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3%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
4%%
5%%
6[[foldercontrol]]
7
8!!Introduced in ''The Suffering''
9
10[[folder: Torque and his family]]
11
12!Torque
13-->'''Voiced by:''' [[spoiler:Creator/MichaelClarkeDuncan (The Ties That Bind)]]
14[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/torque.jpg]]
15
16The silent protagonist of the first game and the [[SuddenlyVoiced not-so-silent]] protagonist of the second, with a dark past, a criminal record and a history of violent outbursts. Introduced upon his arrival at Abbot State Penitentiary, Torque has been found guilty of murdering his wife and children, and though he cannot remember what exactly happened, he is due to be executed within the next three months. The earthquake and the Malefactor incursion does him an unexpected favour, allowing him the chance to escape — and perhaps to find out who was really responsible for the death of his family. It won't be easy, though, even with the powers his own rage has given him...
17-----
18* AimlesslySeekingHappiness: In ''Ties That Bind,'' he's revealed to have this trait; as a child, when asked what he wants to be, all he could think of was "happy." As such, he led a largely aimless life up until a) he fell in love with Carmen, and b) Blackmore recruited him; his wife and his employer kept him anchored and contented, but unfortunately, the two ended up in conflict: Carmen inspired him to leave Blackmore's organization, and Blackmore [[spoiler:arranged for Carmen to be murdered]]. As such, it's no surprise that over the course of both games, Torque has no goals of his own other than to survive and actually has to be told what to do by just about everyone, from Carmen's ghost to Dr Killjoy.
19* AxCrazy: Going down the Evil route sees Torque being a violently homicidal maniac that kills every Malefactor and human being in the way. [[spoiler: In this route, he's also guilty of murdering his wife and two sons with his bare hands.]]
20* BadassNormal: He slaughters dozens of Malefactors with nothing but a slew of weapons and his bursts of rage.
21* BerserkButton: Though apparently unflappable most of the time, he gets very angry whenever his relationship with Carmen or his sons are belittled.
22* CloudCuckoolandersMinder: To Luther and Kyle, should he take the good morality path.
23* DarkAndTroubledPast: He had a pretty rough childhood in the Garvey's Children Home; Carmen mentions in one of her diary entries that Torque had never spoken about the place to her, but had frequent nightmares about the place, where he would wake up screaming that he "just wanted to be left alone". She also mentions once that during a walk, the two passed by the home by accident, where Torque stopped dead in his tracks, almost immediately turning around and telling her they had to go home.
24* EnemyWithin: His inner beast, which often spurs Torque onto greater acts of violence. [[spoiler:Blackmore also functions as this.]]
25* EnemyWithout: [[spoiler:In the climax of the first game, Torque fights the physical recreations of himself and his inner beast that Killjoy has called into being.]]
26* EvilMakesYouUgly:
27** If he takes the Evil morality route, Torque's appearance will become less and less human, to the point where he almost looks more like a corpse. His skin becomes grey-green in color, with huge open wounds forming on his arms and body. His clothes become dirty, discolored and ragged. His eyes will also be darker, giving a sinister looking glow.
28** This is also the case for his transformed state for Insanity Mode in ''Ties that Bind''. Here, the creature looks nothing like Torque, with a demonic, red-tinged look that represents a complete loss of Torque's former humanity. Its left arm has spikes moving up, and its blade is completely jagged and covered in blood. It also has horns and a leathery hide; it also moves more erratically and grunts the most when moving.
29* FrameUp: [[spoiler:In the good ending, it's revealed that Torque is innocent of the murders, which were committed by a group of Blackmore's thugs.]]
30* HalfBreedDiscrimination: It's implied Torque is of mixed race and that it caused him trouble on the streets of Baltimore.
31* HeroicMime: In the first game. [[spoiler:Not so much in the second, however.]]
32* JekyllAndHyde: [[spoiler:Torque has at least ''two'' Hydes — his inner beast and Blackmore.]]
33* TheJekyllIsAJerk: The ultimate twist of the second game is that [[spoiler: the crime lord [[BigBad Blackmore]] is actually an alter of Torque. However, while Blackmore is a ruthless, scheming psychopath who [[SplitPersonalityTakeover wants to seize control of Torque full-time]], Torque isn't exactly a saint either: not only does he have such UnstoppableRage that he's committed manslaughter in the past, but he willingly participated in organized crime while in Blackmore's employ, before [[MoralityPet Carmen]] talked him into quitting. Depending on player choice, Torque can also prove himself to be a remorseless sadistic killer who abused and slaughtered his family - to the point that in the bad ending, [[TheBadGuyWins Blackmore can take over his mind]] simply because Torque has become too much like him to resist.]]
34* LaserGuidedAmnesia: Apart from his inability to recall what happened on the night of the murders, he also cannot remember what happens when he transforms.
35* MultipleChoicePast: The truth of who killed Torque's family is determined by how Torque behaves during the game.
36* OneManArmy: Big time. Armed with nothing but firearms and a few melee weapons, he tears through hordes of Malefactors without really breaking a sweat.
37* OnlyKnownByTheirNickname: Unless his parents liked rotational force so much they named him after it.
38* OrphanageOfFear: Growing up in the group home was so traumatic [[spoiler:he developed ''multiple personalities'' to cope]].
39* PapaWolf: Talking shit about his kids is a pretty good way of getting your brains blown out.
40* PaterFamilicide: [[spoiler:In the evil ending of the first game, he is guilty of the crimes he was accused of.]]
41* SplitPersonalityTakeover: [[spoiler:During the evil ending of the first game, Torque gives in to his anger and becomes his insanity form permanently, [[PyrrhicVictory killing the boatman who came to rescue him]], and [[DownerEnding fleeing back into the wilderness in search of prey]].]]
42** [[spoiler:In the evil ending of the second game, Blackmore destroys Torque's personality and continues expanding his empire on a full-time basis.]]
43* TheStoic: Very rarely shows emotion. Even his display of remorse is just putting his hand on his head for a brief moment.
44* SuperpoweredEvilSide: When pushed to the very limits of his rage, Torque has the ability to transform into a nightmarish creature powerful enough to tear Malefactors to bloody shreds with its bare claws. [[spoiler:However, it's revealed that he technically doesn't transform at all — the monster is all in his head, and the strength is fueled by his own adrenaline.]]
45* UnstoppableRage: He has periods of this, which end up coming in handy when fighting the Malefactors.
