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Member of the Order
Papers, Please

Member of the Order

Unravel the mystery of EZIC in Papers, Please. Learn how your choices affect the Order's plans, from secret messages to major operations, and discover the different endings tied to your cooperation.

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Unravel the mystery of EZIC in Papers, Please. Learn how your choices affect the Order's plans, from secret messages to major operations, and discover the different endings tied to your cooperation.

Alright, so you've probably heard whispers about EZIC, or 'the Order' as they sometimes call themselves. It's this mysterious group in Arstotzka, and you, as the inspector, get to decide whether to work with them or not. Your choices here can seriously change how things end up, so let's break it down. How EZIC Gets Your Attention It all starts around Day 8. A hooded messenger will slip you a black card with a name on it: Corman Drex. You need to give this card to Corman Drex when they show up at your booth. If you miss them the first time, don't worry, they'll be back the next day (Day 9) to get that card from you. Once you hand it over, you'll get a note explaining EZIC's goals, and then a cipher. You'll use this cipher with a decoder you get on Day 10 to figure out the names of two EZIC agents: Mikhail Saratov and Stepheni Graire. The Money Game Things get interesting a few days later, around Day 11. EZIC will offer you 1,000 credits. You have a choice: take the money or burn it. If you burn it, they'll double the offer to 2,000 credits on Day 12. But here's a heads-up: if you don't take the money on either of those days, all your savings will be confiscated on Day 13! If you do accept the money and then later deny entry to another EZIC agent, Stepheni Graire, on Day 14, you'll be heading towards Ending 4. If you let Stepheni Graire through, you're cleared, but you don't get your money back. More Tasks, More Choices EZIC will keep coming to you with requests: * Day 17: They'll ask you to let an agent, Marie Escalli, pass. * Day 20: You'll need to poison a potential assassin. * Day 23: This is a big one. EZIC wants you to take out a 'man in red' who's a threat to them. You can use your sniper rifle or the tranquilizer gun. Shooting him with the sniper rifle leads to Ending 9, and using the tranquilizer gun leads to Ending 10. If you do nothing, a messenger will inform you on Day 24 that the man in red is now targeting EZIC agents in Kolechia. * Day 27: EZIC needs your help to infiltrate peace talks between Arstotzka and Kolechia. They'll want you to use a passport confiscated from a Kolechian diplomat, Kordon Kallo. The Big Push On Day 31, EZIC makes a major move, attacking the border directly. Their goal is to seize power and tear down the wall separating Grestin. At this point, you have to decide: do you help EZIC and join them, or do you stay loyal to Arstotzka? The Consequences Your overall cooperation with EZIC determines your ending: * Ignoring EZIC: If you ignore all five of their tasks, you'll get Ending 20. * Cooperating Heavily: Completing four or more EZIC tasks can lead to Ending 19. * In Between: If you fall somewhere in the middle, you'll likely be killed unless you choose to flee Arstotzka. Remember, EZIC claims they want to free Arstotzka from corruption, but their methods and ideology are pretty shadowy, and some endings hint they might not be so different from the regime they claim to oppose. Keep an eye on those details!

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