Papers Please EZIC Guide — All Tasks, Choices, and Endings
EZIC is the resistance route in Papers, Please. This guide explains when The Order contacts you, which tasks actually count, what to do with EZIC money, and how to reach the revolution ending without accidentally triggering a failure route. For the main game overview, return to the Papers, Please guide.
Quick Navigation
- What Is EZIC?
- Should You Help EZIC?
- EZIC Timeline at a Glance
- All EZIC Tasks by Day
- How Many EZIC Tasks Do You Need?
- Should You Burn the EZIC Money?
- How to Get the EZIC Ending
- What Happens If You Ignore EZIC?
- EZIC Ending vs Loyalist vs Escape Ending
- EZIC Route Decision Flowchart
- Common EZIC Mistakes
- Best Save Points for EZIC Runs
- Final EZIC Checklist
- FAQ
What Is EZIC?
EZIC, also called The Order of the EZIC Star, is a secret organization that opposes the Arstotzkan government. The group contacts the inspector during the story and asks for help with several covert operations.
In gameplay terms, EZIC changes Papers, Please from a pure document-checking puzzle into a route-management problem:
- If you ignore EZIC completely, you can stay loyal to Arstotzka.
- If you help EZIC enough, you can trigger the revolution route.
- If you help EZIC inconsistently, you risk arrest or death.
- If you want to escape with your family, EZIC is optional but can complicate your plans.
EZIC is not just background lore. It affects scripted visitors, suspicious money, poison, passport confiscation, the final border attack, and several endings.
Should You Help EZIC?
Help EZIC only if you want the revolution route. Ignore EZIC if you want the loyalist route, endless mode, or a safer inspection run.
The most important rule is simple: commit fully or do not commit at all. Completing only one to three major EZIC tasks can put you in the worst middle ground, where you are suspicious to the government but not useful enough to EZIC.
For a route comparison, see EZIC Ending vs Loyalist vs Escape Ending.
EZIC Timeline at a Glance
| Day | Event | What EZIC Wants | Counts as Major EZIC Task? | Recommended Action |
|---|---|---|---|---|
| Day 8 | First EZIC messenger + Corman Drex | Make contact with Corman Drex | No | Give the card to Corman Drex if you want the route open |
| Day 10 | EZIC decoder setup | Reveal target names | No | Use the decoder with the cipher to identify future targets |
| Day 11 | Mikhail Saratov + 1,000-credit gift | Let Saratov enter; burn the money | Saratov: Yes / Money: No | Approve Saratov if pursuing EZIC, then burn the 1,000 credits at night |
| Day 12 | 2,000-credit gift if the first gift was burned | Temptation / evidence | No | Burn the 2,000 credits too |
| Day 14 | Stepheni Graire | Let her enter | Yes | Approve Graire if pursuing EZIC |
| Day 17 | Marie Escalli | Identify her with the cipher and let her enter | Yes | Align the cipher over her passport; approve her if pursuing EZIC |
| Day 20 | Khaled Istom | Poison him | Yes | He is the ninth entrant; poison his passport carefully |
| Day 23 | Man in red | Optional side action | No for main route | Ignore him if you want to continue toward EZIC victory |
| Day 27 | Kordon Kallo passport | Confiscate passport and pass it to EZIC | Yes | Complete if you still need EZIC task progress |
| Day 31 | EZIC messenger validation + final attack | Let EZIC finish the attack | Final route decision | The second entrant should be an EZIC messenger if you completed enough tasks |
All EZIC Tasks by Day
The main EZIC route is built around five major tasks. You need at least four of them to reach the EZIC victory route.
Day 8: Corman Drex — First Contact
Day 8 introduces EZIC through a mysterious messenger. The messenger gives you a black card with the EZIC symbol and the name Corman Drex.
Later that day, Corman Drex arrives at the checkpoint.
| What Happens | What You Should Do |
|---|---|
| EZIC messenger gives you a card | Keep it on the desk |
| Corman Drex arrives | Give the card to Corman |
| Corman gives you EZIC material | Read it and return it when needed |
| Route effect | Opens the EZIC contact chain, but does not count as one of the five major tasks |
This first contact does not block the loyalist ending by itself. The route becomes dangerous when you start completing the major EZIC tasks.
