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Glory to Arstotzka.

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    In General
Glory to Arstotzka.
Arstotzka is a communist state bordering Kolechia and Obristan. The country is filled to the brim with poverty and run by an oppressive regime, yet it still boasts some of the best living conditions in the region.

  • Commie Land: Arstotzka is a Communist state in the final stages of decay, plagued by infighting between incompetent bureaucracies, choking under arbitrary and constantly-changing rules, and staffing their ministries via labor lottery.
  • Even Evil Has Standards: They may be a thinly-veiled pastiche of Eastern Bloc countries, but even they won't hesitate to arrest human traffickers and serial killers.
  • A Lighter Shade of Black: Life in Arstozka is hell, and the government does everything it can to keep the population in check, yet it still manages to be one of the richest and liberal countries, since most other countries are outright totalitarian police states or failed states that can't provide even the most basic of necessities to their citizens.


    The Inspector
The Inspector, as seen in the family photograph.

The main protagonist of the game. He is in charge of deciding who can enter the country.

  • Anti-Villain: Depending on the player's actions, he can come across as a border inspector who just wants to keep things running in a chaotic region.
  • Badass Beard: Seen in the photo you can get at one point.
  • Badass Bureaucrat: He might be a paper-pushing border control officer but put a rifle in his booth, and he can single-handedly prevent terrorist attacks, even completely protect his other comrades.
  • Beleaguered Bureaucrat: Migrants require progressively excessive amounts of paperwork to be accepted. You don't make the rules, but you're the one who has to deal with the people who they screw over.
  • Bribe Backfire: Perspective-inverted: Can be invoked on several immigrants who try to pay you for approval. You can usually take the money and detain them anyway. Many will call you out as they're being led away.
  • Corrupt Bureaucrat: There are plenty of opportunities to receive a little extra from entrants and guards.
  • Dark and Troubled Past: Implied as both Ministry of Information and Income are performing a full audit on him for the past twenty years, enough to warrant the Inspector fleeing to Obristan. An option that remains until the last day, for fear they'll discover more about certain "anomalies".
  • Deadpan Snarker: During the 25th day when you're hanging your son's painting on a wall, an entrant will bash on it. There are great odds of them having incorrect papers, so you can deny him and say this line;
    Entrant: "Huh? You deny me about drawing, right?"
    Inspector: "The exit is to your right."
  • Everyone Calls Him "Barkeep": He is continuously addressed as just “inspector”, with no real name given.
  • Improbable Aiming Skills: Downplayed: He's at least a better shot than the armed guards.
  • Karmic Jackpot: Some of the things he can do at the risk of his pay or respect can lead to a married couple finally free of Antegrian tyranny, or help fellow guard Sergiu reunite with his lover, the latter earning you 100 credits if both remain together by Sergiu's last day at the checkpoint.
  • Moral Dilemma: Comes across several of these, such as an immigrant whose papers don't check out in contrast to her husband's, but risks getting killed if she returns to Antegria.
  • Obstructive Bureaucrat: You'll be accused of this if you deny any of the reporters who only show their press pass and nothing else. Letting them in will instead have them report that the border security is too lazy and lax.
  • Odd Friendship: With Calensk and Jorji.
  • Pet the Dog: Deconstructed. There are several opportunities for the Inspector to show benevolence to others and even save innocent people from peril, but most of these carry a high risk for the Inspector and his family since they live entirely on his income and too many citations can easily cost him his job.
  • To Be Lawful or Good: The primary dilemma the inspector faces throughout the game. On many occasions, he will be prompted to help desperate people in need, at the cost of breaking the laws regarding border entry. Whether he does so or not is up to the player.
  • Villain Protagonist: Certainly possible through denying people from Arstotzka even when they may die if they remain in their country.

Calensk, stationed with you

Fellow border guard who strikes a deal with you regarding a cut of his check and how many immigrants you detain.

  • Casual Danger Dialogue: Spends a good few minutes mocking a bomb for its design. He's actually majorly pissed about the fact that he's losing potential credits.
  • Demolitions Expert: He teaches you how to defuse a crude bomb that a Kolechian terrorist leaves on your desk.
  • Dirty Cop: Pays you to detain people on any pretext so he can get paid for processing them. And he underpays you.
  • Do Wrong, Right: Ironically, he knows more about bomb-making than a terrorist who walks into your booth one day.
  • Hidden Depths: Downplayed: He has solid know-how on how to defuse a bomb, but considering on how you do it due to its poor design, he's not putting much effort into it and treats it as a nuisance.
  • Nerves of Steel: His first reaction to finding a bomb in the Inspector's booth is to laugh at how crudely made it is, and then calmly tell the inspector how to dismantle it.

Sergiu, stationed behind you.

A border security guard who is stationed on the Arstotzkan side of the border. He was also born in the same district as the Inspector and claims to have many things in common with him. Sergiu served in the Six Year War and found a girlfriend in Kolechia; whom you can deny or grant access into the country.

