Papers Please All 20 Endings Guide — Every Outcome Explained
Papers, Please has 20 numbered endings. This guide follows the in-game ending order used by the standard day-selection dots: Ending 18 = full family escape, Ending 19 = EZIC revolution, and Ending 20 = loyal Arstotzka / endless mode unlock.
Need the full gameplay overview first? Read the main Papers, Please guide.
20 Endings at a Glance
- Failure / punishment endings: 1-15
- Escape / audit / victory-credit endings: 16-20
- Best family ending: Ending 18 — Full family escape to Obristan
- Best revolution ending: Ending 19 — EZIC victory
- Endless mode unlock: Ending 20 — Loyal Arstotzkan service
- Most important preparation windows: Day 11, Day 12, Day 23, Day 29, Day 31
Quick Navigation
- Failure Endings: End 1-12
- Day 31 and Mid-Route Endings: End 13-17
- Victory-Credit Endings: End 18-20
- EZIC Task Checklist
- Save Point Strategy
- Which Ending Should You Go For?
- Decision Flowchart
- FAQ
Failure Endings: End 1-12
These endings are caused by debt, family death, illegal money, misuse of weapons, booth inspection failures, or specific character decisions. Most are short failure routes, so the table gives the exact day window and trigger.
| Ending | When | Trigger | Difficulty | Type | Achievement |
|---|---|---|---|---|---|
| End 1 | Days 1-31 | Finish a day with a negative balance. Too many penalties or unpaid rent can push you into debt. | Easy to trigger, easy to avoid | Debt / arrest | None |
| End 2 | Days 4-31 | Let every family member die by repeatedly failing to provide food, heat, or medicine. | Easy if neglected | Family failure | None |
| End 3 | Day 12 only | Give M. Vonel the EZIC documents when he asks for information about the Order. You receive these documents through the Corman Drex / EZIC contact chain before Day 12. | Very easy once prepared | Arrest / EZIC suspicion | Too Honest |
| End 4 | Day 15 | Keep the 1,000 credits on Day 11 or the 2,000 credits on Day 12 instead of burning the gift. Your savings are confiscated on Day 13. If the EZIC helper is not admitted on Day 14, you are arrested on Day 15. | Medium; multi-day setup | Illegal funds | None |
| End 5 | Day 23 onward | Shoot a bystander with the sniper rifle. This means hitting someone who is not a guard or attacker. | Easy mistake after rifle unlock | Death sentence | None |
| End 6 | Day 16 onward | Shoot a bystander with the tranquilizer gun. | Easy mistake after tranquilizer unlock | Forced labor | None |
| End 7 | Days 23-28 | Shoot an Arstotzkan guard with the sniper rifle. | Easy mistake | Death sentence | None |
| End 8 | Days 16-28 | Shoot an Arstotzkan guard with the tranquilizer gun. | Easy mistake | Forced labor / death penalty wording | None |
| End 9 | Day 23 only | During the EZIC diversion, shoot the man in red with the sniper rifle. | Medium; day-specific | EZIC target killed | Hired Rifle |
| End 10 | Day 23 only | During the EZIC diversion, shoot the man in red with the tranquilizer gun. | Medium; day-specific | EZIC target injured | None |
| End 11 | Day 30 | Let the M.O.A. supervisor catch unauthorized wall hangings twice. The supervisor inspects the booth on Days 10, 20, and 30. A second violation leads to forced labor. | Easy to avoid if you remove decorations | Booth inspection failure | None |
| End 12 | Day 26 | Detain Shae Piersovska on Day 25. Dimitri asked you on Day 20 to let her through; detaining her leads to arrest the next morning. | Easy to trigger if you follow normal enforcement | Supervisor retaliation | None |
Key fixes for End 3, End 4, End 10, End 11, and End 12
End 3 is not a generic EZIC route. It specifically requires handing EZIC evidence to M. Vonel on Day 12.
End 4 starts with EZIC money, but the ending does not fire immediately. The critical chain is: keep the money, get reported, lose your savings, then fail to admit the EZIC interference agent on Day 14.
End 10 is the tranquilizer version of the man-in-red event on Day 23. The sniper version is End 9.
End 11 is the unauthorized wall-hanging ending. Remove non-approved decorations before the M.O.A. supervisor reaches the booth.
End 12 is the Shae Piersovska ending. Denying her only angers Dimitri; detaining her is what triggers the arrest route.
