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Heartwarming / Papers, Please

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Moments pages are Spoilers Off. You Have Been Warned.
  • The first entrant of the game may be an Arstotzkan who says, "Finally! I can return home!"note 
  • Helping out desperate immigrants with improper paperwork. Especially the ones who thank you.
  • Despite his initial annoyance with him, the main character actually grows fond of Jorji over the course of the game, to the point where he is the only person the player will address by name. Jorji, too, is genuinely fond of the player, remaining friendly and upbeat even when you arrest him for smuggling. Multiple times.
    • Doubly so when the player confides in Jorji about the upcoming audit, and Jorji offers help in gaining fake Obristanian passports for your family, even giving you his own to use as a template.
      • If you hold off on escaping until the final day, he even hands you a large cut of his drug money to help pay for them, wishing you good luck. The best part is that he had no reason to enter the country — he waited in line just to thank you for your work.
    • This is worth mentioning. At one point where you have to detain Jorji, the player apologizes for it, doing his job and all, and Jorji completely understands his position, even saying that the job can't be easy.
    • When Jorji has the correct paperwork for once and you let him in — the one time you can do so without a citation (and in fact have to, otherwise you get a citation due to refusing a valid applicant). Given that he by all accounts seems to be harmless (other than being a drug dealer, and even that career has a lot of moral wiggle room), it can feel good to see him finally get it right.
    • Jorji ends up on the Wanted Criminals bulletin. If you point this out, he doesn't get mad at you, but instead at the police officer who he bribed in hopes of being spared from the list.
  • At one point, an immigrant comes to you without anything but a passport. He begs for you to let him through until he can afford the paper work, giving you a family heirloom (a digital watch) as collateral and promising to pay you. Over the next several days, two different people offer to buy it from you, one offering twice what the owner offered. If you turn them down, he does come through, with proper paperwork and 10 dollars, and takes the watch back. Then he exclaims that there is a scratch on it and demands the money back. If you actually return it, he is stunned by your honesty and gives it right back, admitting that the scratch was there before. Alternatively, you can have him detained the second he demands the money back.
  • Early in December, you have the option to buy your son a set of expensive crayons for his birthday. If you get them for him, he will draw you a picture, declaring you an 'Arstotzkan hero'. You can hang it on your wall!
    • Note that doing so will result in a reprimand from your CO. Keeping it up will make him arrest you. You can always take down the drawing when he's making his way to your booth and put it back up as soon as he leaves.
    • Doubles as a Tear Jerker if you're low on money and having to make the choice to sacrifice a family member.
    • On day 25 the third entrant will insult the drawing before learning it belongs to the inspector's son. If you let them through anyway, they'll give a self-serving, but still kinda sweet, apology:
      Entrant: The drawing is not so bad, really. I was just in rough mood. Sorry.
  • Sergiu is a guard assigned to your post (shown in green) who will befriend you. There are a couple of occasions where you can save his life from terrorist attacks. He will always be grateful for it the next day.
    • Then he finally asks you for a favor and asks if you can check in his lover, Elisa. He'll even give you a pendant to remind you of her name and face. Once she comes, you discover that she only has her passport. Letting her in will get you a citation, but will earn you a scene of Sergiu and her being really happy to see each other. This scene consists of two tiny monochromatic sprites running toward each other and embracing, but it's no less powerful for it.
      • Hand her the pendant before approving her, and the inspector adds "He is waiting for you."
      • An organized terrorist attack happens on the same day. Save his life one last time, and on the next day, he'll say that his wife plans on naming a son after you, and you are also rewarded with a stack of cash for your efforts.
  • EZIC seems to be incredibly kind towards you if you help them. Even the ending where you're fully supportive of them is heart warming since they also protect your family.
  • It's a funny and silly moment, but when you get a visit from a depressed immigrant, you can give him a crude card someone gave you earlier to try and persuade you to let them into the checkpoint. Despite the card's quality and mention of approving entry, and the fact that you've never seen him before, he cheers right up and thanks you, regardless of whether you do allow him entry or not afterwards. It's hilarious, but also quite heartwarming.
  • Dimitri is a Jerkass and Bad Boss extraordinaire, but if you manage to get a perfect no-citation record when he first arrives, he has this to say about you:
    Dimitri: You make Arstotzka proud.
  • Any time the papers make a mention of you or your actions in a positive light. The two biggest examples, catching a criminal on the run and detaining the mastermind of a human trafficking ring, rely on you going above and beyond for the country to enforce decency even outside the express rules of your job.
  • If you refuse to help EZIC and succeed in defending the wall from their last assault, then M. Vonel completes your audit and informs you that you came out clean. In other words, even a hyper-paranoid secret police officer cannot doubt your loyalty after you single-handedly prevent Arstotzka's fall. Also, even if you got citations left and right throughout the game, he's willing to forgive them since the important thing is that you refused to assist a rebel group and stopped their attack.
    M. Vonel: "We have audited your activities for the past 20 years. There are some anomalies. But you have served Arstotzka well."
  • On day 21 it will come to your attention that your sister was arrested by the government for some reason and your niece needs someone to live with. You can choose to adopt her into your family at the cost of 40 credits and the added upkeep of another person to take care of. The inspector's dedication to his family is rewarded when she brings home her mother's savings the next day to thank her dear uncle for going through the trouble.
  • If you manage to get an ending wherein you and at least some of your family attempt to escape the country, you run into a guard at the border... in exactly the same position as you were. And he can clearly tell that your passports are fake... but he still lets you all through. In a way, it feels like your own kindness to others was karmically rewarded when you were the one who needed to escape.

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