  • Colour-Coded for Your Convenience: He's the only Guard with a green uniform, where is everyone else is wearing blue.
  • Dented Iron: The war between Ars-Kolech slowly deters his aiming skills. If you're not careful or not fast enough, he will die as quick.
  • Earn Your Happy Ending: If you save him from a devastating terrorist attack and let Elisa in, he'll get reassigned to a presumably-safer post and plans to start a family with her.
  • Escort Mission: If you care about keeping Sergiu alive, especially to complete his storyline, you'll have to prevent him from dying several different times.
  • Imperial Stormtrooper Marksmanship Academy: Even as a war veteran, he's useless with a rifle when firing in self-defense. It's implied that he was a decent shot before the war got to him.
  • Nice Guy: He's quite a tidbit himself. He even thanks you for rescuing him from the first terrorist attack (which will happen almost immediately), claiming that his aim isn't as good as before the war broke out. Even if you deny Elisa entry, he doesn't react angrily (at most Tranquil Fury) and just expresses disappointment in the Inspector.
  • Shell-Shocked Veteran: Implied. He mentions that Kolechia was a hellhole when he was fighting there and his soldiering skills have deteriorated because of his time there.
  • Star-Crossed Lovers: Has a girlfriend in Kolechia. Whether he's able or not to see her again, well, depends entirely on your actions.
  • Video Game Caring Potential: Helping and Saving him from all the terrorist attacks. It's quite difficult especially in certain points, but he'll thank you for your assistance. He's so thankful that if you let Elisa pass through the checkpoint and make sure that he stays alive, he will send you some of his savings (equal to 100 credit) tomorrow night.

Ministry of Administrative Supervisor.
Your boss. He constantly mocks you for any minor errors.
  • Bad Boss: If you earn one citation, he questions your ability. He even tries to force you to break the rules in his favour. And he clearly believes that shit rolls downhill since you still get cited if you decide to do so.
  • Jerkass: Natch.
  • Pet the Dog: If you haven't made any mistake when he visits, he has this to say. Of course, considering you have to turn away a mother from seeing her son and separate a whistleblower couple to avoid any mistake, you may not want his approval after all.
    Dmitri: You make Arstotzka proud.
  • Screw the Rules, I Make Them!: Orders you to let in a foreign woman he's romantically involved with even though she does not have the correct paperwork. Rejecting her will make him look weak so he gives you a small chewing out the next day. However, if you detain her he will falsely accuse you of stealing property and have you arrested.

    M. Vonel
Ministry of Information Inspector

A Political Officer from the Ministry of Information that is investigating EZIC.

  • Affably Evil: He's relaxed and polite, even when condemning convicts to execution on death row. Justified, given the potential paranoia they bring.
  • Bad Boss: If you give him the EZIC notes as evidence, he will have you arrested. However, it's very likely based on protocol and suspicion than straight-up spite.
    • Alternatively, he's testing your loyalty and your intelligence. After all, a loyal buffoon is still a buffoon, but a cunning snake could make a difference between life and death. Considering what you can really do, he had the right to be suspicious at you.
  • Jump Scare: He's already waiting for you at the booth, without any notice nor warning whatsoever.
  • Pet the Dog: Perform well for the month in serving Arstotzka, and he'll recognize and reward your diligence by overlooking any past suspicious activities.
  • Pragmatic Villainy: As long as you didn't help EZIC at all, he'll gladly keep you around despite your deal with Calensk, deliberately overlooking documents and any screwing around with certain immigrants which he likely found out about. As long as he's concerned, you're 100% loyal to Arstotzka.
  • Reasonable Authority Figure: Surprisingly for a secret police officer. Menacing aura aside, he is right in believing that government agents aiding terrorists is unacceptable in any country. So long as you haven't done that, he's more than willing to overlook your more minor transgressions. Even in the 'Too Honest' ending where he arrests you, it is mentioned that they will audit your recent activities rather than immediately executing you for treason, so there might be a chance the Inspector would survive.
  • Secret Police: He's good at it, too. He will know if you help even just one EZIC agent.
  • The Stoic: He never breaks his calm, polite demeanour.


The Order of the EZIC Star

    In General
For Arstotzka and the Order.

A mysterious organization that aims to overthrow the Arstotzkan government.

  • All Your Base Are Belong to Us: They try and demolish the border on the final day. If you helped them sufficiently, they'll carry on to take over the country. Depending on what else you do, you'll either join their ranks and get better housing for your family or executed for betrayal.
  • In the Hood: The member that passes you secret notes (assuming it is one person and not multiple people using the same disguise) wears a hood that leaves his face shrouded in darkness.
  • La Résistance: They're a clandestine organization that is trying to topple the government of Arstotzka, which they deem corrupt. They're not wrong in that assessment, though.
  • Mouth of Sauron: The hooded member (or members) of the order fits this role.
  • Not Me This Time: On Day 17, an agent will give you a message saying that they have nothing to with the terrorist attacks that hurt normal civilians.
  • Your Terrorists Are Our Freedom Fighters: Evil terrorist group or legit freedom fighters? The game leaves it ambiguous, so it is up to the player to decide if they want to help them or not.

