Navigate Day 9 of Papers, Please with these essential tips! Learn how to handle Calensk, the Ministry of Information intrigue, Corman Drex, and smugglers to maximize your earnings and survive.
Alright, let's get you through Day 9 in Papers, Please. This day throws a few unique characters and events at you, so pay attention and we'll make sure you get through it smoothly and maybe even make a little extra cash.
Don't bother with Corman's note: Just like before, if Corman Drex shows up and gives you a note, don't waste your time reading it. Give it back to him or her, or just ignore it. You can always look up the info elsewhere if you really need it. It's all about saving precious in-game time for processing actual entrants.
Booth Upgrade is Key: At the end of the day, if you've got the cash, buy that booth upgrade again. It's a solid investment that speeds up how quickly you can process people, which is crucial for earning more and staying ahead.
Day Nine Specifics: Calensk and Detainments
When you call for your first entrant on Day 9, you'll actually be visited by a border guard named Calensk. He's got a proposition for you: 5 credits every two days for every two people you detain. Now, here's the catch – the amount he pays starts low, at 5 credits, and slowly increases over time up to 30 credits. Since his payments are capped at 5 credits initially, don't go overboard detaining people. Just detain two for him until he shows up again. The clock stops while you're talking to Calensk, but it starts ticking the moment he leaves, so be ready to hit that loudspeaker immediately to call the next person.
The Intrigue Game: You'll also run into a little side-story involving an agent from the Ministry of Information and an impostor. Honestly, it doesn't affect the main story at all, so don't stress about it. Just focus on the fact that you get 10 credits for playing along, which is a nice little bonus.
Corman Drex Returns: If you ignored Corman Drex yesterday, he'll be back as the ninth entrant today. He won't leave until you give him the first EZIC note, and then the second one you get from him. Just like before, you can approve him and let him pass without any issues.
Smugglers and Terrorist Attacks: After Corman or the random ninth entrant, you'll likely encounter a smuggler. These guys can be tricky to spot – they usually look like Arstotzkans, but you can often detect them by comparing the weight on their ID card to their actual weight. If you catch a smuggler, they'll trigger a terrorist attack, which cuts the day short. If you let one slip by, the day will end naturally when time runs out. Be aware that if you catch a smuggler, another one will appear, and this will continue until the day ends or you miss one. Since catching a smuggler or letting one slip by is inevitable, this is a good opportunity to make one of your two required detentions for Calensk today, as another smuggler will be required tomorrow.
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