46** This was around even before the game. In one of Carmen's diary entries, she mentions once while Torque was working at a gym, he went berserk during a sparring match and laid into the other guy "like a madman" as Carmen puts it. He snapped out of it after a minute; Carmen notes he would have likely beat the guy to death if he hadn't.
47* UnwittingInstigatorOfDoom: He causes the apocalypse just by setting foot on Carnate Island, and he didn't have a choice, considering he was a prison inmate. Doesn't get much more unwitting then that.
48* VillainProtagonist: Only if you go down in the Evil route, in which Torque will be an indiscriminate mass murderer who butchers both the Malefactors and any human he comes across, and [[spoiler: is completely guilty of murdering his wife and children.]]
49* WhiteIsPure: His white vest/tank top reflects his moral choices. If Torgue chooses good, his shirt remains clean and white, if he chooses evil then his vest becomes grimy and stained.
50
51!Carmen
52-->'''Voiced by:''' Rafeedah Keys
53
54Torque's wife and moral compass. In life, she spent a good deal of time trying to steer her husband onto more responsible courses of action; though she clearly loved Torque, she ultimately divorced him after he was jailed for manslaughter. Doubly unfortunately, the next time she was due to see her ex-husband, someone beat her to death. However, following the earthquake, she returns as a ghost to advise Torque — and to help him remember what really happened...
55----
56* AccidentalMurder: [[spoiler:In the neutral ending of the first game, she died following an argument with her husband that ends with Torque knocking her to the ground and breaking her skull in the process.]]
57* [[GoodAngelBadAngel Good Angel]]: Acts as this throughout both games.
58* MyGreatestFailure: At points in both games, she sorrowfully admits that divorcing Torque only made things worse for both of them in the long run.
59* TheReasonYouSuckSpeech: If Torque takes the evil path, she will hand out a ''lot'' of these.
60* SpiritAdvisor: Her spirit pops up from time to time to either give Torque advice, or admonish him for cruelty.
61
62!Corey
63-->'''Voiced by:''' Keith Anthony
64
65Torque's eldest son. Resentful of his father's impact on their family, he had an especially confrontational relationship with Torque... up until someone threw him out a window. Again, with the supernatural in full force on Carnate, he reappears as a ghost to haunt his father over the course of the game.
66----
67* CallingTheOldManOut: Does this quite often in both games.
68* CorruptTheCutie: In the second game, it's revealed that, [[spoiler:in the event that the neutral ending was achieved]], he was singled out by Blackmore as a means of hurting Torque. Apart from introducing Corey to drugs, Blackmore went on to continue his "tuition" long after Corey's death, encouraging him to push Malcolm's spirit into the Drowning Pool.
69* EnfantTerrible: [[spoiler:In the neutral ending, where he does a spiteful murder suicide on his poor innocent younger brother]].
70* FreakOut: [[spoiler:Caused by witnessing his mother's accidental death in the neutral ending.]]
71* KillTheCutie: Regardless of ending, [[spoiler:he dies by falling out a second-story window, though depending on which ending, he was either thrown or deliberately jumped on his own]].
72* MurderSuicide: [[spoiler:Again, in the neutral ending of the first game, in which he drowns Malcolm in the bathtub and jumps to his death.]]
73* SpitefulSuicide: [[spoiler:In the Neutral Ending we learn that he killed Malcolm and himself out of revenge for Torque's accidental killing of Carmen]].
74* UndeadChild: Haunts his father alongside his mother and younger brother.
75* YoureNotMyFather: One of the haunting hallucinations Torque can get has him insult his father.
76-->"You never were my dad! Not really!"
77
78!Malcolm
79-->'''Voiced by:''' Creator/KamaliMinter
80
81Torque's youngest son. In sharp contrast to Corey, Malcolm adored his father; even being drowned couldn't stop him from returning to offer help to Torque.
82----
83* CheerfulChild: A lot cheerier than his older brother — occasionally introduced by playing a chasing game with his father.
84* KillTheCutie: [[spoiler:Depending on the ending, it's either by his father's, his brother's, or some thug's hands.]]
85* UndeadChild: Becomes this as he haunts his father's psyche after his death.
86[[/folder]]
87
88[[folder: The Ghosts of Carnate]]
89! Doctor Killjoy
90-->'''Voiced by:''' John Armstrong
91[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dr_klljoy.jpg]]
92 [[caption-width-right:350:It is so difficult to tame the brain. Sometimes it needs a little jolt to behave...]]
93
94One of Carnate Island's most infamous figures, Doctor Killjoy ran an asylum on the island's western edge during the early twentieth century, attempting to cure his patients through means that were unconventional at best and lethal at worst. Despite having vanished in the thirties, Killjoy lives on as a ghost contained in 16-mm film projectors, and is now determined to cure Torque of his burgeoning insanity — by any means necessary.
95----
96* AffablyEvil: Charming, urbane, and always happy to see Torque. Plus, he genuinely wants to help Torque, even going so far as to accept his temporary defeat in the boss battle as a sign that he needs to be more prompt in treating him.
97* AmbiguouslyRelated: There are hints that Killjoy is in some way related to Torque, from his statement that he knew Torque's mother to the painting in the asylum on Carnate that shows Torque is a spitting image of Killjoy in his heyday.
98* CutLexLuthorACheck: Averted — after developing the "Rebirth Machine" as a means of curing his patients, he actually attempted to have it patented, but he disappeared before the paperwork could be completed.
99%%* DeadlyDoctor
100* DeadpanSnarker: He occasionally shows a sarcastic wit, especially in regards to Torque and his actions.
101* DoNotAdjustYourSet: When Torque leaves Carnate for Baltimore, Killjoy starts communicating through television sets.
102* DressedToHeal: He's always dressed in the stereotypical garb of a surgeon, along with a bloodstained apron, head mirror, and smock with a waistcoat with a bow tie underneath.
103* HardLight: Played with; though he's as intangible as you'd expect, Killjoy can still manipulate physical objects by touch if he wishes. Closer examples can be found in the form of the barriers he sets up across certain entrances and exits, or the items he gives Torque.
104* LargeHam: Both in-universe and out; Killjoy enjoys making a spectacle of himself.
105* MadDoctor: Good God, to say the ''least.'' Quite apart from all the experimental mayhem he's committed in the past, he also subjects a CO to electroshock therapy, has another partially devoured by rats because his body "threatened the safety of his own mind", slashes an inmate to death while giving a tutorial on lethal injection, and overdoses three heroin addicts to the point of [[YourHeadAsplode their heads exploding!]]