    Corman Drex 
One of the first member of the order you met. While the name and nationality is static, everything else will be randomly generated.
  • But Thou Must!: It's pretty much required for you to give them the note the previous hooded agent has given you, but that doesn't count as the criteria of helping EZIC, and thus you can still get ending 20.
  • Gender-Blender Name: Corman Drex is a masculine-sounding name, but both Corman Drexes will appear in either gender.
  • You Don't Look Like You: If you deny their entry on the eighth day, they will appear again on the next day, but because of everything else of them being randomly generated, they can look almost entirely different.

    Mikhail Saratov and Stepheni Graire 
Two agents, male and female, that you need to approve into the border in order to fulfill the criteria of helping the EZIC. Both are Arstotzkan native that enters the border with their ID card missing. Their appearance is randomly generated, highlighting the decoder correctly will reveal their names, indicating they are the one you should let in. In Stepheni's case, she will help you sort out things when you accepted EZIC initial gift of $1.000 or $2.000 if the previous one is not accepted, which causes some anomaly within your earnings.
  • Game-Breaking Bug: In the earlier version of the game, there's a chance for Mikhail to receive correct papers, therefore allowing him to enter the country without penalty.
  • Schmuck Bait: Stepheni will help you sort things out within the government inquiries regarding the anomaly within your earnings if you choose to take the bait, but all of your money will still be confiscated.

    Marie Escalli 
One of the agents you have to let into the border in order to fulfill the criteria of helping the EZIC. Her appearance is randomly generated, however highlighting the cipher to her passport reveals the word E-Z-I-C in top-to-bottom order. Like every other agent after Corman Drex, she will be missing her ID card.
  • Foreshadowing: When you let her in, she states that the 'Man in Red' is not a threat. The Man in Red is presumed to be Khaled Istom if he's denied entry or another assassin if he's let through or got killed off successfully prior.


    Kordon Kallo Impersonator
One of the possible appearance of the impersonator
The impersonator you need to accept in replacement of the real Kordon you confiscated his passport prior. There is a chance his skin tone and jacket might be of a different color than the real Kordon, and even those aside, the impersonator can be told apart because of his mustache.
  • Kill and Replace: Implied. Kallo is an important diplomat, so simply replacing him with a look-alike during the talk would cause jeopardy within their operation because he can interrupt the impersonator and made the entire operation for nothing and worse, unravelling their operation in other countries altogether. It's highly suggested that the other agents within the country have arranged his assassination beforehand to ensure that the operation goes smoothly.
  • The Infiltration: Is tasked to infiltrate the talk between Arstotzka and Kolechia to make sure their operation goes on smoothly.
  • Paper-Thin Disguise: Played with. He looks exactly like the real Kordon, except he has a mustache. There is a chance that his skin tone and jacket color are the same as the real Kordon.

Notable Criminals

    Various Terrorist 
Occasionally, there will be terrorist attacks that threatens the order within the West Grestin border (mostly from Kolechia, but possible transgression within the country exist), inevitably cutting the day short. They would occur in a scripted schedule or may sometimes randomly generated to appear after processing several entrants prior. There are three types of terrorist; A single grenadier climbing over the border wall and lobbing a grenade towards the guards before going down, a squadron of motorcyclist from within the border that attacks the guards before bombing your booth, and a suicide bomber that trying to smuggle their bomb into the border before killing themselves in front of the guards. Starting from the Day 16, you were given a standard-issue Tranquilizer gun to subdue the first two types of terrorist attacks, while the latter can be stopped by detaining them if you managed to scan their hidden explosives. Initially, only the suicide bomber were randomly generated. After you receive the tranquilizer, a grenadier might be randomly generated in day 20.
  • Badass Biker: The armed motorcyclist are one of the most dangerous terrorist attack in the game, being able to take down all the rear guards and is the only one type of enemy that can bring you down for real.
  • Cutting the Knot: After the suicide bomber fiasco in day 6, you were given authority to use the body scanner to detect if an entrant is smuggling a weapon or another contraband within their outfits. With the introduction of ID supplement in day 13, you can quickly detect whether an entrant has a bomb hidden within their clothes through the discrepancy between the weigh and the supplement, allowing you to stop any further suicide bombings.
  • Interface Spoiler: You can tell an entrant is a suicide bomber if they didn't say anything upon being approved.
  • Non Standard Game Over: Failed to taking down the lower motorcyclist in time results in them lobbing a grenade at your booth, killing you instantly to the title screen.
  • Splash Damage: The most effective way to get rid of the bikers is to take advantage that blowing the lower bikes will causes it to explode, taking the other bikers with it.
  • Suddenly SHOUTING!: The normally silent suicide bombers (if approved) will approach the rear guard lineup, shouting "FOR KOLECHIA!" before blowing themselves up, taking the other guards with them.
  • Wake-Up Call Boss: The armed motorcyclist are way too quick for your tranquilizer rifle's reticule. If you're not quick enough, you might wasted more bullets than you need. They also came in packs, so good luck.
  • Western Terrorist

