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Bills

In story mode, bills need to be paid at the end of each day in order to keep the inspector's family healthy. The cost of living may increase as the days go by, and failure to satisfy the family's needs may result in death, and consequently a game over.

Savings, salary, bribes, and other income can go toward paying bills. The inspector's salary is 5 credits per entrant processed without a citation, whether they were approved, denied, detained, or even just walked into and out of the inspector's booth for a conversation, as happens with some scripted entrants.

RentEdit

Rent is a non-optional part of the daily bills. Depending on the apartment class the family lives in, the cost of rent may vary, but it starts at 20 credits a day, in the Class-8 apartment that the inspector is assigned when he received his job.

If the inspector cannot pay rent with his salary and savings combined, the game will end with ending 1.

FoodEdit

Food costs 5 credits per living family member per day (excluding the inspector himself). Unlike rent, there is an option to uncheck the credits spent on food, and save credits for the day, but if the inspector does not or cannot pay for food, his family members will go hungry the next day.

Hungry
Consequences, however, will occur. His son, being the youngest and most frail, will get sick and will require medication if left unfed for one day. The "hungry" status can be remedied simply by paying for food the next day; therefore, it is possible to pay for food only every other day to save money without consequences.

The hungry sign will show next to the family member in the end of day screen if they are hungry. If they are hungry and sick, both hungry and cold will show.

HeatEdit

Cold
Heat costs 10 credits per day in the class-8 apartment. Similar to food, it is an optional expenditure, but the inspector's family members will get cold if heat is not paid for. It is possible to alternate between heating and food to save money and still keep everyone alive throughout the game (see below for details).

The cold sign will show next to the family member if they are cold.

OtherEdit

MedicationEdit

Sick

Prolonged exposure to poor living conditions will cause family members to get sick. The son is most susceptible to illness, and if untreated, family members could die. Medication will cost the inspector 5 credits per sick family member.

Very sick
If a sick person is not given medicine, the following day they get the label very sick. At this point, they must be given medicine, although it may not help if the conditions they are in continue to be those that induced sickness. If they are not given medicine when very sick, they will die.

Death Edit

Dead
Very sick turns into dead with lack of medication. If the entire family dies, the game ends with ending 2. However, it is possible to allow all but one family member to die at no penalty in order to reduce expenses, as shown below.

AdoptionEdit

Niece

The niece's health, listed among the other family members in the end of day screen.

On day 21, the inspector's sister will be arrested for an unknown reason. Her daughter, the inspector's niece, will be left without a guardian and home, and the option to adopt her for 40 credits will be listed among the rest of the bills. Adopting her will make her a permanent member of the family increasing the cost of food by 5 credits. She will also grow cold, hungry or sick depending on the living conditions. However, the day after adopting her, she will bring her mother's savings, which will give the inspector an additional 100 credits to spend. 

DetailsEdit

The family members have different limits on abuse.

  • The son gets sick if he spends 1 day without food (i.e. his hunger limit is 1 unit). For the uncle, it is 3 days, and for the three women, it is 2 days.
  • The mother-in-law becomes sick if she spends 4 days cold (i.e. her cold limit is 4 units); for anyone else, it is 3 days.
  • The uncle dies if he spends 3 days sick without medicine (i.e. his sickness limit is 3 units); for the wife it is 5 days and for everyone else 4 days.

RulesEdit

  • Any time you buy food, the hunger status for all family members decreases by 1. If you skip food, their hunger status increases by 1 instead, and may hit the limit.
  • Any time you buy heat, the cold status for all family members decreases by 1. If you skip heat, their cold status increases by 1 instead, and may hit the limit.
  • "OK" means that the corresponding status is at zero. It will never decrease below zero or increase beyond the limit.
  • Any time you feed someone medicine, their sickness state decreases by one unit. Sickness never decreases automatically.
  • Any day that someone's hunger status is at limit, their sickness state increases by one unit.
  • Any day that someone's cold status is at limit, their sickness state increases by one unit.
  • Any day that someone's sickness status is at limit, they die. A dead person cannot be resurrected, and they do not consume food, medicine or gifts.
  • Corollary: Their sickness status can increase by two units in a single day; once for hunger and once for cold.
  • Corollary: If a sick person gets food and heat, they will not get more sick that day. If they do not get medicine, they will not get less sick either.
  • When anyone is "very sick", they are 1 day off from dying. This special label is for information only; medicine has the same effect regardless of whether the person is sick or very sick; i.e. it decreases the sickness by one unit. Note that it is possible for a person to spend several days consecutively "very sick" if they are fed and warm but not medicated, or if they are medicated, but the one reason causing the sickness persists. Medicine will not prevent death, if there is more than one cause of sickness and neither cause is addressed.

