Ezic notes

Ending 12 of 20[]

How: If the inspector detains Shae Piersovska on day 25, the M.O.A. supervisor will arrest the inspector the next morning.

When: The arrest takes place on day 26, but the decision to detain her (or to deny or allow her entry) is made on day 25.

  • Related:

    • The initial request to let her in happens at the beginning of day 20.
    • Denying Piersovska will make Dimitri mad the next day, but will not trigger this ending.

Transcript:

  • 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.

Types of terrorist attacks[]

Wall climbers

A wall climber runs across the border checkpoint on day 2, while a guard fires at them. Until day 16, these attacks cannot be stopped.

Wall climbers will attempt to climb over the wall and run towards the guards. They will then attempt to throw a grenade at them. Until day 16, it is not possible to stop a wall climber attack.

Guards will respond to a wall climber by immediately opening fire. Their shots are ineffective (attributed by Sergiu to poor aim) and usually the climber will be able to throw their grenade before being shot. Rarely, the guards will manage to shoot the climber before they can throw. Regardless of the success or failure of the attack, the day is cut short afterwards.

After day 16, stopping a wall climber will not lead to the death of any of the guards if the climber was shot before they threw a grenade.

Suicide bombings

There are two types of suicide bombings: scripted and random.

Scripted bombings cannot be avoided. The first scripted suicide bombing starts on day 6. All entrants past a point have valid documents, and the game will only end the day if a bomber is allowed entry. During a scripted attack, the entrant will walk up to the guards and shout «FOR KOLECHIA!» before killing themselves and all three guards. (This happens even if the entrant does not have a Kolechian passport.)

Random attacks can be avoided. Random attacks start to be generated on day 9 and can be avoided by interrogating an entrant about their weight discrepancy and denying them or detaining them.

Vehicle attacks

Four vehicle attacks occur on days 21, 26, 28, and 31 respectively. All of them except for day 31 take place on motorcycles.

Shooting the motorcycle will make it blow up, making it a very good tactic to combat the multiple attackers on day 26 and 28.

EZIC attack

On day 31, EZIC attacks the border directly. During the inspection of the eighth entrant, two men drive a jeep into the checkpoint, kill all three guards, and then attempt to destroy the Grestin Border Wall.

The inspector’s fate depends on the number of EZIC tasks they completed — see the full details in the chart below.

Gameplay[]

There are two kinds of attacks:

  1. Scripted attacks will happen at a predetermined point of the day. They cannot be avoided and the day will not finish until they occur. During a scripted attack, terrorists may approach from either the Kolechian or the Arstotzkan side and will engage the guards. On day 16 and later, all scripted attacks trigger an option to use the tranquilizer gun to stop the attacker(s). Guards, including Sergiu when he is present, are vulnerable during most of the scripted attacks.
    1. Scripted suicide bomber attacks. All entrants after the predetermined point have valid documents, so preventing the attack is pointless as the inspector will continue to receive citations. Even if the clock reaches 6 pm, the game will only force the day to end if a bomber is allowed entry.
  2. Randomly generated attackers try to smuggle explosives through the checkpoint as regular entrants and, if successful, walk up to the guards (faster than normal entrants), and blow themselves up. All of these randomly generated attacks can be avoided by detecting the would-be attacker during the inspection; they are entrants whose weight does not match their documents and can be detained (or denied) after scanning them. They can only appear after other scripted events have taken place that day.

Ending 9 of 20[]

How: The inspector shoots the man in red with a sniper rifle when EZIC creates a diversion.

When: Only on day 23.

  • Related:

    • Has the same text as ending 5 but with a note from EZIC under the cell door.
    • Similar to ending 10.
    • Triggering this ending unlocks the Hired Rifle achievement.

Transcript:

  • 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.
  • 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

Transcripts[]

Day 17

  • Hello.
  • I heard that you are from Nirsk?
  • I grew up there but I have not been back in many years.
  • It is still a shit-hole. As before.
  • Haha, of course. This is what I remember too.
  • I am Sergiu. It is good to meet you.
  • I will do my best to keep you safe.