Day 31 and Mid-Route Endings: End 13-17
These endings usually happen because the player partially cooperated with EZIC, betrayed EZIC late, or escaped to Obristan without every living family member.
| Ending | When | Trigger | Difficulty | Type | Achievement |
|---|---|---|---|---|---|
| End 13 | Day 31 | Complete fewer than 4 EZIC tasks. During the Day 31 attack, shoot the lower attacker but allow the upper attacker to destroy the wall. You are arrested for failing to defend the checkpoint. | Medium | Failed defense | None |
| End 14 | Day 31 | Complete at least 4 EZIC tasks. When EZIC attacks, shoot the attackers and keep the wall intact. You are later executed for uncovered EZIC involvement. | Medium | Betrayed EZIC | None |
| End 15 | Day 31 | Complete at least 4 EZIC tasks, then shoot at least one attacker while the wall is still blown open. EZIC wins but treats you as a traitor. | Medium | Partial betrayal | None |
| End 16 | End of Days 29-31 | Escape to Obristan alone or with only some living family members. Requires at least 1 Obristan passport and 25 credits per escaping person. | Medium | Partial escape | None |
| End 17 | Day 31 | Complete 1-3 EZIC tasks, neutralize both attackers so the wall remains intact, do not escape to Obristan, then fail the post-game audit. | Medium | Partial EZIC involvement | None |
End 16 and End 17 are mostly route-control endings. If you want to save everyone, aim for Ending 18 instead. If you want an EZIC victory, complete at least four EZIC tasks and aim for Ending 19.
Victory-Credit Endings: End 18-20
Endings 18, 19, and 20 are the three endings that play the victory theme and credits. These are the endings most players actually plan around.
| Ending | When | Trigger | Difficulty | Type | Achievement |
|---|---|---|---|---|---|
| End 18 | End of Days 29-31 | Escape to Obristan with all living family members. You need one Obristan passport per escaping person and 25 credits per person. Maximum prep is 6 passports + 150 credits if the niece was adopted and everyone is alive. | Hard | Best family ending | Snowier Pastures |
| End 19 | Day 31 | Complete at least 4 of 5 EZIC tasks. On Day 31, do not shoot either attacker; allow the wall to be destroyed and sleep at the end of the day. | Hard | Best EZIC ending | Member of the Order |
| End 20 | Day 31 | Complete 0 EZIC tasks. On Day 31, neutralize both attackers, do not escape to Obristan, and pass the final audit. This unlocks endless mode with code 62131. | Medium | Loyalist / endless mode | Glory to Arstotzka |
Ending 18: Full Family Escape to Obristan
Ending 18 is the cleanest family-focused ending. The goal is simple: leave Arstotzka with all living family members.
To prepare, start confiscating Obristan passports before the final days. At the end of Day 29, Day 30, or Day 31, the escape option becomes available if you have at least one Obristan passport and enough credits. Each escaping person needs:
- 1 Obristan passport
- 25 credits
For a full household, the maximum requirement is:
- Inspector + spouse + son + uncle + mother-in-law + adopted niece
- 6 Obristan passports
- 150 credits
Important detail: the game checks all living family members, not necessarily every possible family member. If someone has already died or the niece was not adopted, the number of required passports and credits goes down. For the best version of this ending, keep everyone alive, save money aggressively, and enter the Day 29-31 window with enough passports ready.
Ending 19: EZIC Revolution
Ending 19 is the full EZIC victory route. You must complete at least 4 of the 5 official EZIC tasks before Day 31.
On Day 31, if you completed enough tasks, an EZIC messenger appears early and tells you to hold your fire. Follow that instruction. When the attackers arrive, do not shoot. Let the wall fall, finish the day, and sleep. EZIC takes control and the inspector is rewarded as an agent instead of punished.
The most common reason players fail this ending is misunderstanding the early EZIC contact. Day 8 Corman Drex is setup, not the first official task. The first official task is allowing Mikhail Saratov through on Day 11.
Ending 20: Loyal Arstotzkan Service and Endless Mode
Ending 20 is the loyalist route. You must avoid completing EZIC tasks entirely, stop the Day 31 attack, and stay in Arstotzka.
To get it:
- Complete 0 EZIC tasks across the run.
- On Day 31, neutralize both attackers.
- Do not escape to Obristan at the end of the day.
- Sleep and pass the final audit.
This ending unlocks endless mode with code 62131 and the Glory to Arstotzka achievement.
EZIC Task Checklist for Ending 19
Use this checklist if you want the EZIC victory ending. You need at least 4 out of 5 tasks.
| Step | Day | What Happens | What You Must Do | Counts as EZIC Task? |
|---|---|---|---|---|
| Setup | Day 8 or 9 | EZIC gives you a card for Corman Drex. | Give the card to Corman Drex when he appears. He gives you the cipher. | No |
| Setup | Day 10 | EZIC gives you a decoder. | Use the decoder with the cipher to reveal the names Mikhail Saratov and Stepheni Graire. | No |
| Task 1 | Day 11 | Mikhail Saratov appears with invalid documents. | Allow Mikhail Saratov to enter. | Yes |
| Money event | Day 11 / Day 12 | EZIC sends 1,000 credits, then 2,000 credits if the first gift is burned. | Burn the money if you want to avoid Ending 4. Keeping it is not required for the EZIC victory. | No |
| Task 2 | Day 14 | Stepheni Graire appears with invalid documents. | Allow Stepheni Graire to enter. | Yes |
| Task 3 | Day 17 | Marie Escalli appears. | Use the decoder to identify her and allow her to enter. | Yes |
| Task 4 | Day 20 | EZIC gives poison for Khaled Istom. | Apply poison to Khaled Istom’s passport. | Yes |
| Task 5 | Day 27 | EZIC asks for Kordon Kallo’s passport. | Confiscate Kordon Kallo’s passport, let him enter without it, then hand the passport to the EZIC substitute. | Yes |
| Final | Day 31 | EZIC attacks the wall. | Do not shoot either attacker. Let the wall fall, then sleep. | Ending 19 |
If the EZIC messenger does not appear as the second entrant on Day 31 and tell you to hold your fire, you did not complete enough tasks for Ending 19.
