All Endings Guide, Updated 2024
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All Endings Guide, Updated 2024
Aktualisiert 1 year ago von HowToCantaloupe

Introduction

This is a guide for getting all 20 endings in a single run as quickly as possible. It goes into quite a lot of detail, so if you're looking for something shorter to get you started, or you want something for quick reference after reading the guide, check out this sheet:

https://docs.google.com/spreadsheets/d/1kObjuPledXAyG2lOtMDp2MgmnhJFIQGKX0D7CAbder8

In the resources tab for this game, you can find splits for this route as well as a .sgl file that can be used with the Livesplit component Speed Guides Live with all the notes I use during my runs.

This is intended to be useful to people who are new to speedrunning the game as well as people who have already done runs. If anything in this guide is unclear, let me know and I'll do my best to clarify and possibly update the guide. I rarely check messages on speedrun.com so the best way is to reach me is by joining the speedrunning discord for this game and contacting me through there.

Overview

Before starting the run, you'll optimally need to delete all your saves. The game only allows up to 5 timelines, and this route will be making use of all 5. If you really want to keep a save, you can, but you'll have to lose a second or two deleting a file part way through the run.

The route is shaped the most by Ending 19 and Ending 20. Ending 19 requires that at least four of the five possible EZIC tasks have been completed, and Ending 20 requires that zero of them have been completed. So, the route skips the first EZIC task (day 11), to reduce the amount of backtracking that needs to be done to change from the Ending 19 route to the Ending 20 route. Because of the EZIC bribe on day 12 to get Ending 4, it does have to backtrack to day 12.

Another major concern in routing is RNG. There are 13 days where a random suicide bomber can end the day early, (9, 11, 13 twice, 14 three times, 15 twice, 22 twice, and 24 twice), so putting those days as early as possible in the route is a priority.

Random Bombers

On certain days, any entrant from Entrant 10 onwards can be a random bomber that ends the day early. Each entrant will have a 10% chance to be a random bomber, and bombers will always either have a weight discrepancy or be a diplomat with valid papers (diplomats do not have a listed weight).

Dealing with random bomber days can be tricky. On one hand, it is fastest to approve or deny every entrant instantly to get through as many entrants as possible and get to a bomber sooner, but this comes with a lot of risk. It's not out of the question to go into the first random bomber days with 500+ credits in savings, but that can get depleted quickly from just a few unlucky days. Additionally, after accepting the EZIC bribe, you will have to survive two random bomber days in a row with 0 credits in savings.

I recommend a strategy of managing the risk by first blindly denying (or accepting on days with reason for denial) until you hit a certain citation amount, maybe 25 credits, then changing to checking the documents for errors. On the days after accepting the bribe, you have to be even more careful, and even 4 citations can make it impossible to let a bomber through without a game over if they show up soon enough.

Note that randomly generated entrants have a 2/3 chance to have a discrepancy, so before day 18 when reason for denial becomes required, blindly denying will give you fewer citations on average than blindly accepting.

Dialogue Optimization

Returning the last document to the entrant immediately after they are done talking saves time if there is additional dialogue after their papers are returned, so some entrants will show a number in brackets representing how many lines they have before they are done talking.

Those that don't show a number in brackets either have no lines or an inconsistent number of lines. For these entrants, you should wait until their last dialogue anyway if approving, or hand the papers back early if denying, because there is no extra dialogue (most of the time) when denying.

Endings

  1. Run out of money
  2. Let all family members die
  3. Hand an EZIC document to M. Vonel on day 12
  4. Accept a large EZIC gift on day 11 or 12 and get arrested on day 15
  5. Kill an innocent bystander
  6. Tranquilize an innocent bystander
  7. Kill a guard
  8. Tranquilize a guard
  9. Kill the man in red on day 23
  10. Tranquilize the man in red on day 23
  11. Get arrested by Dimitri on day 30 for unauthorized wall hangings
  12. Get arrested by Dimitri on day 26 for detaining Shae Piersovska
  13. Allow the wall to be destroyed on day 31 after completing 0-3 EZIC tasks
  14. Prevent the wall from being destroyed on day 31 after completing 4-5 EZIC tasks
  15. Allow the wall to be destroyed on day 31 but shoot an intruder after completing 4-5 EZIC tasks
  16. Escape to Obristan alone
  17. Prevent the wall from being destroyed on day 31 after completing 1-3 EZIC tasks
  18. Escape to Obristan with your entire surviving family
  19. Allow the wall to be destroyed on day 31 after completing 4-5 EZIC tasks
  20. Prevent the wall from being destroyed on day 31 after completing 0 EZIC tasks