    Dari Ludum
"That little bitch. I break her in two."
An Arstotzkan local who owns the "Pink Vice" Brothel. In reality, he's a human trafficker and has been forcing to kidnapping people into working through his wheels.
  • Bad Boss: He said that he'll break one of his human trafficking victims in two once they meet if you give him the letter that the victim wrote.
  • Disposable Sex Worker: He doesn't give a damn about the prostitutes' lives and their safety.
  • Forehead of Doom: He has a tall forehead.
  • Human Traffickers: He secretly engages in human trafficking under the guise of a brothel.
  • Kill 'Em All: If you either deny or approve his papers, the next day some of the dancers on the Pink Vice brothel were found dead.
  • Laser-Guided Karma: If the inspector detains him then Ludum ends up being arrested and sent to prison, the impetus for his downfall being a plea for help from one of his intended victims.
  • The Oldest Profession: He's affiliated with a brothel, where he shares the brochures. It's just a cover-up for his human trafficking activities. Once captured, it's presumed that the brothel is also shut down.
  • Would Hit a Girl: It's presumed that he kills the prostitutes all by himself if approved/denied.

    Jorji Costava
Possibly the friendliest drug dealer you ever met.
A drug smuggler who comes to the Grestin border checkpoint several times. He's the few entrants that will give you a collectible token by fulfilling their tasks, in Jorji's case, letting him enter during the first 11 days.
  • Affably Evil: Jorji is usually very polite to the inspector, even if he is being detained or denied entry into the country. Jorji also happens to be the nicest drug dealer ever.
  • Blatant Lies: Gives the inspector an extremely obvious fake passport from the nonexistent country of Cobrastan and insists that it is genuine if interrogated about it.
  • Crouching Moron, Hidden Badass: He seems like a bumbling idiot with incredibly half-baked schemes, but he also appears to be a very well connected and profitable drug dealer. There's also the fact that no matter how many times you detain him, he's always out again in a couple of days.
  • Determinator: Keeps trying to enter Arstotzka, no matter how many times he gets turned away or arrested.
  • Funny Foreigner: Gives off this vibe, being both the main source of comedy relief and having the most broken speech pattern out of all the recurring characters. His actual nationality, however, is unclear (there's every implication that the passport he's using is either a very good forgery or the result of a bribe), but given that he's the applicant who gives you the Obristan token, it's implied he really is from there.
  • Graceful Loser: He never bears any ill will when you deny him entrance or have him detained for valid reasons, probably because no matter what you do to him, he always manages to get out within a few days.
  • Karma Houdini: Nothing ever seems to stick to Jorji. He always comes back after a few days even after being detained for smuggling drugs. This means he somehow also managed to get out of the country in between.
  • Not Even Bothering with an Excuse: If he gets caught trying to smuggle drugs into the country.
    Inspector: What is this?
    Jorji: Is drugs!
  • Permanently Missable Content: Not letting him enter on his first four attempts (including the part where his paperwork is valid) will prevent you from getting the Obristan collectible token.
  • Plucky Comic Relief: He's practically the only source of funny moments in a game otherwise grim and dystopic.
  • Prison Escape Artist: Doesn't matter how often you detain him; Jorji will always come back to the checkpoint no worse for wear.
  • Screw the Rules, I Have Money!:
    • He tries to bribe the inspector to let him into Arstotzka.
    • One time you detain him, he will claim he paid good money for one of his fake passports. He ultimately lets you know where to get a few for yourself and your family once he learns about your upcoming audit and that your passports have been taken away.
    • It's subverted on the day the criminal bulletin is introduced; he ends up on it despite paying someone to remove his name.
  • Suspiciously Specific Denial: "Everything is definitely ok with me. For sure I am not in criminal bulletin or anything!"
  • OOC Is Serious Business: He stops being polite to the inspector if you deny him entry during the one and only time all his papers are in order and he isn't carrying any contraband.
    Jorji: This is crap.
    Jorji: You know what? Forget it. Arstotzka worst country. You worst person.
  • Think of the Children!: If he gets denied entry or arrested for carrying drugs.
    Jorji: Is ok, I understand. Drugs are bad. Not good for kids.
  • Wake-Up Call Boss: He's the first entrant that you need to specifically inspect the rulebook to refer what's missing, and to teach you that the rulebook isn't just a protocol of what an entrant needs to enter the country, but also a tool you can use in case the entrant doesn't meet the criteria for entry (for example; missing passport or entry permit).
  • You No Take Candle: Most of his speech consists of awkward, broken phrases.
    Jorji: Arstotzka so great! Passport not needed.

