The inspector has to choose between ignoring EZIC or cooperating with them during the game. Depending on the degree of cooperation, different endings will occur. Ignoring the five tasks they give (see below) will lead to ending 20. Completing four or more EZIC tasks can lead to ending 19. Falling anywhere in between will usually get the inspector killed in the end unless he chooses to flee from Arstotzka.
The inspector first encounters EZIC when a mysterious hooded messenger hands a card over to the player during day 8. On the back of the card, the name Corman Drex is shown, and the inspector can give the card to them when they arrive at the border. If the inspector does not give them the card at that time, they will reappear a day later, tell the inspector that he has something of theirs, and will not leave until the inspector gives the card. They will then hand over a note explaining the intentions of EZIC. Once the note is returned, the inspector will receive a cipher with a long string of letters and numbers on it, which will be used later on with a decoder to show the names of two EZIC agents.== After a few days, EZIC will give the inspector 1000 credits with the option to burn it. The amount doubles to 2000 on day 12 if the inspector refuses. If he does not burn the money at either choice, all of his savings are later confiscated. If the inspector lets another EZIC agent come through a little later, he is cleared of wrongdoing but the money is not returned.
EZIC will continue to give the inspector money in exchange for performing other tasks, from letting agents pass through to poisoning a would-be assassin. An EZIC Messenger will usually appear at the beginning of the day to brief you on the day's needs.On day 23, EZIC will ask the inspector to kill a man in red who presents a threat to EZIC, but the assassination attempt fails. It is possible to kill the man in red but that will result in a death penalty, ending the game immediately (ending 9 or 10). A day later, a messenger arrives to inform the inspector that the man in red is now targeting EZIC agents in Kolechia and the Order must adapt their plans.
An opportunity presents itself when tension between Arstotzka and Kolechia keeps growing and a diplomatic meeting is called between the two countries. On day 27, EZIC requests the inspector's help in order to infiltrate the negotiations with a passport confiscated from a Kolechian diplomat.Despite much of their involvement in the story, EZIC has claimed that they are not behind the attacks that have plagued the checkpoint in its first month of operation, and though messengers have appeared with requests of assassination and murder to the inspector, their true aspirations are meant only to undermine the corrupt officials within the Arstotzkan government, not to needlessly and mindlessly kill innocent civilians and shed violent rebellion, which one messenger comes to shed light on that the acts are that of a defective extremist branch and should not be trusted.
Note that, on day 23, EZIC apparently DOES send in a suicidal fence jumping bomber, to serve as a distraction so the inspector can assassinate the man in red.
On day 31, this divergent branch of EZIC attacks the border directly. They aim to seize power in Arstotzka and bring down the wall that divides Grestin. During the attack, the inspector can either help EZIC and join them or remain loyal to Arstotzka and defend the checkpoint. The eventual fate of the inspector varies depending on where his loyalties are earlier in the game (see below and endings 13, 14, 15, 17, 19 and 20).
Required EZIC tasksEdit
There are five EZIC tasks that count towards getting ending 19 (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 following tasks:
- Allow Mikhail Saratov to enter on day 11.
- Allow Stepheni Graire to enter on day 14.
- Allow Marie Escalli to enter on day 17.
- Poison Khaled Istom on day 20.
- 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 19. Any other interaction, even if it involves people from EZIC, will 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 ending 20.