Route Outline

  • Ending 1 on day 2
  • Ending 3 on day 12
  • Ending 4 on day 15
  • Reload day 12 to not accept the bribe
  • Don't complete any EZIC tasks
  • Get Endings 9 and 10 on day 23
  • Get Ending 12 on day 25
  • Reload day 14 to start completing EZIC tasks
  • After passing day 24 here, there are no more random bomber days
  • Get Endings 5, 6, 7, 8, and 2 on day 28
  • Get Ending 11 on day 30
  • Get Endings 14, 15, 16, and 19 on day 31
  • Reload day 27 and don't complete that EZIC task
  • Get Endings 13, 17, and 18 on day 31
  • Reload the original day 25 save (not day 26, that's when Dimitri arrests you)
  • Don't complete the last EZIC task
  • Get Ending 20

Route Details

On days with a scripted or random event that can end the day early, I'll list out my recommendations for what to do for each entrant using these symbols:

  • ✔️ Approve
  • ❌ Deny
  • 🟡 Unknown/check papers
  • ⚫ No decision to make

Day 1

Entrants are valid if Arstotzkan, and invalid otherwise, no need to check the passports for discrepancies. It's important today not to process more than 18 entrants, because you'll want to run out of money on day 2. If you process fewer than 18, that's fine, you just can't go over.

At the end of the day, and at the end of every day unless stated otherwise, don't bother letting the options print out, and just click sleep immediately.

Day 2 - Ending 1

A terrorist attack happens while processing Entrant 7, so quickly getting through entrants matters. In order to run out of money and get Ending 1, you need to get a citation on all 7 entrants. Fortunately, 4 of them are scripted, and you should deny Entrants 1, 4, and 6, and accept Entrant 2. Entrants 3, 5, and 7 need their documents checked, and to be let in if they have an error, or turned away if they are valid. The only possible errors on this day are an invalid photo, an invalid issuing city, or an expired passport.

1❌ 2✔️ 3🟡 4[2]❌ 5🟡 6[3]❌ 7🟡

Alternatively, you can do day 2 normally the first time and skip getting ending 1 for now. This way, if you game over later, you will never have to come back for ending 1 and you'll have reduced the time lost by a few minutes.

Day 2

Now, the day should be completed normally, but speed still matters because a terrorist attack is still coming. I recommend denying every entrant marked as unknown for speed. Entrant 6 is denied despite having valid papers because she has slightly less dialogue when denied.

1✔️ 2❌ 3🟡 4[2]✔️ 5🟡 6[3]❌ 7🟡

Day 3

This day can be completed as normal.

Day 4

You should allow Jorji (Entrant 8), despite his poorly drawn passport, to prevent him from returning on days 6 and 11, when speed matters.

Day 5

Here, we start starving the family to kill everyone but the wife to save money. This is not entirely necessary and will lose 25 seconds or so, but saves about 350 credits in total by the time you reach the last random bomber day. If you want to play riskier to save time, and forgo getting booth upgrades, go ahead and sleep immediately on days 5-8 like normal. If you want to starve the family (which is what I recommend), at the end of the day, uncheck food and heat, and purchase the booth upgrade.

Day 6

Entrant 9 on this day is a bomber who will end the day early, so speed matters here. I recommend denying every entrant marked as unknown for speed.

Entrant 2 is denied despite having valid papers because she has slightly less dialogue when denied.

1[4]✔️ 2[5]❌ 3🟡 4🟡 5🟡 6🟡 7[2]✔️ 8🟡 9✔️

At the end of the day, uncheck food, heat, and medicine for your son.