    Shaddy Safadi
"They must pay well for such obedience, dog!"
A drug smuggler from Obristan attempting to enter Arstotzka.
  • Alliterative Name: Shaddy Safadi. Doubles as Punny Name.
  • Beard of Evil: More like a mustache, but he is still a criminal.
  • Bribe Backfire: You can deny or detain him upon finding out he's been smuggling contraband. He calls you out, bashing on your obedience.
    Shaddy: They must pay well for such obedience, dog!

    Simon Wens
"What the fuck?!"
An Arstotzkan serial child murderer who escapes from prison in the United Fed and tries to cross back home.
  • Asshole Victim: Already a deranged serial child murdered himself, the vengeful father and his late daughter Julia only reaffirm yourself that his man must be dealt real quick, and he deserves every single of comeuppance you (and the father) gave him.
  • Cruel and Unusual Death: Played with. We don't know how exactly he is murdered (if you choose to do so), but the authority describes it as "confusing mess".
  • Karmic Death: Taking certain actions sees him torn to pieces by the father of one of his victims.
  • Oh, Crap!: If you had over the picture of Vengeful Father's children, he freaks out and storm out of the checkpoint.
    Simon Wens: What the fuck!
    • He might have shown the same reaction when the Vengeful Father finally approached him.
  • Screw This, I'm Outta Here!: If you show him the photo of one of his victims (provided to you by said victim’s father), he freaks out and bolts from the checkpoint.
  • Serial Killer: He was convicted of being a serial child killer.
  • Would Hurt a Child: Because of this, a vengeful father asks for your help to get revenge on him for killing his daughter.

    Unknown Bomber 
A terrorist from an unknown origin, entering the booth only to curse upon the Arstotzka and left a time bomb onto the booth, before immediately running away.

    Vince Lestrade
Republia professional track runner. He's on-the-run from the Republia justice system after allegedly killing off his girlfriend in a "jealous rage".
  • A Deadly Affair: Implied. He was accused for murdering his girlfriend over a jealousy rage, suggesting that he might take up an offense too seriously.
  • Foreshadowing: This is the first time you can pinpoint something out outside the enclosed instructions from the guidebook, foreshadowing the wanted criminal mechanic introduced later on.

Notable Entrants

    Antegrian Husband and Wife 
A loving couple of immigrants from Antegria, fleeing from the Antegrian tyranny. The husband comes in first, with perfect papers, but notifies you of his wife coming in shortly after. The wife has a discrepancy in her papers, and if you let her through anyway, you receive the Antegria token (and a citation).
  • Foreshadowing: Their short arc foreshadows the practice of domestic spying within Antegrian grounds, which in turn exposed by a whistleblower in day 11.
  • Named by the Adaptation: The short film provides their names as Isaac and Ivana Robinsky.
  • Permanently Missable Content: Not letting the wife enter the country prevents you from getting the Antegrian collectible token.
  • Video Game Caring Potential: Letting the wife enter the country despite missing her papers grants you an Antegrian collectible token.

    Antegrian whistleblower 
An entrant from Antegria seeking asylum somewhere after exposing the domestic spying within her country. Other than her face, origin country and gender, all of her recorded information is randomly generated.
  • Big Brother Is Watching: She was on the run from Antegrian secret service after exposing this.
  • Foreshadowing: She was referenced several times in the newspaper, first stated that she exposes the espionage practice within their domestic grounds towards the press and she was on the run ever since. Later on, her entry was denied several times in harboring countries like United Federation and Republia. Because Arstotzka has yet implemented asylum permit rule, you might be indirectly responsible for her escape because her papers will always correct.
  • Place of Protection: Has been seeking asylum from neighboring countries with no success, until you came along and let her through.
  • The Stool Pigeon: Crosses between Betrayer Belinda and Whistleblower Wilma. She ought to save her own skin for being on the run, but domestic spying is a violation of privacy, and she might do it to reveal everything Antegrian had covered up from the international grounds.
  • What Happened to the Mouse?: Whether you accept or deny her entry, the next day newspaper stated that she just disappears. It's presumed that either she transited away from the continent or was killed off by the Antegrian secret service hiding within the country if they were there to begin with.