Day 19

Introduction, if the inspector successfully shot the terrorist on day 18 and Sergiu survived:

  • Thank you for yesterday.
  • My aim is not like before.

Day 22

Introduction, if the inspector successfully shot the terrorist on day 21 and Sergiu survived:

  • There is more action at this checkpoint than in the war.
  • I fought in Kolechia for 5 years.
  • If you think it is bad in Arstotzka, it is ten times worse in Kolechia.
  • I do not blame them for coming here.
  • Anyways, you are doing well. Keep it up.

Day 25

Introduction, if Sergiu is alive at this point:

  • Friend, how are you?
  • I have a small favor to ask.
  • During the war, I met a beautiful girl.
  • I think about her every moment.
  • Yesterday I receive word that she is finally coming here.
  • Please, let her pass and I will be in your debt.
  • Her name is Elisa.

Day 27

If Sergiu is alive and Elisa was allowed to enter on day 26 and the inspector gave Elisa the locket:

  • Thank you for everything.
  • Elisa is so happy here.
  • She says our first son will have your name.
  • This is fine but I told her I want a daughter first!
  • It is not much, but we have found a small way to thank you.
  • Elisa will deliver it to your home. I hope that it helps.
  • Tomorrow I am transferred to another post.
  • Stay safe my friend.

If Sergiu is alive and Elisa was allowed to enter on day 26 but the inspector still has the locket:

  • Thank you for everything.
  • Elisa is so happy here.
  • She says our first son will have your name.
  • This is fine but I told her I want a daughter first!
  • I would like to show the locket to her.
  • Do you still have it?
  • Ah, I missed not having this with me.
  • It is not much, but we have found a small way to thank you.
  • Elisa will deliver it to your home. I hope that it helps.
  • Tomorrow I am transferred to another post.
  • Stay safe my friend.

If Sergiu is alive but Elisa was denied entry on day 26:

  • Elisa did not come.
  • She arrived, but her papers were not in order.
  • Tell her to try again with the correct documents.
  • You know this is impossible.
  • If you have the locket, give it back to me.

Ending 16 of 20[]

How: The inspector escapes to Obristan on his own or with some (but not all) of his living family members. The fate of the family members who stay behind is unknown.

When: Possible at the end of days 29, 30 and 31 if the inspector has at least 25 credits available.

  • Related:

    • The same as ending 18, but does not require all living family members.
    • Only ending 18 unlocks the escape-related achievement, Snowier Pastures.

Transcript:

  • You leave behind everything. (if you escape alone) / You gather your to leave for Obristan. (if there are family members) Your 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 hours later. (at the Obri border)
  • Your documents.
  • Here.
  • You are entering alone?
  • Yes. / No, my family as well.
  • Hand over all documents now. (appears only if there are family members)
  • I come to visit relatives. / We come to visit relatives.
  • I do not care why you come. Wait here. (the shutters close)
  • *KACHUNK* (the sound a stamp makes; repeated once for each family member; the shutters open after a short pause)
  • Welcome to Obristan. Next!
  • The safety of your is unknown.

Gallery[]

A hooded EZIC messenger.

The card with Corman Drex’s name on it.

The note Drex gives to the inspector.

The decoder used to read the cipher.

The cipher bearing the names of Mikhail Saratov and Stepheni Graire when read with the decoder.

Graire’s name shown with the decoder.

The paper M. Vonel shows the inspector when investigating a suspicious group.

A note about Khaled Istom.

The package of poison an EZIC messenger gives to the inspector.

Using the poison on Istom’s passport.

Decoder used to identify an EZIC agent’s passport.

Using the decoder on Marie Escalli’s passport to reveal EZIC letters.

Mikhail Saratov’s name shown within the decoder.

Gallery[]

A hooded EZIC messenger.

The card with Corman Drex’s name on it.

The note Drex gives to the inspector.

The decoder used to read the cipher.

The cipher bearing the names of Mikhail Saratov and Stepheni Graire when read with the decoder.

Graire’s name shown with the decoder.

The paper M. Vonel shows the inspector when investigating a suspicious group.

A note about Khaled Istom.

The package of poison an EZIC messenger gives to the inspector.