Day 7

At the end of the day, uncheck food, heat, and medicine for everyone except your wife.

Day 8

You will receive a note with the name Corman Drex, who will show up as Entrant 9. It is better to give him the note today, because otherwise he will show up again and waste time on day 9, when speed matters.

At the end of the day, uncheck food, heat, and medicine for everyone except your wife, and purchase the booth upgrade.

Day 9

Entrants 1, 4, and 7 are scripted people without choices to make. Calensk asks you to start detaining people, but he always has more dialogue after you've detained people, and he only shows up on days when speed matters, so it is fastest to never detain anyone until he stops showing up. Which envelope you hand to Entrant 7 doesn't matter, but there is a brief window before they start talking when you can hand an envelope to them, and that saves a small amount of time.

This is the first random bomber day. Starting from Entrant 10, make sure to allow any diplomats (with valid papers) and anyone with a weight discrepancy. (Only Arstotzkans can have a weight discrepancy)

1⚫ 2🟡 3🟡 4⚫ 5🟡 6🟡 7⚫ 8🟡 9🟡

Everyone in the family except for your wife should be dead at this point, so go ahead and go to sleep right away again, letting the bills get paid.

Day 10

This day can be completed as normal, but Entrant 4 should optimally be allowed despite missing a document, because denying that entrant will require you to detain them and give Calensk more dialogue on day 11.

Day 11

Today has the first EZIC agent as Entrant 6, and it is important to deny them. Otherwise, you will need to redo day 11. It is also the second random bomber day. Starting at Entrant 10, allow all those weight discrepancies and diplomats. (Still only Arstotzkans can have a weight discrepancy)

1❌ 2🟡 3🟡 4⚫ 5🟡 6❌ 7🟡 8🟡 9⚫

At the end of the day, it is important to wait and burn the EZIC gift. Not burning it will also require you to redo day 11. While you're on the night screen anyway, go ahead and get the next booth upgrade.

Day 12 - Ending 3

Give one of the coded EZIC documents to M. Vonel. when he asks for his badge and paper back, then hop back into day 12 to go again.

Day 12

This day has a scripted bomber on Entrant 9 similar to day 6, so you'll want to process as fast as you can.

Entrant 4 is someone looking to hire engineers, and he gives you 4 business cards to hand out to engineers you come across. Unfortunately for him, these engineers have extra dialogue when given a card, and they only show up on days with bombers, so it's best to keep all the cards to yourself. When processing Entrant 4's papers, you'll optimally want to hand back the first document as soon as possible (either the ID card or passport, doesn't matter), and then wait for two lines before handing back the other.

Entrant 6 will comment on the plaque if it's hanging on the wall, so take it down if you have it there.

Entrant 8 is an engineer and is usually valid, but gives a wrong duration 20% of the time. You can wait for them to state the duration and then deny if it's wrong, or you can just save a bit of time and accept them no matter what. Either way, optimally you should wait until just after their 4th line before handing back the last document.

1⚫ 2🟡 3🟡 4[0->2]✔️ 5🟡 6🟡 7🟡 8[4]✔️ 9✔️

Here, you should accept the EZIC bribe and go to sleep without burning it. You don't need to wait on the night screen to do this, just sleep immediately.

However, you may want to wait on the night screen to purchase the apartment upgrade (first offered tonight) despite the 10 seconds or so it takes waiting for the option to appear. The next two days are random bomber days, and after accepting the EZIC bribe, all your savings are taken away. Purchasing the apartment upgrade allows you to then downgrade to get 75 credits back if necessary. This can make a big difference in surviving through those two days, and I recommend going for it unless you're looking to play risky to save a little extra time.

Day 13

On this day, you have no savings, and there's a random bomber, so if you didn't purchase the apartment upgrade, you must earn at least 25 credits after penalties to survive and not get ending 1. The list below shows how many entrants you must process total in order to reach this amount for each citation amount. For example, if letting through the bomber gives you your fifth citation (10 credits), you must have processed a total of 14 entrants to survive. Note that you can process one more entrant after letting a bomber through, but it may be difficult to safely process them quickly enough.