106* MadScientist: Modified the Slayers to become even more deadly, and built a machine that could help destroy Torque's inner demons.
107* MorallyAmbiguousDoctorate: A psychiatrist and surgeon with a sociopathic disregard for human life whose methods are brutal and disturbing. That being said, he really does want to help others, unlike a lot of examples of this trope.
108* {{Narcissist}}
109* NeverFoundTheBody: He disappeared from the insane asylum on Carnate, with no one quite sure what happened to him. He lives on through television sets and camera projections, but whether he intentionally preserved himself that way or if it's a curse placed upon him by the Island is anyone's guess.
110* NoCelebritiesWereHarmed: Killjoy bears a startling resemblance to Creator/VincentPrice.
111* OmnidisciplinaryScientist: He is a psychiatrist as well as a surgeon. His "Rebirth Machine" also suggests he has some mechanical ability too.
112%%* ProjectedMan
113%%* PsychoPsychologist
114%%* VirtualGhost
115* WellIntentionedExtremist: Weirdly enough, despite his total disregard for human life and his dangerous methods of treatments, he sincerely wants to help others. Ranse Truman believes that he was warped by Carnate Island's influence.
116--> "From what I know, Dr. Killjoy's motives were pure. That he committed crimes against humanity shouldn't surprise, given where he did his work."
117* WickedCultured: In both games, he enjoys a good Shakespearian soliloquy.
118
119!Horace Gage
120-->'''Voiced by:''' John Armstrong
121[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horrace.jpg]]
122 [[caption-width-right:350:To survive this place, you gotta become it. I tried to fight it... but it's no use...]]
123
124Another figure of Carnate Island's past, Horace was an inmate at Abbott, though nobody can remember what he was originally jailed for. Instead, he is remembered for murdering his wife on a conjugal visit — under the delusion that she wasn't safe outside the prison — and being sentenced to death in the electric chair. His electrified ghost lingers on, however, still tied to the electric chair, still in agonising pain; however, during the first game, he acts as an advisor to Torque, hoping to spare him from a similar ending.
125----
126* TheAtoner: He tries to help Torque and push him towards the good paths.
127* AccidentalMurder: Horace accidentally killed The Captain as he was being shocked in the electric chair.
128* BaldOfEvil: If Horace ever had hair when he was alive, it was either shaved off during the lead-up to his execution, or ''burned off'' during the execution itself.
129* CrazyJealousGuy: Believed that his wife wasn't "safe" without him around, during one of their conjugal visits, he cut her to ribbons; it's implied this act was what moved him from Max sec to Death Row.
130* DeathSeeker: He wants Torque to stay good in Abbot because he wants Torque to put him out of his misery.
131* ElectricTorture: He was executed by the electric chair, but since his spirit can't pass over to the other side, he still feels the electric shocks.
132* EyeScream: If you look closely at Horace's in-game model, you'll notice that his eye sockets are empty. This makes sense, as prisoners who are condemned to the electric chair often had their eyes melt during their execution.
133* FateWorseThanDeath: His eternal tie to the electric chair.
134* GoodScarsEvilScars: The top of his head and his hands are still charred black from the shock that killed him.
135* HadToComeToPrisonToBeACrook: He was sentenced to Abbott for assault and was driven to his breaking point by the fear of being unable to protect his wife from the more dangerous prisoners and criminals.
136--> I can't even remember what I was in here for, beatin' up some guy, whatever. I got screwed by the system. Fuck 'em, they fucked my life, they're as responsible for my old lady's dyin' as I am. Nobody wants the whole story, just lock 'em up, throw away the key, see ya next life. I just wanted to keep her safe. I couldn't protect her while I was on the inside.
137* InvisibleToNormals: During his final encounter with Torque, Horace's sudden appearance goes completely unnoticed by Ernesto.
138* IOweYouMyLife: A variant. [[spoiler:His afterlife consisted of constant agony due to his spiritual bond to the electric chair. One Torque freed him from that tie, the grateful Horace returned to open a gate for him.]]
139* LoveMakesYouCrazy: He was sentenced to Abbott for assault and was driven to insanity after being surrounded by some of the evilest people in the country. Deciding that his wife was no longer safe without him, Horace killed her during a conjugal visit.
140* PsychoElectro: Subverted; while Horace is certainly unhinged, he's actually one of the saner characters in the game and he genuinely helps Torque during the game.
141* ShockAndAwe: He has the power to generate electricity and can teleport through electric cables, however, he's in constant agony due to his soul being bound to the electric chair.
142* SpiritAdvisor: Like Carmen, he encourages Torque to be a good person.
143* TheSpock: Horace tries to encourage Torque to do the right thing and help him escape Carnate, doing so as penance for his misdeeds and to prevent Torque from sharing his fate.
144* TragicMonster: He was an inmate serving time at Abbott for assault who genuinely loved his wife. However, Carnate Island's influence drove him to insanity during his time there, pushing him to murder his wife during a conjugal visit in a deranged attempt to protect her from the world. He was then condemned to the electric chair and found himself trapped on Carnate, where he relived his execution again and again.
145* VillainHasAPoint: During the fight against Torque, he goes into his backstory where he reveals that he blames the justice system for his girlfriend's death. Although he can't remember the actual crime, he does remember "beating some guy up", implying that the crime was bad, but not bad enough to warrant a sentence in Abbot, a maximum security prison filled with extremely dangerous criminals. Gage was surrounded by these criminals 24/7 and they somehow convinced him that they were going to kill his girlfriend, causing Gauge to snap from stress and kill her during a conjugal visit. Gauge believes his trial was rigged and they simply threw him in jail to get rid of him, rather than give him a fair trial or give him a proportionate punishment. In the notebook, Clem isn't surprised that Gauge snapped so badly and states that Gauge isn't the first criminal to snap in jail.
146* ViolentlyProtectiveGirlfriend: GenderInverted. While Horace has long since forgotten what crime he committed that landed him in Abbott, he vaguely remembers it as assault. During his stay, Horace started believing his wife was no longer safe without his protection and he killed her during a conjugal visit.
147
148!Hermes Haight
149-->'''Voiced by:''' John Patrick Lowrie
150[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/hermes_5.jpg]]
151 [[caption-width-right:265:Death is our stock-in-trade here at Abbot, the final solution... I am one of the few who'd admit it.]]