Using the poison on Istom’s passport.

Decoder used to identify an EZIC agent’s passport.

Using the decoder on Marie Escalli’s passport to reveal EZIC letters.

Mikhail Saratov’s name shown within the decoder.

Nationality[]

Jorji’s country of origin is never confirmed. Although he presents valid Obri documents issued in the city of Skal seven times, on day 29, he reveals his connection to a counterfeiter who is specialized in Obri passports. Another point of suspicion is that the birth day and month in his documents (aside from his fake passport) constantly vary; they are always the current in-game date. His passports also have nine digits (GCD7-FMBAR), while all valid passports in the game have ten digits. He does call Obristan a «good place» on day 29 and even recommends it as a new home for the inspector and his family when «things getting little crazy in Arstotzka.«

Геймплей

В день 11, Каленск даёт инспектору 5 кредитов, если инспектор задержал двух или более людей.
Если Вы задержали более 3 людей, то он начнёт рассказывать, что его сосед всех гриппом заразил, и что он потратил все деньги на лекарства. Он обещает выплатить долг.
В день 13, даже несмотря на долг, Каленск выплатит не больше 10 кредитов.

В день 15, Каленск помогает инспектору обезвредить бомбу и решает продать части бомбы для прибыли.
В день 16, Каленск принесёт долю от прибыли. В этот раз, он платит 10-15 кредитов, в зависимости от того, задержали ли вы 4 или более людей или меньше.

После дня 16, его взвод переводят в тюрьму, но он продолжит выплачивать долю каждые 2 дня, привозя деньги вечером домой к инспектору. Существует предел этой доли — 30 кредитов, или 12 задержанных людей.
Ближе к концу игры, Каленск выплатит долю в дни 30 и 31.

Required EZIC tasks[]

If an EZIC task is successfully completed, a red stamp appears in The Truth of Arstotzka the following day.

There are five EZIC tasks that count towards getting (the «good» EZIC ending) where EZIC agents blow up the wall on day 31, EZIC seizes power, and the inspector will be hired as an EZIC agent. To get this ending, the inspector needs to complete at least four of the five tasks listed below:

Introduction: Corman Drex will give a coded message with the names of the first 2 agents.

  1. Allow Mikhail Saratov to enter on day 11.
  2. Allow Stepheni Graire to enter on day 14.
  3. Allow Marie Escalli to enter on day 17.
  4. Poison Khaled Istom on day 20.
  5. Confiscate Kordon Kallo’s passport, let him in, and give his passport to an EZIC agent on day 27.

Note that these are the only tasks that will affect or prevent getting ending 20. Any other interaction, even if it involves people from EZIC, does not count. This includes giving Corman Drex a note back, accepting bribes, or killing the man in red on day 23 (doing the latter will end the game).

The required tasks have been completed if an EZIC messenger is the second entrant on day 31. If they do not show up, this confirms that only three tasks or fewer have been completed and it is impossible to get ending 19.

Completing any of the five EZIC tasks prevents getting .

Required EZIC tasks[]

If an EZIC task is successfully completed, a red stamp appears in The Truth of Arstotzka the following day.

There are five EZIC tasks that count towards getting (the «good» EZIC ending) where EZIC agents blow up the wall on day 31, EZIC seizes power, and the inspector will be hired as an EZIC agent. To get this ending, the inspector needs to complete at least four of the five tasks listed below:

Introduction: Corman Drex will give a coded message with the names of the first 2 agents.

  1. Allow Mikhail Saratov to enter on day 11.
  2. Allow Stepheni Graire to enter on day 14.
  3. Allow Marie Escalli to enter on day 17.
  4. Poison Khaled Istom on day 20.
  5. Confiscate Kordon Kallo’s passport, let him in, and give his passport to an EZIC agent on day 27.

Note that these are the only tasks that will affect or prevent getting ending 20. Any other interaction, even if it involves people from EZIC, does not count. This includes giving Corman Drex a note back, accepting bribes, or killing the man in red on day 23 (doing the latter will end the game).