  • 4th citation (5 credits): 11 entrants
  • 5th citation (10 credits): 14 entrants
  • 6th citation (15 credits): 18 entrants
  • 7th citation (20 credits): 23 entrants
  • 8th citation (25 credits): 29 entrants

If you purchased the apartment upgrade, you will have the ability to earn back 75 credits, but rent will be 30 credits instead of 25. With this many extra credits, you can safely get up to 10 citations (35 credits) before risking a game over even at the minimum number of entrants. Be aware that if you need the 75 credits, you will have to wait on the night screen and select the option to downgrade. It will not be automatically selected even if you're going into debt.

Entrant 6 is Filipe Hasse, and he is missing an ID card. You can allow him through for 2 fewer lines of dialogue, but it's probably better to deny him to reduce citations.

Entrant 7 is an engineer. Like all the other engineers, they are usually valid, but give a wrong duration 20% of the time.

1[4]🟡 2🟡 3⚫ 4🟡 5🟡 6[6]❌ 7[4]✔️ 8🟡 9[+4]🟡

Day 14

This day is similar to day 13, but whatever you earned on day 13 carries over so you might have slightly more leniency with citations. On top of that, there are more guaranteed approves/denies today, which helps reduce citations.

Entrant 4 is an engineer. Like all the other engineers, they are usually valid, but give a wrong duration 20% of the time.

Entrant 9 is an EZIC agent. It is important to deny her so you can get Ending 4.

1❌ 2🟡 3⚫ 4[4]✔️ 5🟡 6❌ 7❌ 8🟡 9❌

Day 15 - Ending 4

You get arrested at the start of the day and get Ending 4. Reload your day 12 save.

Day 12

Do day 12 the same as before, but make sure to burn the EZIC gift on the night screen. Remember to process quickly because the day has a scripted bomber.

1⚫ 2🟡 3🟡 4[0->2]✔️ 5🟡 6🟡 7🟡 8[4]✔️ 9✔️

Day 13

This is the same as day 13 before, but you now have much more leniency on citations because you have your savings again.

1[4]🟡 2🟡 3⚫ 4🟡 5🟡 6[6]🟡 7[4]✔️ 8🟡 9[+4]🟡

Day 14

This is the same as day 14 before, with the exception of Entrant 3.

Entrant 3 is now a randomly generated entrant instead of an EZIC messenger warning about your impending arrest, and it is important to still deny Entrant 9.

1❌ 2🟡 3🟡 4[4]✔️ 5🟡 6❌ 7❌ 8🟡 9❌

Day 15

This is another random bomber day.

Entrant 5 is the final engineer. Like all the other engineers, they are usually valid, but give a wrong duration 20% of the time.

Entrant 7 is the EZIC messenger and will want the coded documents returned. You should prepare by putting them in a place they're easy to grab or you may lose time retrieving them if you aren't ready.

1🟡 2⚫ 3⚫ 4🟡 5[4]✔️ 6🟡 7⚫ 8🟡 9🟡

Day 16

This day has a scripted terrorist attack during Entrant 8.

Entrant 4 will give extra dialogue when denied, but give a 10 credit bribe when allowed, so it is better to allow them despite them missing documents.

1⚫ 2🟡 3🟡 4[6]✔️ 5🟡 6[5]✔️ 7🟡 8🟡

Day 17

This day is finally a normal day again with no way to end it early. Entrant 9 is another EZIC agent, so make sure to deny her.

Day 18

Reason for denial is introduced today, but there is a scripted attack during Entrant 8, so don't worry about that for now.

Entrants 1, 2, 4, 5, and 7 will all have invalid papers until you deny one of them with a reason stamp. Doing this will lead to extra dialogue in addition to the time it takes to interrogate to get the reason stamp. I recommend denying all these entrants (without a reason stamp) rather than approving so you don't have to worry about timing when you hand their papers back as they finish talking.

Entrant 3 will comment on the sports banner if it's hanging on the wall, so take it down if you have it there.