    Danic Lorun
"To prove, i give you something important."
An entrant from Republia. He didn't come with proper papers, so he "entrusted" you with a digital watch, which he claims to be a family heirloom, and asks you to keep it for a few days until he returns with proper papers. Occasionally, there are entrants that want you to buy the watch for a small price, and you can sell it off. He will eventually return and asks for the watch back, as long as you didn't sell it. He's one of the few entrants that will give you the collectible Tokens when completing their tasks, in this case keeping his watch and return it with the money he gave you.
  • It's All Junk: If you really hated to keep too much items in your table, you can sell his watch to Kaevink Caullinski, the entrant on the next day that wants to buy the watch, and an entrant from the next day after that before Danic himself, annoyed because he can't keep his mouth shut in the line.
  • Jerk with a Heart of Gold: He can be really obnoxious at times, with his lines hinting that he does take small offense seriously and constantly swears if you choose to disagree (or detain) with him, especially when discovering the scratch on his watch and demanded the money back. But if you first return the money he gave you...
  • Permanently Missable Content: Not letting him in for the first time and keeping his watch until he asks you to return it will prevent you from getting the Republia collectible token.
  • Video Game Caring Potential: Lending the watch back and returning the credits he gave you will make him endeared by your honesty, in which he will return the money and give you a collectible token.

    Depressed Kolechian and Love Letter giver 
Two entrants related for getting one of the collectible token. The depressed Kolechian is a randomly generated entrant that will lament on their life for the fact that nobody loves them. The love letter giver is an entrant who tried to enter without any documents, only bring a crudely drawn love letter as a bribe to let them in. Both came on the same day in reverse order.
  • Bribe Backfire: The love letter giver asks for his letter back, which takes a massive amount of chutzpah. You can detain them for it.
  • Despair Event Horizon: Whatever happened to the Kolechian sure does put quite a toll on them, to the point that the love letter you gave them will cheer them up, even if you denied or detained them.
  • I Just Want to Be Loved: The depressed fellow would say this at the start of his inspection.
  • Permanently Missable Content: Not giving you the love letter to the Kolechian will prevent you from getting the Kolechian collectible token.
  • Video Game Cruelty Potential: You can accept the love letter giver denial slip, then detain them when they asks you to hand over the letter back.

    Elisa Kastenja
"Do you know Sergiu? He said that you were a friend that you would help."
An entrant from Kolechia and the lover of Sergiu. She will always be missing some documents.
  • Adaptational Ugliness: Downplayed. While she's not unattractive in the movie, her face is more chiselled and she looks more unkempt.
  • Break the Cutie: There's no one else left for her besides Sergiu, and the Kolechian government don't give a damn about her or letting her legally leave the country. You can invoke this to her yourself by denying her or telling her that Sergiu is dead, crushing whatever remained important to her.
  • Video Game Caring Potential: If you let her in and Sergiu is still alive at that point, you will see a heartwarming scene of them seeing them for the first time in years followed by a hug. If Sergiu survives the next terrorist attack, he will tell you that he will be posted somewhere else and giving you $100 as a token of gratitude.

    Filipe Hasse
Filipe Hase is an Arstotzkan Citizen and the player for the national soccer team "Arstotzkan Arskickers". He lost his ID card during a match, and "bribes" you for an entry using the team's pennant. If you accepted it, you could hang it on the wall. Later he returns with valid papers but wants you to return the pennant. You can hand his pennant, or simply refuse and detain him on the spot.
  • Blatant Lies: Claims that he owned the pennant himself, but it's actually belonged to the team, and the coach wanted it back on his second visit.
  • Keet: He's rather excitable for an entrant, even asks you to root for the national team.
  • Lovable Jock: He's a player for the national soccer team and is rather nice towards you, even when he's calling you out, it was well deserved.
  • Permanently Missable Content: That cool pennant he gave you? If you gave it to him, there's no way to get it back unless you load a save.
  • Video Game Cruelty Potential: You can keep his pennant permanently on your office by detaining him when he's opted to retrieve it back.
  • Video Game Cruelty Punishment: Played with. The pennant you kept hanging in your booth could get you arrested if you didn't put it down in time when Dimitri came to pay your booth a visit after you got another warning yourself. Karma's a bitch, indeed.
  • What the Hell, Hero?: Calls you out if you choose to keep the pennant permanently, which translate into detaining him. In fact, this is one of the few moments where the inspector can choose to act like an asshole without having to abide by the regulations
    Filipe: "Oh boy. Such an asshole here. If guards do not kill me, coach will."

    Imporian Mother 
An entrant from Impor who appears on Day 4, visiting her son who was living in Arstotzka. However, she has an expired entry permit. If you interrogate her about this, but let her through anyway, you get the Impor token (and a citation).

One of the possible press ID card they're so entitled of.
Two randomly-generated journalist entering in two separate days. Both attempted entry with only a passport and a worthless international press identification card.
  • Entitled Bastard: Claims that their international press identification card alone is enough to warrant them entry, and will belittle you for your incompetency or bias whether you choose to let them in or not.
  • Intrepid Reporter: They're entering the country looking for big scoops, regardless whether it's right to do or not. Doubles as Immoral Journalist.
  • Jerkass: Calls you out for not letting you in, despite you had the right to deny them. Doing so results in the next day report calling the Arstotzkan having a highly strict border with apparent visa bias, forcing the ministry to let you use the reason of denial stamp.
    • The other journalist attempting to enter the border days later would also claim you are being inefficient or fascist depending on whether you let them in or not.
  • Karma Houdini: Regardless of what they do, there's no way for you to detain them on the spot nor they got any comeuppance whatsoever.
  • Ungrateful Bastard: So what did you do if you let them in immediately? Not only they call you slow and curses on Arstotzka bureaucracy, but they also call the Arstotzkan border frail and criticize their lax protocols. The second journalist would also call you inefficient if you let them in.