The required tasks have been completed if an EZIC messenger is the second entrant on day 31. If they do not show up, this confirms that only three tasks or fewer have been completed and it is impossible to get ending 19.

Completing any of the five EZIC tasks prevents getting .

Required EZIC tasks[]

If an EZIC task is successfully completed, a red stamp appears in The Truth of Arstotzka the following day.

There are five EZIC tasks that count towards getting (the «good» EZIC ending) where EZIC agents blow up the wall on day 31, EZIC seizes power, and the inspector will be hired as an EZIC agent. To get this ending, the inspector needs to complete at least four of the five tasks listed below:

Introduction: Corman Drex will give a coded message with the names of the first 2 agents.

  1. Allow Mikhail Saratov to enter on day 11.
  2. Allow Stepheni Graire to enter on day 14.
  3. Allow Marie Escalli to enter on day 17.
  4. Poison Khaled Istom on day 20.
  5. Confiscate Kordon Kallo’s passport, let him in, and give his passport to an EZIC agent on day 27.

Note that these are the only tasks that will affect or prevent getting ending 20. Any other interaction, even if it involves people from EZIC, does not count. This includes giving Corman Drex a note back, accepting bribes, or killing the man in red on day 23 (doing the latter will end the game).

The required tasks have been completed if an EZIC messenger is the second entrant on day 31. If they do not show up, this confirms that only three tasks or fewer have been completed and it is impossible to get ending 19.

Completing any of the five EZIC tasks prevents getting .

Концовка 10 из 20

  • Как: Инспектор стреляет в человека в красном из , когда EZIC устраивает диверсию.
  • Когда: Только на день 23.
  • Связанное:

    • Имеет то же Описание, что и концовка 6, но с запиской от EZIC под дверью камеры.
    • Похожа на концовку 9.

Вы арестованы за нападение на невиновного.
Вы приговорены к каторжным работам.
Членов вашей семьи подвергнут допросу, чтобы выяснить степень их причастности.
Вам на замену прислан новый инспектор. Пропускной пункт продолжит работу под его началом.
Слава Арстотцке.

ИНСПЕКТОР — ОБЪЕКТ ВОССТАНОВИЛСЯ В БОЛЬНИЦЕ. СЕМЬЯ В БЕЗОПАСНОСТИ
НО ОБНАРУЖИЛИСЬ ПРОБЛЕМЫ. НОВЫЙ ИНСПЕКТОР ОТКАЗЫВАЕТСЯ ОТ СОТРУДНИЧЕСТВА
МЫ НИЧЕМ НЕ МОЖЕМ ВАМ ПОМОЧЬ. EZIC СНОВА УХОДИТ В ПОДПОЛЬЕ

ВАША СЕМЬЯ ПЕРЕВЕЗЕНА В ОРБИСТАН — УДАЧИ

Transcripts[]

Day 12

Introduction:

  • Good morning, inspector.
  • You are healthy today yes?
  • I have just few questions for you.
After introduction, if Mikhail Saratov was approved on day 11:

  • There was problem at Metro last night.
  • Maybe you read about it in paper.
  • Is very big news.
  • We think it is not accident.
  • We think it is caused by suspicious group.
  • We think some members pass through this checkpoint.
After introduction, if Mikhail Saratov was denied or detained on day 11:

  • We think suspicious group attempts to stir trouble.
  • We think some members enter this checkpoint.

After saying one of the two options above:

  • So we come talk to you.
  • Have you seen anything like this?
  • Is some kind of symbol for group.
  • If you have any information, you give to us yes?
  • Yes?
  • Yes.
  • Very good.
  • Please return my badge and paper.

After getting the badge and paper back:

  • This group is very dangerous.
  • If you see any curious thing, report immediately.

If either the cipher or the coded document is given to him:

  • What is this?
  • Interesting.
  • Yes, very interesting.
  • I think it is best if you come with me.
  • []

Day 15

This encounter only occurs if the inspector accepted the EZIC gift on day 11 or (1000 or 2000 credits) and did not let Stepheni Graire through on day 14.