Save Point Strategy for All Endings
If your goal is to collect all 20 endings efficiently, do not replay the entire story from Day 1 every time. Use these branch points:
| Save Point | Why It Matters | Endings It Helps Unlock |
|---|---|---|
| Before Day 11 | This is before Mikhail Saratov and the EZIC money chain. Use it to branch into or away from EZIC. | End 4, End 13-15, End 17, End 19, End 20 |
| Start of Day 12 | M. Vonel asks for EZIC evidence on this day. | End 3 |
| Start of Day 23 | The sniper rifle, man in red, and Day 23 shooting outcomes open several ending routes. | End 5, End 9, End 10 |
| Start of Day 25 | Shae Piersovska appears on Day 25. | End 12 |
| Start of Day 29 | Obristan escape becomes available at the end of Days 29-31. | End 16, End 18 |
| Start of Day 31 | Final EZIC, loyalist, betrayal, escape, and audit routes split here. | End 13-20 |
Best route order for completionists:
- Use early saves to clear simple punishment endings.
- Use Day 23 to clear weapon-related endings.
- Use Day 29 to branch into partial and full Obristan escape.
- Use Day 31 to branch into loyalist, partial EZIC, betrayal, and full EZIC outcomes.
Which Ending Should You Go For?
The two most satisfying endings are Ending 18 and Ending 19.
Choose Ending 18 if your priority is personal survival and family rescue. It requires money discipline, enough Obristan passports, and careful planning from Day 29 onward.
Choose Ending 19 if your priority is political change. It requires long-term EZIC cooperation, at least four completed EZIC tasks, and the discipline to do nothing during the final Day 31 attack.
Choose Ending 20 if you want the clean loyalist completion route and endless mode unlock. This is the best route for players who want to finish the game without EZIC involvement.
Decision Flowchart: Which Ending Fits Your Run?
Use this quick route picker if you are already mid-run.
Q1: What day are you on?
| Your Current Day | Best Choice |
|---|---|
| Before Day 11 | You can still choose any major route: loyalist, EZIC, or Obristan escape. |
| Day 11-20 | Decide whether you are committing to EZIC. The key tasks happen on Days 11, 14, 17, and 20. |
| Day 21-28 | Start preparing for Obristan if you want an escape route. Avoid accidental weapon endings. |
| Day 29-31 | You can still escape to Obristan if you have enough passports and credits. Otherwise prepare for the Day 31 audit or attack. |
Q2: What is your priority?
| Priority | Recommended Ending |
|---|---|
| Save your family | Ending 18 if all living family members escape; Ending 16 if only some escape. |
| Overthrow the regime | Ending 19. Complete at least 4 EZIC tasks and hold fire on Day 31. |
| Unlock endless mode | Ending 20. Complete 0 EZIC tasks and stop both attackers on Day 31. |
| Collect punishment endings | Use Day 12, Day 23, Day 25, and Day 30 branch saves. |
Q3: How many EZIC tasks have you completed?
| Completed EZIC Tasks | What It Means |
|---|---|
| 0 | You are still eligible for Ending 20 if you stop both attackers and stay in Arstotzka. |
| 1-3 | You are in the danger zone for Ending 17 if you survive Day 31 without escaping. |
| 4+ | You can get Ending 19 by holding fire, or Endings 14/15 if you betray EZIC by shooting. |
Achievement Reference
| Achievement | Ending | Requirement |
|---|---|---|
| Too Honest | End 3 | Give M. Vonel the EZIC documents on Day 12. |
| Hired Rifle | End 9 | Shoot the man in red with the sniper rifle on Day 23. |
| Snowier Pastures | End 18 | Escape to Obristan with all living family members. |
| Member of the Order | End 19 | Complete at least 4 EZIC tasks and let EZIC win on Day 31. |
| Glory to Arstotzka | End 20 | Complete no EZIC tasks, defend the checkpoint on Day 31, and unlock endless mode. |
Final Tips
For a first successful completion, Ending 20 is the most straightforward: ignore EZIC, defend the checkpoint, and stay loyal.
For a stronger emotional ending, prepare for Ending 18 by saving money and collecting enough Obristan passports.
For the most dramatic political ending, follow the EZIC task checklist and aim for Ending 19.