Entrant 6 has valid papers unless they are missing an entry permit, but has slightly less dialogue when denied. They will give 5 extra lines of dialogue (after their initial 2 or 4, so either 7 or 9 total).

1❌ 2❌ 3🟡 4❌ 5❌ 6[+5]❌ 7❌ 8🟡

During the attack, wait until after the intruder throws the grenade to shoot them. Getting Sergiu killed prevents him from showing up and losing time on later days.

Day 19

Now a normal day with reason for denial stamps, and a no Imporian rule. Complete it like normal, and make sure to deny Jorji (Entrant 8) so he has less dialogue on day 22.

Day 20

Dimitri will show up at the start of the day. Hang up the plaque so he doesn't complain and waste time.

This is technically a random bomber day, but there's no need to worry about it because Entrant 3 hands you some poison you can use to end the day early. Poison and deny Entrant 4. If you allow them instead after poisoning, it leads to a significantly longer cutscene.

Day 21

This day has a scripted terrorist attack during Entrant 8.

Entrant 4 wants a red stamp, and has less dialogue when given it.

Entrant 6 wants to let you hold onto a watch as collateral to let him through while he gets valid papers. It is actually slightly faster to let him through here, but that will cause him to return on day 23 and waste more time, so it's better to deny him (and give his watch back).

1🟡 2✔️ 3🟡 4[7]❌ 5🟡 6[10]❌ 7🟡 8🟡

Day 22

Random bomber day.

Entrant 4 wants the banner back. Give it back only after returning all his documents for less dialogue.

Entrant 7 is Jorji. He has only one line after being approved as long as he was denied on day 19.

1🟡 2🟡 3🟡 4[9]✔️ 5🟡 6🟡 7[2]✔️ 8🟡 9🟡

Day 23 - Endings 9, 10

This day has a scripted terrorist attack during Entrant 8.

Entrant 2 is the EZIC messenger who hands you a silver key to kill the man in red. You'll need to play through this day three times, tranquilizing and killing the man in red for the two endings, then ignoring him to continue on.

The only scripted entrants that could appear today will only appear if you have the watch, so they will not show up.

1🟡 2⚫ 3🟡 4🟡 5🟡 6🟡 7🟡 8🟡

Day 24

The last random bomber day (until you reload an earlier day and play through these again).

Entrants 1 and 6 are from the Altan district. Confiscating Entrant 1's passport leads to a lot of dialogue and being forced to detain them, so don't do that. Entrant 6 just has normal confiscation dialogue, so that's not too bad to go for if you're hurting for money and you need to avoid citations.

Jorji is Entrant 8 and can be interrogated and denied for 4 extra lines of dialogue and no citation. If you're not interrogating for the reason for denial stamp, it's the same speed to allow or deny him.

1❌ 2🟡 3🟡 4⚫ 5🟡 6🟡 7🟡 8[4]🟡 9🟡

Day 25 - Ending 12

Dimitri wanted you to allow entry to Shae Piersovska (Entrant 9), so go ahead and detain her instead.

You won't get to keep any money you make this day and you can't end the day early, so how you play the day doesn't matter as long as you get to Entrant 9 before time runs out. This is a great time to get up and stretch, and take a few minute's break, because after this, we're diving right back into random bomber days.

Day 26 - Ending 12

Dimitri arrests you.

Reload your day 14 save (from the current path, not the one where you accepted the EZIC bribe)

Days 14-25

Play through these days again, but with a few changes listed below.

Approve Entrant 9 on day 14

1❌ 2🟡 3🟡 4[4]✔️ 5🟡 6❌ 7❌ 8🟡 9✔️

Approve Entrant 9 on day 17

Hang up the banner for Dimitri to see at the start of day 20 to set up Ending 11

Poison and deny Entrant 9 instead of Entrant 4 on day 20

Entrant 6 has fewer lines of dialogue when approved.

1⚫ 2🟡 3⚫ 4🟡 5🟡 6[5]✔️ 7🟡 8🟡 9❌

Approve Shae Piersovska on day 25

Dimitri will have fewer lines of dialogue on day 30 if she is approved instead of denied.

