game, and
                  stop the attack on Day 31. You will be arrested the following day
                  when the results of your information audit comes in.
    
    Text: •[M. Vonel] Hello inspector. We have audited your recent activities. Your
           involvement with a group calling themselves  THE ORDER OF THE EZIC STAR
           has been uncovered. Several  members of this group have been arrested in
           Arstotzka. At  least one EZIC member has confessed to receiving your
           help. This represents treason of the highest order. Goodbye
           inspector.
    
           The execution is scheduled for tonight. Your family's safety
           is unknown. EZIC has been crushed. The balance of justice is restored.
           Glory to Arstotzka.•
    
    
    Ending 18
    ---------
    Requirements: Escape to Obristan with all of your living family members on Days
                  29, 30 or 31. You must have at least one passport and 25 credits
                  per person, including the Inspector himself. You are given the
                  option to escape on the end-of-day screen.
    
    Text: •You are gathering your [living family members] to leave for Obristan.
           You board the late train to the Northern Territories. It is nearly empty.
           You pay for the hastily forged passports and re-entry tickets. They look
           terrible. You reach the border crossing at dawn. The line is immense.
           Six hour later. (at the Obristan border)•
    
           [Obristan inspector] Your documents.
           Here.
           [Obristan inspector] Are you entering alone?
           No, my family as well.
           [Obristan inspector] Hand over all documents now.
           We come to visit relatives.
           [Obristan inspector] I do not care why you come. Wait here.
           [Obristan inspector] Welcome to Obristan. Next!
           Obristan above all.•
    
    
    Ending 19
    ---------
    Requirements: Complete at least four of the five EZIC tasks throughout the
                  game. On Day 31, you know you have done this if an EZIC agent
                  shows up as the second agent. When the EZIC operatives attack,
                  do nothing to stop them and you get this ending afterwards.
    
    Text: •Inspector! It is a glorious day! The border has been pierced. EZIC grows
           strong while the corrupt and greedy weaken. We are moving you and your
           family to a better home. Your services as an inspector are no longer
           required. We need agents. Follow us and and together we will complete
           the revolution! Glory to the New Arstotzka.•
    
    
    Ending 20
    ---------
    Requirements: Do NONE of the five EZIC tasks throughout the game. On Day 32,
                  neutralise both EZIC attackers before they have a chance to do
                  anything. On Day 32, you will be cleared by the audit.
    
    Text: •[M. Vonel] Hello inspector. We have audited your activities for the past
           20 years. There are some anomalies. But you have served Arstotzka well.
           We will overlook these small transgressions. You have been cleared of
           any suspicion. Glory to Arstotzka.
    
           A new agreement has been reached with Kolechia. Grestin Border
           Checkpoint will reopen soon. Return to your post on January 1st.
           ENDLESS UNLOCK CODE: 62131•
    
    
     ______________________________________________________________________________
     ______________________________________________________________________________
                                   Steam Achievements
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     [STACH]
    
            There are 13 Steam Achievements in Papers, Please. 7 of them are
    acquired by doing certain tasks for specific entrants, obtaining country Tokens
    from them. Another 5 are for getting endings, 2 of them for endings, 3 of them
    from the three good endings. A final ending involves upgrading to a Class 5
    Apartment.
    
    
    Antegria Token
    --------------
            On Day Five, approve the 8th Entrant, a male Antegrian. The 9th entrant
    will be a female Antegrian, married to the previous entrant, who is missing her
    entry permit. Approve her entry anyways to receive this Token and Achievement.
    
    
    Arstotzka Token
    ---------------
            On Day Twelve, the 4th Entrant will be an Arstotzkan named Messof
    Anegovych. Once you give him his passport and ID card back, he will give you 4
    business cards. Over the next four days, you need to hand out thes business
    cards to 4 people coming in for Work, specifically as Engineers. They are all
    scripted entries, and are specifically:
    
            •Entrant 8 on Day 12
            •Entrant 7 on Day 13
            •Entrant 4 on Day 14
            •Entrant 5 on Day 15
    
            On Day Sixteen, Messof Anegovych returns as the 6th entrant. If you
    handed out all four business cards, Anegovych will give you the Arstotzkan token
    and subsequently Steam Achievement.
    