152
153One of the most hated [=COs=] at Abbott, Hermes T Haight was responsible for executions during his employment at the prison, and took great delight in his work; over the course of his long career, he employed almost every single method of killing permitted by the Maryland Board of Corrections, from the noose to the electric chair. However, it was the gas chamber he loved the most. Appropriately, it was the gas chamber that he eventually killed himself in. Of course, he returns during the Malefactor infestation of Carnate, manifesting as a ghost composed of swirling green gas.
154----
155* AtLeastIAdmitIt: He's a sadistic monster, but he doesn't present his actions nor the prison he's a part of as anything more than a means of killing more people.
156* AxCrazy: Although he likes to pass himself off as a professional, it's clear that Hermes is a deeply disturbed man who thoroughly enjoys murdering people. Upon returning to the land of the living following the Malefactor incursion on Carnate, much of his time is spent wandering the island and gassing random people to death ForTheEvulz.
157* BaldOfEvil: He has no hair to speak of and is perhaps the most twisted and malevolent spirit on Carnate Island.
158* ConsummateProfessional: Subverted. While he tries to present himself as this, he enjoys his work far too much for it to be true.
159* CreepyMonotone: Speaks in a gentle monotone punctuated with long, slow breaths — apparently savouring the smell of his own gas.
160* DeadlyGas: Hermes' spectral body is composed of poisonous gas; however, he notes that it's not the same gas he used in life, which was colourless and odourless. Being a sadistic bastard, he colours his gas so that his victims can see it coming.
161* EnemyMine: Grudgingly assists Torque in the final stage of his escape.
162* IntangibleMan: Like Jumpin' Jack Flash, he's a gas, gas, gas. [[spoiler:Though his human form can be solid.]]
163* InLoveWithYourCarnage: He ''loves'' watching Torque go berserk.
164* {{Irony}}: Abbott's cemetery is named in Hermes' "honor". Appropriately, he ended up buried there, too.
165* LackOfEmpathy: His only interest in people is in watching them die -- well, that and admiring the work of particularly skilled killers.
166* TheMcCoy: Hermes acts as the devil on Torque's shoulder, encouraging him to give in to his killer instincts.
167* MeaningfulName: His last name is pronounced "hate".
168* MindOverMatter: He can move things without touching them.
169* NightmareFetishist: His obsession with execution victims marks him as one.
170* ProfessionalKiller: And a legal one at that.
171* PsychoForHire: Averted — at least prior to his employment at Abbott, anyway.
172* PunchClockVillain: Apparently, he actually started out as this, given that the Board of Corrections wisely rejected applicants who actually enjoyed killing. Instead, Hermes came to enjoy the role of executioner at least partly because of the congratulations he earned from his superiors.
173* TheKillerBecomesTheKilled: [[spoiler:Twice.]]
174* SerialKiller: Hermes is never directly called one, but his obsessions and murderous impulses mark him.
175* TheSociopath: He came to enjoy seeing just how many ways he could execute those sent to him, has a perverse fixation on serial killers, and has no emotional attachments.
176* SoftSpokenSadist: Hermes ''never'' raises his voice, even during his boss battle; at times, he's almost whispering.
177* SuperSmoke: Inverted. In death, he seems to be a sapient cloud of poison gas who can take human form.
178* ToKnowHimIMustBecomeHim: In life, Hermes grew obsessed with how his victims felt in the days before their executions, and did everything in his power to learn, from listening to their phone conversations, to studying their bodies after he'd killed them. In the end, he decided that the only way he could possibly learn the truth was by tasting the gas...
179
180! The Three Girls
181-->'''Voiced by:''' Bhama Roget
182
183The ghosts of three young girls in Puritan Dress, often seen wandering the forests and roads of Carnate Island; unlike Horace and Hermes, they do not personify their cause of death, existing as simple ghosts for most of the game. In life, the girls were inhabitants of Carnate's first settlement, Goodsmouth, and were ironically responsible for its collapse: apparently driven by sheer boredom, they began accusing people of witchcraft, resulting in the deaths of eleven people during the ensuing WitchHunt. Unable to live with what they had done, the girls killed themselves. Though they return during the game as spirits that pester Torque about what happened to his children, they refuse to directly interfere until the climax of the game, in which they take on the form of some of the strongest Malefactors in the game — the ''Infernas.''
184----
185* CreepyChild: Well, they're ghosts of children.
186* CreepyDoll: Each of them can be seen holding one of these. Their first scene reveals that it doubles as a supernatural firebomb.
187* DrivenToSuicide: In their final appearance in the game, the Three re-enact their suicide for Torque, flinging themselves off a cliff.
188* HeelRealization: Suffered a massive one following the end of the WitchHunt.
189* IronicNurseryTune: In one appearance, they are seen dancing around the site of the witch-burnings, singing Ring Around The Rosie — just before they transform into Infernas.
190* KidsAreCruel: Not only did they have at least eleven people killed during the backstory, they also enjoy playing games with Torque's head, at one point sneering that he failed to protect Malcolm and Corey — assuming they aren't actively accusing him of murder.
191** Perhaps surprisingly, they're much nicer to Torque if you're playing a strictly good game.
192* MyGodWhatHaveIDone: They accused people of witchcraft for a laugh and ended up causing the deaths of ''eleven people.'' Their guilt drove them to suicide.
193* NeverFoundTheBody: They up and disappeared after the WitchHunt ended. It's implied they committed suicide by jumping into the sea, so their bodies probably just got washed away.
194* ObliviouslyEvil: They weren't aware that their childish accusations of witchcraft would ''actually'' get people killed and were horrified by the results.
195* OneWingedAngel: Their Inferna forms.
196%%* PlayingWithFire
197[[/folder]]
198
199[[folder: Abbott State Penitentiary Corrections Officers]]
200!Warden Hargrave
201
202Little is known about Hargrave prior to the disaster, although he presumably harboured a considerable amount of hatred for the inmates of his prison. Ultimately, he used the earthquake and the infestation of Malefactors as an excuse to begin rounding up inmates and slaughtering them en masse, apparently as the prelude to armageddon.
203----
204* AxeCrazy: By the time Torque encounters him, he's gone off the deep end and has used the Malfactors as an excuse to murder any inmates he comes across.
205* BadBoss: According to some of the other [=COs=], Hargrave was also prepared to execute his underlings if they failed in their duties or failed to "suck his dick good enough."
206* FatBastard: He's overweight and was a hateful bastard even before the Malfactors showed up.
207* FlunkyBoss: During the boss battle, he sends in several teams of [=COs=] to kill you — while riddling you with bullets from a machine gun turret.