    Khaled Istom 
An entrant from Antegria. Doesn't sound suspicious at all, but in reality, he's an assassin hired to kill off some of the EZIC agent that currently resides in Arstotzka. If you've been accepting EZIC orders, you are tasked to poison him by applying a lethal dose of poison powder onto his passport. If he survives and deny his papers prior, the EZIC agent will state that the previously described "Man in Red" is Khaled, and he's making a return. You are tasked to shoot him and made a sacrifice for the order. For convenience, this character tab will also describe the poison used for the assassination and the man in red, even if it isn't Khaled.
  • Assassin Outclassin': He's tasked to assassinate the EZIC agents that reside in Arstotzka, and depending on your disposition with EZIC, you can put him down before he did any damage.
  • Blood from the Mouth: Upon poisoning the passport and returning the papers back to him, then approve him, he will move out from the booth, becomes unbalanced before eventually fell down and cough quite an amount of blood from his mouth. Then a random guard comes to approach...
    • If you denied and poisoned his passport, he will the same, except now the masses went into panic and the poison killed nearby entrants.
  • Colour-Coded for Your Convenience: If you choose not to poison him and then rejected him, he will reappear as the Man in Red, waiting at the line during Day 23.
  • Schmuck Bait: Careful, if you touched the poison straight to it's powder, you will die straight away. No, no ending reels, ''straight to the main menu''.
  • Senseless Sacrifice: Shooting the Man in Red and sacrifice yourself for the order simply solves nothing, as the replacement inspector isn't cooperative enough, forcing them to lay low for quite a while, while you will be executed for your crimes and have your family taken to Obristan. Whether you helped EZIC or not, it's advised not to shoot the Man in Red and just continue the work as usual.
  • Tampering With The Passport: You were tasked by EZIC to apply a lethal amount of poison they provided to you into his passport.
  • The Bus Came Back: If he survives and denied, he will not be mentioned up until day 23, where the agent informs us that the man in red from the line is him, before giving you the silver key and access to the sniper rifle, where you had to make a sacrifice and put him down for good.

    Kordon Kallo
A Kolechian diplomat that was sent by the Kolech government to sort out things in the negotiations regarding a coordinated attack that occurred at the Grestin checkpoint on Day 27. EZIC stated that while they did not partake on any terrorist attacks so far (not until Day 31 anyway), they wanted to take advantage of the situation and tasked you to approve his entry, but confiscate the passport, then give the passport to the impersonator where you will approve the visa and let him in. It's unknown what happened to the real Kallo after the entry, but if you do help EZIC, the next day newspaper shows that the impersonator takes the action and made a ruckus during the negotiation, ensuring no one will hinder their progress.
  • "Ass" in Ambassador: Acts as one for the upcoming talks regarding the terrorist attack in the previous day. If he's rejected, had his passport confiscated, or the combination of two, he calls you out and calls you as a "barbarian".
  • Identity Impersonator: EZIC wants you to let him in while also confiscating his passport, then use the confiscated passport for the impersonator they've sent to the checkpoint, where they can take control of the situation in their own terms.
  • Jerkass: As if the previous trope doesn't tell you enough.
  • Kill and Replace: EZIC tasks you to let him enter the country but confiscate his passport, so they will manipulate the talks to their own ends and take care of the real Kallo to make sure everything goes smoothly.
  • What Happened to the Mouse?: It's presumed that EZIC disposes him to make sure he didn't make it out to the talks.

    Messof Anegovych
Director of Meskor Engineering
An Arstotzkan native and the director of Meskor Engineering. He's asking you to hand over his business cards to the potential engineers wanting to work in Arstotzka. He's one of the few entrants that gave you a collectible token if you completed his task.
  • Benevolent Boss: Downplayed. He'll always compliment at least one engineer depending on how many you've advertised to, but will diss the rest. In the end, he's appreciative of the help you offer, and rewards you with $5 for every engineer who called (up to $20) and an Arstotzkan collectible token if you gave all four.
  • Honest Corporate Executive: He's a director of the company he's working with, and his papers are all in order. He will also only hire people with valid paperwork, and all four engineers do have valid paperwork.
  • Jerkass Has a Point: While he's rude towards the potential workers, he needs competent mechanical engineers; civil engineers didn't fit his job scope and he had to turn them down, and anyone who turned out to be incompetent would not be good hires.
  • Permanently Missable Content: Not handing over all four business card to the potential engineers will not reward you the Arstotzkan collectible token.