    
    Impor Token
    -----------
            On Day 4, the 5th Entrant is a female Imporian without valid documents.
    Point out the discrepancy, and then approve her to come in anyways to get the
    Impor token and Steam Achievement. It does not appear you will get the Token if
    you just approve her right away without interrogating her.
    
    
    Kolechia Token
    --------------
            On Day 25, the 5th Entrant will give the Inspector a love note. Do not
    give him or her the love note back. The 7th entrant will be a Kolechian who
    talks about nobody loving him or her. Give the Kolechian the love note you
    received earlier to receive the Kolechia Token and corresponding Steam
    achievement.
    
    
    Republia Token
    --------------
            On Day 21, Approve the 6th Entrant, Danic Lorun, after he gives you his
    watch. On Day 22, IGNORE the offer from the 9th entrant to purchase the watch.
    Subsequently, ignore the offer from the 5th Entrant on Day 23 to buy it.
    
            Danic Lorun will return as the 6th Entrant on Day 23. Give the watch to
    him. After he gives you some money and talks a little bit, hand the money back
    to him. When he gives the money back to you, Approve his passport and send him
    on his way to receive the Republia token and achievement.
    
    
    United Federations Token
    ------------------------
            On Day 30, the 3rd Entrant will be Simon Wens. Confiscate his passport,
    then APPROVE his passport seizure slip to let him through. The 7th Entrant will
    be a man who asked you to confiscate Wens' passport. Give him Wens' passport to
    start. When the man hands it back, reconfiscate the passport and approve a
    passport seizure slip. When the man leaves, he shall give you the United
    Federatoins token and Steam achievement.
    
    
    Obristan Token
    --------------
            On Day 4, the 8th Entrant is Jorji Costava with a fake passport. Approve
    him to receive the Obristan token and Steam Achievement.
    
    
    
    Glory to Arsotzka
    -----------------
            Obtain Ending 20.
    
    
    Hired Rifle
    -----------
            Obtain Endings 9 or 10 on Day 23.
    
    
    Member of the Order
    -------------------
            Obtain Ending 19.
    
    
    Snowier Pastures
    ----------------
            Obtain Ending 18 on Days 29, 30 or 31.
    
    
    Too Honest
    ----------
            Obtain Ending 3 on Day 12.
    
    
    Worker's Best
    -------------
            Upgrade your Apartment until you get to Class-5. You can do this as
    early as Day 24. However, you must first upgrade to Class 7, available as early
    as Day 12, and then Class 6, early as available as Day 17 (you can upgrade to
    both later than the first possible day and Class 5 will still be available on
    Day 24). It costs 100 Credits to upgrade each time.
    
    
    CREDITS
    -------
            A massive, massive amount of thanks goes to the contributors to the
    Papers, Please wiki, a lot of the information for this game which I got off here
    and significantly shortened the amount of time it would have otherwise taken me
    to do this guide. Thanks again!
    
            A thanks also goes to GameFAQs user Larcen Tyler for providing some
    advice on spotting Seals forgeries.
    
            Another thanks goes to GameFAQs user jasonred79 for his advice on
    being able to straight-up reject Kolechians on Day 7 as opposed to having to
    search them first.
    
    _______________________________________________________________________________
    
    Need help with something that's not in this FAQ? Got a comment to make? Find
    something wrong in this FAQ, or else just want to contribute something extra?
    Email me at darkstar.ripclaw AT gmail DOT com if you need any of these things.
    Do NOT ask stuff that is answered in this guide; unless the wording is truly
    ambiguous, a bit of toying around never hurts. Please refer to the actual
    in-guide FAQ first before asking a question.
    
    If you are reading this document from a site that is NOT GameFAQs.com, please
    go and examine the version on GameFAQs.com and see if it is the same version
    as the one you are reading. If it is not, then you may yet be able to find the
    answer you are looking for in the GameFAQs.com version.
    
    If you wish to ask whether or not you can host this on your site, go right ahead
    in hosting it. The only thing that I ask you to do is to keep the 'The most
    recent version of this FAQ may always be found at GameFAQs.com' line at the top
    completely intact as well as the paragraph right above this one, as that is the
    main site that I always update to. If your site's version gets even one version
    out of date, I would like for people to be aware of a more up-to-date version.
    
    
                               Wish Upon A Darkstar
    
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                             A Darkstar Ripclaw Production
    
    
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