Day 10: Decoder and Names
After first contact, EZIC provides materials that can reveal names connected to the route.
The important names are:
- Mikhail Saratov
- Stepheni Graire
These names matter because later tasks require you to approve them even when their papers are not valid.
| Item | Purpose |
|---|---|
| EZIC cipher / coded document | Shows hidden names |
| Decoder | Reveals which entrants are EZIC operatives |
| Route effect | Helps you identify Day 11 and Day 14 targets |
Day 10 is setup, not a major counted task.
Day 11: Mikhail Saratov + 1,000 Credits
Day 11 has two EZIC-related events, and players often mix them up:
- During the workday: Mikhail Saratov appears.
- At the end of the day: a stranger brings a 1,000-credit EZIC gift.
| Detail | Value |
|---|---|
| Day | Day 11 |
| Character | Mikhail Saratov |
| EZIC request | Let him enter |
| Problem | His papers are not valid |
| Counts as EZIC task? | Yes |
| Money event | Burn the 1,000-credit gift at the end of the day |
To complete the major task, approve Mikhail Saratov even though his paperwork is invalid. This usually causes a citation, but it counts toward EZIC cooperation.
At night, burn the 1,000 credits. Do not keep the money if you want a safe EZIC run.
Day 12: 2,000 Credits
If you burned the Day 11 money, a stranger can bring 2,000 credits on Day 12.
| Choice | Result |
|---|---|
| Burn the 2,000 credits | Safest option |
| Keep the 2,000 credits | Suspicious wealth can lead to investigation and arrest |
| Keep either gift | Dangerous if you are trying to avoid the money-related failure route |
This money is not a major EZIC task. It is a trap-like support event. Burn both gifts and continue helping EZIC through the counted tasks instead.
Day 14: Stepheni Graire
Stepheni Graire is the second major EZIC entrant task.
| Detail | Value |
|---|---|
| Day | Day 14 |
| Character | Stepheni Graire |
| EZIC request | Let her enter |
| Problem | Her documents are not fully valid |
| Counts as EZIC task? | Yes |
| Risk | Citation / stronger EZIC commitment |
Approve Stepheni Graire if you are pursuing EZIC. If you are staying loyal, deny her according to standard inspection rules.
Day 17: Marie Escalli
Marie Escalli is one of the most commonly missed EZIC tasks because the game asks you to identify her with a cipher instead of simply giving you a normal checklist.
| Detail | Value |
|---|---|
| Day | Day 17 |
| Character | Marie Escalli |
| Entrant order | Ninth entrant |
| EZIC request | Identify her and let her enter |
| Problem | She is missing an Arstotzkan ID card |
| Counts as EZIC task? | Yes |
How to Identify Marie Escalli
Use the EZIC cipher given by the messenger on Day 17 and align it over Marie Escalli’s Arstotzkan passport. When placed correctly, the letters E-Z-I-C appear through the cipher, confirming that she is the operative.
Once you have confirmed her identity, approve her if you are pursuing EZIC. This usually causes a citation, but it counts toward the route.
Day 20: Khaled Istom
Day 20 is the most memorable EZIC task because it involves poison.
EZIC warns you that Khaled Istom is a threat to the organization. The messenger gives you a poison packet and expects you to use it on Khaled.
| Detail | Value |
|---|---|
| Day | Day 20 |
| Character | Khaled Istom |
| Entrant order | Ninth entrant |
| EZIC request | Poison him |
| Counts as EZIC task? | Yes |
| Major risk | Touching the poison yourself causes an instant death outcome |
How to Poison Khaled Istom
- Process the first eight entrants normally.
- Wait for Khaled Istom, the ninth entrant.
- Open the EZIC poison packet carefully.
- Apply the poison to Khaled’s passport.
- Do not touch the poison powder directly.
- Process Khaled after the poison is applied.