208* HoistByHisOwnPetard: If you get into his room through the hole in the ceiling, he abandons the turret he was using and switches to his revolvers. You can then grab the turret and gun him down with it.
209* KnightTemplar: He considers everything that's happening around him as the sign of the end-times, and that he is a beacon of justice to pass judgment upon all prisoners. Of course, his idea of "judgment" is rounding up all the inmates and killing them all.
210-->'''Hargrave:''' "The time has come to wash the scum from the earth. This is my Armageddon."
211* LoneWolfBoss: He has no connection to the Malefactors, he's the warden who's taken it upon himself to indiscriminately kill all the inmates under the belief that it's the apocalypse.
212* {{Mundanger}}: Hargrave isn't a Malefactor, nor does he have the backing of Carnate Island's Ghosts, or any supernatural powers of his own. He's also managed to clean the Malefactors out of V-Block, and is using this newfound freedom to massacre the surviving inmates.
213* StationaryBoss: He'll stay in a separate room and open fire with his turret until his health gets low enough or if you get into his room through the hole on the floor above, where he'll then leave to fight with a pair of revolvers.
214
215!The Captain
216One of the higher-ranking officers, and the first of Torque's companions; having spent enough time killing Malefactors alone, he decides that he'd much prefer the company of "a murdering scumfuck from the row," and decides to team up with him. [[spoiler:In the good path, the Captain ends up getting electrocuted by Horace.]]
217----
218* BadassNormal: When monsters started killing people in the prison, he didn't panic -- he started gunning them down.
219* CollateralDamage: He won't ''try'' to shoot you, but don't get between him an an enemy.
220%%* GoodIsNotNice
221* JerkAss: The Captain doesn't trust Torque, and makes it very clear that he won't hold fire if he needs to shoot one of the Malefactors and Torque's in the way. Then again, Torque is still a death row inmate, so it's kind of understandable. [[GameplayAndStoryIntegration He's not kidding when he says that, by the way.]]
222* MauveShirt: [[spoiler:Mauve enough to survive the first few waves of Malefactors, but too [[RedShirt Red]] to live for very long afterwards.]]
223* NotBad: The nicest thing he can say about Torque, essentially "You handled yourself alright for an inmate."
224* ProperlyParanoid: [[spoiler:In an evil playthrough he's got every right to be worried about Torque.]]
225* RankScalesWithAsskicking: The first CO that isn't murdered in his very first scene.
226* SirSwearsALot: There's very little of his dialogue that ''doesn't'' include foul language.
227* TeethClenchedTeamwork: He's straightforward about how much he dislikes having to team up with an inmate.
228
229!Luther
230-->'''Voiced by:''' Mark Berry
231
232Named only in one of CO Hawks' broadcasts, Luther has apparently "lost his soddin' mind" during the attack on the prison. By the time Torque meets him, Luther has reverted to a childlike state of mind, and latches onto Torque as the only person that can help him get to the radio building and call for help.
233----
234* DroppedABridgeOnHim: [[spoiler:In the good path, Luther is left in charge of the radio building, promising to keep it safe from the Malefactors while Torque goes to find whatever's interfering with the transmission. Returning hours later, Torque finds Luther slumped on the floor, dead.]]
235* HeroWorshipper: Upon seeing Torque defeat an entire yard of Malefactors, Luther decides that Torque must be "an Angel of Vengeance come to save us all!"
236%%* LovableCoward
237* ManChild: Heavily implied to be a result of PTSD.
238* MommasBoy: Can be heard whimpering for his mother on occasion.
239%%* PrematurelyBald
240* ScaryBlackMan: Subverted: when standing up straight, Luther would probably be even taller than Torque, but that's about the only thing vaguely imposing about him.
241* SpeechImpediment: Stutters frequently.
242
243!Sergei
244-->'''Voiced by:''' John Patrick Lowrie
245
246Hidden away in an upper-story room in Dr. Killjoy's Asylum, Sergei has apparently come to terms with the fact that he will die when the Malefactors find him, and is taking steps to enjoy himself as much as possible before then: though the lack of power prevents him from listening to the radio and his hookah broke in the earthquake, he still has a pipe and plenty of marijuana. As such, he's pretty happy to see Torque when he finally shows up...
247----
248* CloudCuckooLander: He's high as a kite and not entirely sure he's ''really'' seeing Torque.
249* EruditeStoner: While under the influence of marijuana, he reflects on his life choices and how he ended up working as a police guard, giving out some rather philosophical statements while doing so.
250* {{Irony}}:
251** Sergei chuckles over the fact that he's growing enough marijuana to get himself a very long stay in prison for his troubles — even though working at Abbott Penitentiary is so horrible he might as well be an inmate anyway.
252** He also notes the hilarity of coming to America "The Land of the Free", only to end up working in a prison.
253** [[spoiler:He's given up and fully expects to be killed, but ends up one of the few [=COs=] whose death we don't actually see on screen, if he dies at all.]]
254* NiceGuy: He's one of the more affable and friendlier correction officers in the island; then again, that can be attributed to him being high.
255%%* ThePhilosopher
256* RussianGuySuffersMost: Averted. Quite apart from being both safe and intensely relaxed, Sergei is the only surviving member of the Corrections Officers stationed at the Asylum.
257* VideogameCaringPotential: You can restore power to the building for him, allowing him to listen to his music — and netting you a leg up on the KarmaMeter.
258* VodkaDrunkenski: Also averted, given that vodka is most definitely ''not'' Sergei's intoxicant of choice.
259* WhatHappenedToTheMouse: [[spoiler:You find his stash, but you never learn if he made it out or not.]]
260* WhileRomeBurns: He figures if he's done for anyway, he might as well go out high and listening to his favorite music.
261
262! Harley And Friend
263Met only very briefly during the game, Harley is found trying to fight off several Festers while his unnamed friend tries to drag him back to safety. As Harley is fighting Malefactors with inappropriate weaponry — i.e.: without a fire axe or Molotov cocktails — their survival depends on Torque's assistance.
264----
265* BerserkButton: By all accounts, Harley despises rats, hence his little temper-tantrum directed at the Festers.
266* HairTriggerTemper: Harley clearly has a short fuse.
267* RedOniBlueOni: Harley is very gung-ho about fighting the Malefactors while his unnamed friend is more focused on staying back and staying alive.
268* SirSwearsALot: Harley has quite the potty mouth.
