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TIPS (17)
Papers, Please

TIPS (17)

Struggling with Day 18 in Papers, Please? Learn how to handle denials, interrogations, and unexpected visitors to keep your immigration booth running smoothly.

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Struggling with Day 18 in Papers, Please? Learn how to handle denials, interrogations, and unexpected visitors to keep your immigration booth running smoothly.

Alright, so Day 18 is where things really start to ramp up in Papers, Please. It's not just about spotting mistakes anymore; you've gotta have a solid reason if you're turning someone away. Let's break down what you need to know to get through this day without racking up too many citations.

The Big Change: Reason for Denial

From now on, you can't just hit the 'Deny' stamp without a good reason. If you do, you'll get a citation. That means you'll actually have to interrogate people if there's a discrepancy. If they can explain it away, even if they correct themselves (like saying they're staying for 2 days and then changing it to match the entry permit), that's not enough to justify a denial. You need a real issue to stamp a 'Reason for Denial' alongside your 'Deny' stamp.

Important Note on Press IDs: Just having a passport and a press ID isn't enough to let someone in anymore. You can reject them right away if they only have those two documents.

Day 18 Specifics:

  • The day ends after 8 entrants, no matter what time it is.
  • A terrorist attack happens at the end of the day.
  • Be ready for someone to jump the fence! You'll need your Tranquilizer Gun to take them down and snag a Sharpshooter Bonus of 20 Credits.

Post-Work Perks (and Costs):

After your shift, Calensk will show up. He'll give you 5 credits for every 2 detainees you had, up to a maximum of 30 credits. You'll also get an option to spend 25 Credits on a gift for your son, whose birthday is the next day. Just a heads-up, this gift doesn't unlock any special endings or Steam achievements, so it's purely for the role-playing aspect.

Walkthrough Tips for Day 18:

  • Interrogation is Key: Don't be afraid to use the 'Interrogate' option. It's your main tool for finding valid reasons to deny entry.
  • Watch for Corrections: If someone corrects themselves during an interrogation, that's usually not a valid reason for denial. You'll need to find something else.
  • Fence Jumper Alert: Keep your Tranquilizer Gun handy. That bonus 20 Credits can really help your bottom line.
  • Gift Decision: Decide if that 25 Credit gift is worth it for your son's birthday. It's a nice touch, but not essential for game progression.

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