This task is easy to fail mechanically because the poison packet is more awkward than normal documents. Take your time. A slow successful poison is better than killing the inspector by rushing.
Day 23: The Man in Red
Day 23 is an EZIC-related side event, but it is not required for the main EZIC victory route.
EZIC may identify a man in red and provide a key related to the rifle.
| Choice | Result |
|---|---|
| Shoot the man in red | Immediate ending |
| Tranquilize the man in red | Immediate ending |
| Ignore the man in red | Story continues |
If your goal is the EZIC revolution ending, ignore the man in red. Shooting or tranquilizing him gives a separate ending and stops the run.
Day 27: Kordon Kallo Passport
Day 27 is one of the most important EZIC tasks because it can rescue an imperfect EZIC run.
A Kolechian diplomat named Kordon Kallo appears. EZIC wants his passport so that an operative can impersonate him.
| Detail | Value |
|---|---|
| Day | Day 27 |
| Character | Kordon Kallo |
| EZIC request | Confiscate his passport |
| Follow-up | Give the passport to the EZIC agent |
| Counts as EZIC task? | Yes |
| Risk | Citation, diplomatic sabotage |
How to Complete the Kordon Kallo Task
- When Kordon Kallo appears, confiscate his passport.
- Allow him to enter without returning the passport.
- Wait for the EZIC agent later that day.
- Give Kordon Kallo’s passport to the agent.
- Approve the EZIC agent when required.
This task counts toward the EZIC total and is especially useful if you missed one earlier task.
How Many EZIC Tasks Do You Need?
You need at least four of the five major EZIC tasks to reach the EZIC victory route:
| Task | Day | Required Action |
|---|---|---|
| Mikhail Saratov | Day 11 | Approve him |
| Stepheni Graire | Day 14 | Approve her |
| Marie Escalli | Day 17 | Identify her with the cipher and approve her |
| Khaled Istom | Day 20 | Poison his passport |
| Kordon Kallo | Day 27 | Confiscate his passport, give it to EZIC, and approve the operative |
The safest plan is to complete all five. Completing four is enough, but five gives you more margin if you are unsure whether one task counted.
Should You Burn the EZIC Money?
Yes. Burn both EZIC money gifts if they appear.
| Day | Money Event | Best Choice |
|---|---|---|
| Day 11 | 1,000 credits | Burn it |
| Day 12 | 2,000 credits | Burn it |
The money is tempting because it solves rent, food, heat, and medicine problems. But it also creates suspicious wealth. The best EZIC route is not “take every gift.” It is complete the counted tasks while avoiding obvious evidence.
How to Get the EZIC Ending
To get the EZIC revolution ending, your goal is to complete enough tasks before the final day and then avoid stopping the final attack.
The most reliable real-time check happens on Day 31:
| Day 31 Signal | Meaning |
|---|---|
| The second entrant is an EZIC messenger | You completed enough EZIC tasks and can still get the revolution ending |
| No EZIC messenger appears as the second entrant | You did not complete enough tasks; the EZIC victory route is no longer available |
If the Day 31 messenger appears, keep going. When the final attack begins, do not shoot the EZIC attackers. Let the wall attack succeed.
What Happens If You Ignore EZIC?
Ignoring EZIC keeps you closer to the loyalist route.
| Your Choice | Likely Route |
|---|---|
| Receive EZIC contact but complete no major tasks | Loyalist route is still available |
| Ignore Corman Drex after first contact | No major EZIC task is completed |
| Deny EZIC-linked entrants | Safer for government loyalty |
| Avoid suspicious money | Reduces investigation risk |
| Stop the final attackers | Loyalist / state-aligned result |
Important: Corman Drex contact, the cipher, and EZIC information do not count as major tasks by themselves. They do not block Ending 20 unless you also complete a major EZIC task such as approving Saratov, approving Graire, approving Escalli, poisoning Khaled, or handing over Kordon Kallo’s passport.