Saving moneyEdit

Because paying for food and heat one day can completely remedy the problems caused by not paying them some earlier day, it is actually possible to save money by only paying for food every other day, and similarly for heat. Even though the son gets sick after spending just one day hungry, it is more profitable to pay nothing for one day and then pay for food, heat, and son's medicine on the next day.

Heating cost Number of family members alive Average expenses per day (excluding rent) when everyone is kept OK every day Average expenses per day when alternating and son is kept alive Average expenses per day when alternating and son is not alive
10 5 35 20 (saves 15 per day) n/a
10 4 30 17.5 (saves 12.5 per day) 15
10 3 25 15 (saves 10 per day) 12.5
10 2 20 12.5 (saves 7.5 per day) 10
10 1 15 10 (saves 5 per day) 7.5
5 5 30 17.5 (saves 12.5 per day) n/a
5 4 25 15 (saves 10 per day) 12.5
5 3 20 12.5 (saves 7.5 per day) 10
5 2 15 10 (saves 5 per day) 7.5
5 1 10 7.5 (saves 2.5 per day) 5
0 5 25 15 (saves 12.5 per day) n/a
0 4 20 12.5 (saves 10 per day) 10
0 3 15 10 (saves 7.5 per day) 7.5
0 2 10 7.5 (saves 5 per day) 5
0 1 5 5 (no savings) 2.5

When alternating, it does not matter whether you follow a pattern of paying nothing one day and paying everything the next day, or paying only food one day and only heat the next day. What matters is that for however long you keep without paying for the item, you then pay for the item the equal number of days later. Keeping the alternation interval short (1 day) ensures that minimal number of family members get sick.

Selectively killing family membersEdit

Fastest and cheapest way to kill a specific family member, leaving everyone else alive, assuming everyone is OK at beginning of day 1:

  • Wife: Day 1 = nothing; Day 2 = son's medicine; Day 3 = nothing, Day 4, and 5 = heat + medicine for everyone else but wife
  • Son: Days 1, 2, and 3 = nothing
  • Mother-in-law: Day 1 = nothing; Day 2 = son's medicine; Day 3 = heat; Days 4 and 5 = heat + medicine for everyone else but her.
  • Uncle: Day 1 = nothing; Day 2 = son's medicine; Day 3 = nothing; Day 4 = heat + medicine for everyone else but uncle
  • Niece: Day 1 = nothing; Day 2 = son's medicine; Day 3 = nothing; Day 4 = heat + medicine for everyone else but niece

Fastest and cheapest way to kill nearly whole family, leaving only a specific family member (barely) alive, assuming everyone is OK at beginning of day 1. Add the instructions shown in italic if you wish to nurse the remaining family member OK after everyone else has died:

  • Wife: Day 1 & 2 = nothing; Day 3 & 4 = wife's medicine; Day 5 & 6 & 7 = food + heat + medicine
  • Son: Day 1 = nothing; Day 2 & 3 & 4 = son's medicine; Day 5 & 6 & 7 = food + heat + medicine
  • Mother-in-law: Day 1 & 2 = nothing; Day 3 & 4 = mil's medicine; Day 5 & 6 = food + heat + medicine; Day 7 & 8 = food + heat
  • Uncle: Day 1 & 2 & 3 = nothing; Day 4 & 5 = heat + uncle's medicine; Day 6 & 7 = food + heat + medicine; Day 8 = food + heat
  • Niece: Day 1 & 2 = nothing; Day 3 & 4 = niece's medicine; Day 5 & 6 & 7 = food + heat + medicine

If you have only one family member alive, you never need to buy food as long as you pay for medicine when it starts being necessary, and you dutifully alternate heat, paying attention that you never let the cold of the family member exceed the threshold where it starts accounting for sickness. However, because most family members (except the son) can go one day without food without getting sick, it is more cost-effective to follow the alternation plan as detailed earlier rather than paying for medicine every day.

Scrapped ContentEdit

Emotions

The emotion icons along with all the other status icons.

In the game files, there are textures for icons with text that say "Happy" and "Sad". It is unknown the purpose of this, but may have been used to indicate the member's emotions.