  • Hello inspector.
  • There is small discrepancy with your finances.
  • The Ministry of Income was thoughtful enough to notify us.
  • It is best if you come with me.
  • []

Day 29

  • Hello inspector.
  • It has been some time.
  • Read your bulletin carefully today.
  • We will be speaking with many workers.
  • Your audit comes soon.
  • I will personally conduct it.
  • There is nothing to fear.
  • Work hard.

Sniper rifle[]

The sniper rifle in its casing.

On day 23, an EZIC messenger delivers a saying that a danger to the EZIC is in line that day. The inspector then receives a silver key to unlock the sniper rifle. The inspector gets to keep the rifle even if he ignores the man in red. Killing terrorists is no different to using the tranquilizer gun.

The rifle visually resembles an M1C/M1D Garand sniper rifle; however, it holds only 2 rounds in its magazine (as opposed to Garand’s magazine capacity of 8 rounds) and the bullets fired by this rifle seems to be a rather large caliber since they are almost guaranteed to be lethal to those hit by them, regardless of where the bullet strikes the target’s body.

Using the sniper rifle on the man in red on day 23 will result in .

Хорошие концовки

В отличие от печальных концовок, в хороших концовках будет другая музыка (тема победы).

Концовка 18

  • Как: Инспектор бежит в Орбистан со всей своей семьёй. Чтобы выполнить это условие, нужно конфисковать достаточно паспортов (в зависимости от кол-ва членов семьи) у граждан Орбистана. Эту концовку можно получить вне зависимости от того, умер ли один из ваших родственников или нет (т.е. можно сбежать только с одним живым родственником, всё равно получая эту концовку).
  • Достижения: Snowier Pastures (рус. Снежные пастбища).
  • Когда: День 29, 30 или 31.
  • Близкие по значению: Концовка 16.

Вы, сын, жена, дядя и теща (если приютили племянницу — добавляется племянница). бежали в Орбистан
Вы садитесь в ночной поезд, идущий на северные территории. В нем почти пусто
В спешке вы покупаете поддельные паспорта и новые пропуска. Они выглядят ужасно
К утру вы прибываете на границу. Очередь стоит огромная.
Шесть часов спустя.
Ваши документы.

Вот.
Въезжаете один?

Нет, вместе с семьей.
Дайте сюда все документы.

Мы приехали навестить родственников.
Меня не интересует, зачем вы здесь. Ждите. (жалюзи закрываются)
*ШЛЕП* (звук штампа; повторяется столько раз, сколько членов семьи у вас (включая себя), перед последним *ШЛЁП* орбистанский инспектор медлит; жалюзи открываются после короткой паузы)
Добро пожаловать в Орбистан. Следующий!

Орбистан превыше всего

Концовка 19

  • Как: Инспектор должен выполнить как минимум 4 из 5 заданий Ордена Звезды. В этом случае, вестник Ордена придёт на 31 день и скажет инспектору не стрелять. Люди из Ордена взорвут пограничную стену, и Орден наберёт силу. После 31 дня, Орден сделает инспектора их агентом и переселит его семью в достойный дом.
  • Достижения: Member of the Order (рус. Член Ордена).
  • Когда: После дня 31.
  • Близкие по значению: Концовка 15.

Инспектор! Великий день настал!
Мы прорвали границу
Могущество Ezic растет, в то время как слабые и продажные теряют силу.
Мы вынуждены переселить Вас и Вашу семью в жилье гораздо лучшего качества.
Ваши услуги в качестве инспектора нам больше не нужны. Нам нужны агенты.
Вступайте в наши ряды и мы вместе доведем революцию до победного конца!

Слава Новой Арстотцке!

Концовка 20

  • Как: Инспектор не должен выполнить ни одно из 5 заданий Ордена Звезды. На 31 день, Вы должны нейтрализовать обоих нападающих из Ордена и не должны после этого сбежать в Орбистан. На следующий день, аудит инспектора покажет лишь маленькие недочёты, и инспектору разрешат работать дальше. Договор с Колечией оставит границу открытой. Это единственная концовка, которая даст вам код от режима бесконечной игры.
  • Достижения: Glory to Arstotzka (рус. Слава Арстотцке).
  • Когда: После дня 31.
  • Близкие по значению: Концовка 13, 14 и 17.