269* UnstoppableRage: Harley.
270* WhatHappenedToTheMouse: [[spoiler:Last seen hiding in one of the towers, fate unknown.]]
271
272!Ernesto
273-->'''Voiced by:''' Mark Dias
274
275Notable for being one of the guards who escorted Torque to his cell at the beginning of the game, Ernesto remains absent until towards the end of the game. Though he doesn't trust Torque, he ends up joining him nonetheless, if only because Torque didn't take the chance to kill him when they bumped into each other again. Over the course of their travels, it emerges that he is married to Consuela, and is making his way to their home on the other side of the island to ensure the safety of her and their children.
276----
277* BadassNormal: He's easily the most competent of Torque's companions. And he tanks accidental shotgun hits like a pro.
278* CharacterDevelopment: At first, he's just a [=CO=] with a chip on his shoulder; then, it's revealed that he's fighting to save his wife and kids; then, he and Torque begin to trust one another; by the time Ernesto sees the Infernas playing with Torque's children, he's begun to wonder if Torque was really guilty.
279* FireForgedFriends: With Torque, should you take the good path.
280* GoodIsNotNice: He takes a rather black and white stance on morality, but he's genuinely fighting to protect his wife and kids and even warms to Torque should he be proven wrong about Torque's moral character.
281* GratuitousSpanish: Drops a lot of spanish words in his dialogue.
282* HappilyMarried: To Consuela.
283* JerkWithAHeartOfGold: As one of his fellow Corrections Officers notes, Ernesto can be a jackass: he's very vocal in declaring that the inmates should all die, shoves Torque in the back on the way to his cell, and spends a good deal of the escort mission flinging insults at him. However, he's also a very devoted husband and father; plus, as he spends time with Torque, he gradually begins to trust him — to the point that he starts to reconsider his opinions.
284* PapaWolf: Very protective of his children, and utterly despises abusive fathers, hence his disgust at Torque's crime.
285* TeethClenchedTeamWork: Given his hatred for inmates, the only reason he's working with Torque at first is because he thinks they can kill more Malefactors as a team than alone. This changes over time (somewhat).
286* WhatHappenedToTheMouse: At the end of the escort mission, he is last seen hurrying into the town to see if his family are still alive; Torque is unable to follow, and the sequel reveals nothing of his fate. The evil karma beginning of ''Ties That Bind'' hints that the Foundation executes any survivors they find on Carnate, so his odds [[UncertainDoom aren't good no matter what]].
287* YouAreACreditToYourRace: He universally regards inmates as scum, but after Torque proves himself, he's willing to make an exception in his case. Thanks?
288
289[[/folder]]
290
291[[folder: Abbott State Penitentiary Inmates]]
292!Dallas
293-->'''Voiced by:''' Mark Berry
294
295One of Torque's friends from Eastern State Penitentiary, Dallas is one of the few people who seem happy to see him; eagerly joining his old partner-in-crime in the hopes of escaping the prison, he spends a great deal of time detailing his theories on what caused the Malefactor attack.
296----
297* BuryYourGays: In his tutorial on lethal injection, Dr. Killjoy slashes a random inmate to death with a scalpel. It's not until Dallas joins Torque that it's discovered that the inmate was Byron, Dallas' boyfriend. Also, Dallas himself can be killed during the evil path.
298* ClusterFBomb: When under stress, Dallas tends to drop quite a few of these at once, especially after being attacked by a Mainliner.
299-->Mo-ther-''fucker.'' I grew up in Lafayette Court, and I tell ya I ain't ''never'' been so fuckin' scared! What kinda sick mutant was that thing? Fuckin' government, fuckin' experiments, fuckin' BULLSHIT!
300%%* ConspiracyTheorist
301* TheLoad: Up until they enter T-Block, Dallas is unarmed, and more than a bit of a hindrance.
302* PrisonRape: Avoided the T-Block showers for this very reason. Of course, once the Mainliners show up, he's got even more reason to avoid them.
303* SophisticatedAsHell: Dallas can be surprisingly eloquent; at one point, after suggesting that the Malefactors were created through scientific experimentation, he remarks "Didn't they ever read [[Literature/{{Frankenstein}} Mary Shelley]]? That shit don't ever work out!"
304* StraightGay: Very comfortably homosexual, though he doesn't have ''that'' kind of relationship with Torque.
305* TookALevelInBadass: Dallas spends the first half of his time in the game unarmed and being chased by every monster that isn't interested in Torque. Then he gets hold of a pistol and becomes a lot more effective.
306* WhatHappenedToTheMouse: In the good path, he's last seen escaping the prison alone, and nothing more is heard of him after that.
307
308!Clem
309-->'''Voiced by:''' Ross Douglas
310
311By far the oldest inmate encountered in the game, Clem was apparently plotting an escape around the time of the earthquake; undeterred by the attacking Malefactors, he managed to actually observe and document them in an improvised bestiary — which Torque ends up collecting — before going through with his plan to leave the island by raft. Unfortunately, he's trapped on the shore by the newly-arrived Festers until Torque arrives to help...
312----
313* ActionSurvivor: Clem isn't exactly stone-cold badass like Torque, but with his assistance, Clem can survive and escape the madness.
314* ApocalypticLog: Most of his notes read like this.
315* BadassBookworm: Writer, illustrator, philosopher, amateur historian, and a dab hand with a molotov cocktail.
316* BerserkButton: Clem hates the Festers with a passion.
317* BlueOni: With Torque.
318* CrazyPrepared: Clem set up numerous secret caches of ammunition throughout the island — just in case. For good measure, he gives Torque a map to them in exchange for assistance. Crosses over with DevelopersForesight; if Torque tries to backstab Clem by stealing the raft, the whole thing explodes the moment he touches it.
319* DreamingOfThingsToCome: His notebook reveals that he dreamed of Torque's Rage Form, and once saw a vision of Torque's dead family.
320* EveryoneHasStandards: In his notebook, he hopes that the Festers are actually the souls of slave traders and not the souls of the "hapless slaves" who were left to rot in chains.
321* InferredSurvival: If Torque helps him, Clem is last seen rafting away from Carnate Island; though the second game reveals that Jordan and the Foundation have had encountered him or his writing — enough to continue his tradition of documenting Malefactors, anyway — it's not mentioned what exactly happened to him.
322* KillItWithFire: Clem is always armed with a molotov.