At the end of day 25, stop paying for food and heat to set up for Ending 2 on day 28. Also, get the final booth upgrade. Even if you don't like the upgrade, it removes a line of text scroll at the end of the day for the next few days and saves time.

Day 26

This day has a scripted terrorist attack during Entrant 8.

Entrant 3 is Elisa. Denying without a reason is fastest and will not give a citation even without a reason stamp.

Entrant 5 has 2 extra lines of dialogue before handing their papers back (after their initial 2 or 4, so either 4 or 6 total). Their papers have a 75% chance to be valid.

1[4]✔️ 2🟡 3❌ 4❌ 5[+2]✔️ 6🟡 7❌ 8🟡

Continue to not pay for food and heat.

Day 27

This is a normal day with no attack.

It is important to complete the EZIC task today and confiscate Entrant 7's passport, then give it to Entrant 9.

Continue to not pay for food, heat, or medicine.

Day 28 - Endings 5, 6, 7, 8, 2

This day has a scripted terrorist attack during Entrant 7, and is the shortest day after day 2, so it's best to use today to get these endings.

You will need to play through this day six times. For the first four times, tranquilize a civilian, kill a civilian, tranquilize a guard, and kill a guard. You can also shoot the intruder to end the day faster, but they die very quickly anyway and can be difficult to hit.

You will also need to complete the day without shooting anyone (except the intruder) twice. The first time, don't pay for food, heat, or medicine again to get Ending 2, and the second time, just go to sleep to complete the day and move on.

Entrants 1 and 5 are Arstotzkan and will always give a citation if not confiscated, so just deny for speed.

Entrant 3 will have extra dialogue when denied.

1❌ 2🟡 3[4]✔️ 4🟡 5[3]❌ 6🟡 7🟡

Day 29

This is a normal day and there's no need to do anything.

Don't confiscate any Obristan passports except for the one Jorji automatically gives you. It will be a little faster on the menu to escape alone for Ending 16 if you only have a single Obristan passport, and you'll have the opportunity to get one your second time through these days.

Day 30 - Ending 11

Hang up the family photo for the inspector to see and get Ending 11, assuming you were caught with the banner hanging on day 20.

Then replay the day with both plaques hanging instead so he doesn't complain and complete the day as normal.

Day 31 - Endings 14, 15, 16, 19

This is the final day and has a scripted terrorist attack during Entrant 8. You'll need to do different things each time to get different endings.

  • Ending 14 - Shoot both intruders immediately
  • Ending 15 - Shoot the bottom intruder, but wait until after the wall is destroyed to shoot the top intruder
  • Ending 16 - Shoot both intruders immediately and escape to Obristan
  • Ending 19 - Don't shoot the intruders

1🟡 2⚫ 3🟡 4🟡 5⚫ 6🟡 7🟡 8🟡

After getting all these endings, reload day 27

Days 27-30

This time, don't confiscate Entrant 7's passport on day 27 to not complete the EZIC task.

On day 29 or 30, confiscate an Obristan passport. There are plenty of scripted Obristan entrants, so it shouldn't be hard to find one.

Day 31 - Endings 13, 17, 18

  • Ending 13 - Shoot the bottom intruder (they will try kill you this time), but wait until after the wall is destroyed to shoot the top intruder
  • Ending 17 - Shoot both intruders immediately
  • Ending 18 - Shoot both intruders immediately and escape to Obristan with your wife

Entrant 2 is no longer the EZIC messenger because we haven't completed enough EZIC tasks here.

1🟡 2🟡 3🟡 4🟡 5⚫ 6🟡 7🟡 8🟡

After getting these endings, only Ending 20 is left. Reload the original day 25 save where we haven't done any EZIC tasks. Don't load the day 26 save because that's when you get arrested for detaining Shae Piersovska.

Days 25-31 - Ending 20

Go through these days the same as before, not doing the EZIC task on day 27. Shoot the intruders immediately on day 31, and assuming you did everything correctly, you should now get the final ending and finish the run!

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