EZIC Ending vs Loyalist vs Escape Ending
The late game has three major “successful” route styles. Choose one before Day 20 if possible.
| Route | Best For | Key Requirement | Main Risk |
|---|---|---|---|
| EZIC Revolution | Players who want political change | Complete 4+ EZIC tasks and do not stop the final attack | High citation and arrest risk |
| Loyalist Route | Players who want stability / endless mode | Complete no major EZIC tasks and defend the checkpoint | Missing escape opportunities |
| Escape to Obristan | Players who want family survival | Collect passports and enough money | Expensive and timing-sensitive |
Choose EZIC if you want the most dramatic political ending.
Choose Loyalist if you want the cleanest official route.
Choose Escape if your priority is saving the inspector’s family.
For every outcome, use the Papers Please All Endings Guide. If you are losing citations because of document checks, use the Papers Please Documents Guide.
EZIC Route Decision Flowchart
Use this quick flowchart before committing.
Q1: What day are you on?
| Current Day | Best Decision |
|---|---|
| Before Day 11 | You can still choose any major route |
| Day 11-17 | Decide whether to approve EZIC-linked entrants |
| Day 20 | Commit or abandon; Khaled Istom is a major route fork |
| After Day 27 | Your EZIC task count is mostly locked in |
| Day 31 | Check whether the second entrant is an EZIC messenger |
Q2: What is your main goal?
| Goal | Route |
|---|---|
| Save your family | Escape route may be better |
| Overthrow the government | EZIC route |
| Unlock the clean loyalist result | Avoid major EZIC tasks |
| See as many endings as possible | Save before Day 11, Day 20, Day 27, and Day 31 |
Q3: How many EZIC tasks have you completed?
| EZIC Tasks Completed | What to Do |
|---|---|
| 0 | Stay loyal or prepare escape |
| 1-3 | Danger zone; consider escaping if it is too late |
| 4+ | Continue to Day 31 and let EZIC succeed |
Common EZIC Mistakes
| Mistake | Why It Hurts |
|---|---|
| Helping EZIC once, then stopping | You may become suspicious without earning EZIC protection |
| Keeping EZIC money | Can trigger investigation and arrest |
| Forgetting to burn the Day 12 2,000 credits | The second gift is even more dangerous than the first |
| Missing Marie Escalli | The Day 17 cipher puzzle is easy to overlook |
| Touching Khaled Istom’s poison | Causes an instant death outcome |
| Shooting the man in red | Ends the run early instead of continuing the revolution route |
| Returning Kordon Kallo’s passport | Fails the Day 27 passport task |
| No EZIC messenger on Day 31 | Confirms you did not complete enough major tasks |
| Shooting EZIC attackers on the final day | Blocks the revolution route |
| Forgetting normal documents | EZIC tasks do not protect you from ordinary citations |
Best Save Points for EZIC Runs
If you want to experiment without replaying the whole game, save around these points:
| Save Point | Why It Matters |
|---|---|
| End of Day 7 | Before first EZIC contact |
| End of Day 10 | Before Mikhail Saratov, the first counted task, and the 1,000-credit gift |
| End of Day 16 | Before Marie Escalli and the Day 17 cipher identification |
| End of Day 19 | Before Khaled Istom and the poison task |
| End of Day 26 | Before Kordon Kallo’s passport task |
| End of Day 30 | Before the Day 31 EZIC messenger check and final attack |
These saves let you test EZIC, loyalist, and escape outcomes with less repetition.
Final EZIC Checklist
Before entering the final day, confirm:
- You made contact with EZIC through Corman Drex.
- You completed at least four major EZIC tasks.
- You burned the 1,000-credit and 2,000-credit EZIC gifts if they appeared.
- You identified and approved Marie Escalli on Day 17 if using her task.
- You poisoned Khaled Istom without touching the poison yourself.
- You did not end the run early with the man in red event.
- You gave Kordon Kallo’s passport to the EZIC operative if using the Day 27 task.
- On Day 31, the second entrant is an EZIC messenger.
- During the final attack, you do not shoot the EZIC attackers.
If all of that is true, continue to the final day and let EZIC finish the revolution.