323* MonsterCompendium: Managed to write the one for the first game, detailing every single monster he'd encountered through first-hand experience — in other words, all of them, plus the three ghosts. Far more impressively, he managed to write notes on Torque, Torque's family, Torque's Rage Form, and even [[spoiler:the FinalBoss]].
324** Furthermore, the one found in the second game was written in his honour.
325* NoCelebritiesWereHarmed: Clem is a dead ringer for Creator/MarkTwain in his later years, and a SouthernFriedGenius besides. Also, "Clem" can be short for "Clemens", Twain's real last name. Besides that, Torque encounters him on a portion of Carnate that has history involving the slave trade, a subject that Twain had a lot to say about.
326* PhotographicMemory: He's able to draw detailed pictures of the Malefactors just from memory. He was even able to draw Torque's family despite only briefly seeing a photo of them.
327* SesquipedalianLoquaciousness: His speech is ''layered'' with it.
328* SouthernFriedGenius: Speaks with a heavy Southern accent and is quite savvy. Creating a raft to escape the island and some molotov cocktails. He also dabbles on documenting his findings about the Malefactors.
329%%* SouthernGentleman
330
331!Jimmy
332-->'''Voiced by:''' Earl Alexander
333
334The last inmate that Torque can accompany in the game, and by far the most unstable: Jimmy believes that the Malefactors are just hallucinations brought on by food laced with drugs by the [=COs=], who are now killing the inmates for sport; his solution to this is to hide out in the basement of the lighthouse until "the drugs wear off and the hacks run out of ammo." Unfortunately, along the way, he runs into Torque and mistakes him for a [=CO=]. Even worse, it turns out he's managed to gather an impressive supply of TNT during his time in the wilderness, and starts flinging it all over the place as he flees into the cave network; this naturally ends up with Jimmy getting trapped by a cave-in, and Torque has to decide whether not to rescue him...
335----
336* AxCrazy: He's the most unstable of the survivors that Torque encounters.
337* HoistByHisOwnPetard: Trying to bomb Torque leaves him trapped in the cave by a collapsed ceiling; Torque himself has to decide whether or not this can lead to a KarmicDeath.
338* MadBomber: He's rather unstable and also throws dynamite like there's no tomorrow, although considering his current predicament, you can't blame him.
339%%* TheMillstone
340* ScaryBlackMan: A variant, he isn't that scary in a physical sense, but he's very dangerous and plenty scary with those dynamite bundles he throws around.
341* TemptingFate: Once they arrive in the lighthouse basement, Jimmy is very quick to claim that nothing can get in. [[spoiler:Then Hermes wafts into the room through a grate under Jimmy's feet, suffocating him to death.]]
342* WrongGenreSavvy: Jimmy seems to be under the impression that he's in a strictly non-supernatural psychological thriller.
343
344!Chico
345-->'''Voiced by''': Mark Dias
346
347An inmate who Dallas has ties with.
348----
349* SkewedPriorities: Despite the prison being overrun with grotesque monsters, Chico is more hung up on Dallas apparently keeping drugs from him. This offense was so great that Chico, rather than working together and improving their chances of survival, instead opts to kill him and Torque.
350* TooDumbToLive: Attacking two other inmates over drugs [[SkewedPriorities while there are monsters killing everything in sight]] is stupid enough, but attacking [[OneManArmy Torque]] of all people is just asking to get killed.
351[[/folder]]
352
353[[folder: The Malefactors of Carnate]]
354! Overall Tropes
355* AlwaysChaoticEvil: They are all terrifying creatures deserving only of death. That said, killing them in one instance where they have no means of fighting back or escaping is considered evil.
356* EnemyCivilWar: The Malefactors do ''not'' get along well once they're deprived of human victims. In one particularly telling cutscene, a Slayer jumps a Mainliner, and begins jabbing it painfully with its blades... only for both of them to be pounded into mulch by an angry Fester.
357* GeniusLoci: Believed to be the product of a [[UnholyGround particularly malevolent location]] that's enjoyed a long history of pain and suffering.
358* HumanoidAbomination: All of the monsters on Carnate hold a vaguely human shape, whether it's a full human, part human (the Noosemen missing their legs), or implied to have a human shape (Burrowers).
359* TheHeartless: A history of misery, pain, and death coalesced into twisted, hostile forms.
360* IronicHell: Excepting Horace and Killjoy, the Malefactors aren't the victims of execution, but the perpetrators. Each is tormented by their preferred method of killing, though Hermes gets off on it instead.
361* TheLegionsOfHell: What some people believe them to be.
362* OurMonstersAreWeird: Probably the most twisted, weirdest, and disturbing monsters ever.
363* RuleOfSymbolism: Every single Malefactor in the first game represents a form of execution, and their design fits their origins appropriately.
364* UndeadAbomination: Malefactors are the tortured spirits of the dead, twisted by great and terrible acts of evil into hideous forms reflecting the suffering they inflicted and endured in life.
365
366! Slayer
367The Slayers are the first Malefactors encountered in the game, and generally the most plentiful (though stronger variants are discovered as the game continues). As the living incarnation of Beheading, their heads have been suspended above their shoulders with vice-like mechanisms, and their limbs have been replaced with steel blades; in spite of this, they can still walk and run with considerable speed. They can even leap into the air and crawl across the ceiling for stealth attacks — though the clattering sound of their blades ''does'' tend to alert people to their approach.
368----
369* AnthropomorphicPersonification: Of those who have died by [[OffWithHisHead decapitation]]. Their Baltimore incarnations are implied to represent knife-culture and knife violence in the streets of Baltimore.
370* BandagedFace: Quite a few Slayers sport heavily bandaged faces.
371* TheBerserker: A Slayer that gets its head blown off while still alive goes completely nuts.
372* BladeBelowTheShoulder: A Type 3 variant, where all four limbs of the creature are blades.
373* EliteMooks: The brown version is tougher and usually bigger than the white one.
374* FragileSpeedster: The fastest Malefactors in either game, but also the most vulnerable.
375* FridgeLogic: InUniverse, it's noted that there's no records of anyone ''ever'' being decapitated on Carnate. So, what creates the Slayers?
376* ItCanThink: Slayers tend to behave very intelligently by Malefactor standards, displaying a certain grasp of tactics which allows some of them to actually attack [=COs=] while they're reloading or from behind; at one point, a Slayer trails a wounded victim for several hundred feet until he's too tired to move any further or even fight back before it finally kills him.
377* InASingleBound: They are capable of leaping surprising distances.
378* MalevolentMaskedMen: Some of the Slayers wear various forms of facial masks, the creepiest being grinning metal facemasks.