Здравствуйте, инспектор!

Мы провели проверку вашей деятельности за последние 20 лет.

Нельзя сказать, что всё было гладко.

И всё-таки Арстотцка благодарна вам за верную службу.

Мы готовы закрыть глаза на эти маленькие недочёты.

С вас сняты все подозрения.

Слава Арстотцке!

С Колечией достигнуто новое соглашение.
Пропускной пункт Грештин скоро вернётся к работе.
С 1 января вы продолжите работу в той же должности.

КОД ДЛЯ ОТКРЫТИЯ РЕЖИМА БЕСКОНЕЧНОЙ ИГРЫ: *****

Usage[]

When a scripted attack sequence starts, the shutter in the booth closes, a siren starts blaring and weapon lockers appear from the right side of the screen. The point when the weapons become available is scripted but is usually some time after the terrorist themselves appear. For example, on day 16, the tranquilizer gun can be accessed as soon as the intruder is on top of the wall, whereas during the attack on day 31, the lockers remain hidden until the attackers have neutralized all guards.

The weapons are activated in the following order:

  1. Drawer unlock: move the key to the area on the right, and release the mouse when it appears to slot into the lock. If this is done correctly, a lock-tumbling noise will occur and the lock itself will turn.
  2. Opening the drawer: click the tumbler (just like the stamp bar) to open (or close) the drawer.
  3. Selection: Activate the weapon by clicking it. A faint loading sound may occur, and a reticle will appear. If in use, a shadow replaces the object in the drawer.
  4. Firing: aim and shoot by pointing/clicking at the targets.

The inspector does not need to react instantly, but they must react appropriately after hearing the siren to deal with the attack. The first instance is not a quick-fire twitch exercise as the terrorist moves slowly. There is plenty of time to get out the gun as the terrorist moves towards the guards. However, in later sequences, there are multiple terrorists, and they move quickly on motorbikes. Stay calm, and then aim the limited ammunition — try not to shoot more than 1 round at each enemy if possible.

After the attack, a 10 credit «trigger bonus» will be awarded if a shot is fired but misses (if the attacker is neutralized before any shots are fired, the gun may still be fired before the day ends, obtaining the bonus). If the inspector hits any or all targets, he will receive a «sharpshooter bonus» of 20 credits instead. Missing or not reacting can sometimes lead to the death of some or all of the guards, even Sergiu.

Note that you can still move the key before the siren goes off, but hold the cursor some distance away from the locker areas to avoid having problems placing the key.

Days 8 — 10

An EZIC messenger appears, gives the inspector a card, and leaves. The back of the card reads «Corman Drex.» Watch out for Corman’s name on a passport; the character is randomly generated each playthrough. Give them the card.

In return, Corman will give the inspector a note containing some information about EZIC, which must be read and quickly returned. Upon returning Corman’s note, the inspector will receive a cipher.

If the inspector doesn’t pass along the EZIC messenger’s card to Corman Drex on Day 8, Corman will return on Day 9 and refuse to leave the window until the card has been handed over.

On the day after the inspector turns over the card to Corman, the EZIC messenger appears to give the inspector a decoder to use with Corman’s cipher. Lining these items up in the proper positions will reveal two names: Mikhail Saratov and Stepheni Graire.

Table of ending results[]

? Wall destroyed? Fired on agents? Escape to Obristan possible? Result
0–3 N/A No / Shot the upper agent only No Instant death: Booth blown up.
0–3 Yes Yes Yes : The inspector is arrested for failing to defend the border.
1–3 No Yes Yes : If he does not escape, the inspector will be executed after the information audit.
No Yes Yes : If he does not escape, the inspector passes the information audit. An agreement with Kolechia is made and the checkpoint will remain open. The endless mode code is given.
4–5 No Yes Yes : If he does not escape, the inspector will not pass the audit and will be executed. EZIC refuses to help his family.
4–5 Yes Yes No : EZIC wins, but the inspector betrayed them.
4–5 Yes No No : EZIC wins and the inspector joins them. Glory to New Arstotzka!
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