    Shae Pierskova
"How is Dimitri? I heard he runs checkpoint now."
A diplomat from Kolechia, except her diplomatic authorization does not include Arstotzka. It's implied that she and Dimitri are lovers.
  • "Ass" in Ambassador: Averted. She's rather nice and sympathizes with your position because Dimitri is still such a dick, but she's not here for diplomatic entry.
  • Nice Girl: She's rather nice and polite, even when you detain her she doesn't curse on you and asked you to give him a hello for Dimitri.
  • Secret Relationship: Implied with Dimitri. Dimitri personally asks you to let her in five days earlier and she would occasionally mention him herself.
  • Video Game Cruelty Punishment: If you detain her, Dimitri is mad and gets you arrested on an accusation of theft.

    The Vengeful Father
"She was just a little girl"
A vengeful man implied from United Federation driven by revenge to kill Simon Wens. He's one of the characters that will give you a collectible token if you completed his task.
  • Adult Fear: Can invoke this to the inspector, considering that he had a son himself and could have been like him if the same tragedy does befall your family.
  • Death of a Child: His daughter was killed by Simon Wens.
  • Gory Discretion Shot: Whatever he did to Simon, it was merely described by the official as a "confusing mess".
  • Papa Wolf: Extremely protective towards her late daughter. Simon killing his daughter promps him to hunt him down all the way from the Federation.
  • Permanently Missable Content: You only get the Federation token if you assist with every single step in his quest for revenge.
  • Pre-Mortem One-Liner:
    Dad: Read the news tomorrow.
  • Revenge Before Reason: There's no way you can stop his vengeful fury, even if you have chosen to detain Simon and grant him the justice he deserves.
  • You Bastard!: He will call you out if you deny Simon's entry, let him in but don't confiscate his passport, or lend Julia's photo to Simon which forces him to leave the booth immediately. He will also call you out if you do the exact directives he instructed but denying his entry.

Other Countries

For Kolechia!
Arstotzka's neighbouring country and arch-nemesis. The two of them recently fought a bloody civil war, and the Inspector's checkpoint is located in a city that is divided between the countries.
  • Arch-Enemy: To Arstotzka. Kolechian terrorists will attack your checkpoint several times during the month, leading to increased security, and more importantly to you, more complicated paperwork to examine.
    • As for Ending 20, they eventually have a tentative understanding through the talks and formed a truce. Whether it will last long is up for debate.
  • Western Terrorists: Extremists from Kolechia will usually send off grenadier and for some time, suicide bombers, to the checkpoint. It's possible that they also have inside-man in Arstotzka, since the Kolechian diplomat was sent next day regarding the motorcycle raid from day 26.

Obristan above all.
Large country bordering Arstotzka to the north.
  • Grim Up North: Subverted. Obristan is a cold, snowy country, and it is the northernmost country in the game, but it seems to have better living conditions than Arstotzka.
  • The Guards Must Be Crazy: The endings where the inspector (with or without his family) successfully flees to Obristan with obviously forged documents implies that the border inspectors there are apathetic at best and flat-out incompetent at worst.
  • Run for the Border: One possible ending has the Inspector fleeing to Obristan, either by himself or with his family.


This country is based on Japan, where Lucas Pope lived in when he developed Papers, Please.
  • Informed Attribute: The vast majority of Imporians that show up on the border don't look or have Asian names.
  • Irony: Impor sounds like an incomplete pronunciation for the word "Import". They implemented import sanctions on Arstotzkan goods. You do the math.
  • Only Sane Man: Currently the only nation to not have a described deficiency aside from being less economically-stable.

    United Federation

  • Eagle Land: This county is commonly thought to represent the United States with its name and symbol especially with most of its passport-issuing city names being American-style names like Shingleton and Great Rapid. However, it does have some similarities with Yugoslavia which is situated in a similar geographic region and had access to advanced western technologies thanks to Josip Broz Tito staying neutral in the Cold War and because its polio outbreak is similar to the 1972 Yugoslav smallpox outbreak.
  • The Federation: They seem to be this, at least in name.
  • The Plague: Was hit with a serious polio outbreak in day 23, but not until day 25 it becomes serious, enough for the MOA to reject any entrants from there, at least until tomorrow, where the game introduces vaccine certificate among the papers you must process.

A landlocked country bordered by Republia, Kolechia, United Federation, and Obristan. Their regime is extremely oppressive, even by local standards, and has very bad relations with their southern neighbor, Republia.
  • Arch-Enemy: They have been frequently at war with Republia, and the relations between the two are still sour.
  • Big Brother Is Watching You: If the escaping couple's dialogue and the upcoming newspaper headline is of any indication, Antegria is a full-on surveillance society.
  • Canon Immigrant: Antegria also appeared in Pope's earlier game, The Republia Times, but its geography appears to be different, as The Republia Times mentions that Antegria has costal cities and frequent naval clashes with Republia, while in Papers, Please, Antegria is landlocked.


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