Papers Please Day 9

December 1st, 1982

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.

papers please day 9In 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.

Papers Please Game All Days Video Walkthrough Guide [1-32] Papers Please Walkthrough (1-32)

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Papers, Please Game
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