379* OffWithHisHead: Their finishing move.
380* RemovingTheHeadOrDestroyingTheBrain: After the boss fight with Killjoy, Slayers continuously revive if their heads are intact. To make sure they stay down, you have to put a bullet in their head once you've killed them, or manage to shoot their heads off mid-battle. However, unless they are already dead, decapitating a Slayer will not kill it, only make it go berserk.
381** Ironically, if you blow off one arm, they will bleed out and die within a couple of seconds. You still need to blow off their heads after Killjoy, though.
382* RiddleForTheAges: The Slayers on Carnate have the signs of embodying those who died by decapitation. There have been no cases of beheadings involved with the death-row inmates on Carnate, so when exactly were there beheadings on an island in American territory? ''[[FridgeHorror And why are there so many of them?]]''
383* ShoutOut: The heads of some Slayers are studded with pins and nails a la ''Franchise/{{Hellraiser}}.''
384* SwordDrag: Often, Slayers can be encountered dragging their blades along the walls and floor to intimidate opponents, producing a SinisterScrapingSound.
385* WallCrawl: They frequently go skittering around the roof to ambush you or to try and outmaneuver you.
386* WeakenedByTheLight: Slayers go out of their way to avoid light, actively shying away from torches and flashlights, and dying instantly if caught in the beam of a spotlight. As one CO finds out, that doesn't mean they can't attack from the shadows.
387
388! Marksman
389First encountered among the relics of Fort Maleson in the prison basement, the Marksman appears mainly human except for its oversized frame, the blindfold of flesh over its eyes, and the bagpipe-like cluster of rifles on its back; these rifles are its chief weapon, making it one of the most common ranged-attackers in the game. As both its appearance and Clem's notes indicate, the Marksman is the incarnation of a military firing squad; it's also the first Malefactor to have a direct origin story: the execution of three innocent soldiers during World War II, during Carnate Island's brief stint as a POW camp.
390----
391* AnthropomorphicPersonification: Of those who died by firing squad.
392* BodyHorror: Their backs have freakish growths that sprout their iconic guns. They are even held with full articulation.
393* DisabilitySuperpower: Due to the blindfold of flesh, Marksmen are very adept at detecting their opponents without having to actually see them.
394* DoNotRunWithAGun: Mercifully, Marksmen have to hold still in order for the large growth with guns attached to it to aim and open fire on a target. Somewhat befitting as they represent firing squads.
395* EmergencyWeapon: Variant — if it's being attacked at close range and the assailant is out of its rifles' reach, it can launch chunks of shrapnel from its wounds.
396* EyelessFace: They have a blindfold of flesh instead of any seeable eyes.
397* IronicHell: If the Marksmen are the reincarnation of the firing squad that was used at Fort Maleson, then they clearly have been made to suffer just as much as their previous victims; not only are they blinded, but they also emerge from the ground tied to stakes, and close examination of their bodies show numerous bullet wounds.
398* MoreDakka: They can fire their rifles in either a gatling-like sequence or in a single, shotgun-like burst.
399* SenseImpairedMonster: Being a representation of military firing squads, the Marksmen have a blindfold of flesh covering their eyes, making them unable to see. However, they compensate for this by being very adept at detecting opponents without having to see them, resulting in them often firing their cluster of rifles at the slightest sound of movement.
400%%* ShotAtDawn: Their origin story.
401
402! Mainliner
403A personification of the Lethal Injection, the Mainliner is a small, froglike creature with stunted limbs and a back that has been embedded with dozens of syringes. In sharp contrast to the apparently painless nature of the execution, it's in constant pain from the chemicals rushing through its bloodstream, and can be heard screaming and moaning in agony whenever it appears. In spite of their apparent weaknesses, Mainliners are still dangerous, because their syringes are still filled with lethal fluids, and can be thrown with lethal precision; furthermore, they can teleport across Carnate Island via bodies of still liquids — blood, stagnant water, anything not disturbed by motion — and ambush their prey in large numbers.
404----
405* AnthropomorphicPersonification: The ones on Carnate represent those who die from lethal injection. Their Baltimore cousins represent junkies and drug pushers, their chemicals made of a lethal strain of heroin.
406* BloodyMurder: Their blood is still very toxic even after death.
407* BodyHorror: Let's just say that the Mainliners are screaming in pain for a very good reason, and leave it at that.
408* EyeScream: Their eyes have been replaced by syringes as well.
409* ImprobableWeaponUser: Their main weapons are needles.
410* PersonalSpaceInvader: If close enough, a Mainliner will leap at its target and attempt to stab them in the neck with a syringe.
411* PortalPool: How they travel around the island.
412
413! Nooseman
414A very obvious incarnation of hanging, the Nooseman is little more than a skinned legless body dangling from a noose; its single mode of attack is to drop from puddles of blood on the ceiling and strangle unsuspecting passers-by to death. According to Clem, the skinless nature of the Nooseman is due to it being inspired by a prison riot in the 1950s, during which five [=COs=] were lynched, skinned alive, and hanged for leaving inmates to die in a quarry cave-in.
415----
416* AmbushingEnemy: They actually reside in the blood pools on the ceiling and pop down to attack you.
417* AnthropomorphicPersonification: Of those who died from hanging. Their lack of skin is a reference to the 1950's riot, meaning they are specifically manifestations of that event.
418* TheFaceless: They no longer have discernible faces.
419* FlayingAlive: They look as though their skin is missing, a reference to the infamous event that may have birthed them.
420* PeekABooCorpse: Only that they grab Torque to suffocate him.
421
422! Burrower
423Arguably the least human out of all the Malefactors, the Burrowers appear to represent live burial, having been stuffed into a burlap sack and wrapped in chains at some point. Traveling across the island by burrowing and moving more like snakes than anything else, they emerge from the ground to lash at their victims with their chains, occasionally constricting them to death. Clem's notes detail that they were likely inspired by an accident at the Carnate Island quarry, where several inmates were trapped by a cave-in and left to die by the guards.
424----
425* AchillesHeel: Because Burrowers leave holes in the ground when they retreat from battle, the easiest way to kill them is to drop a stick of dynamite into one of the holes and let the explosion do the rest. More conventionally, every attack except their random flailing attack leaves them vulnerable for a second before retreating, allowing you to capitalize with melee weapons.
426* AnthropomorphicPersonification: Of live burial. The ones on Carnate are manifestations of prisoners who died in a mining accident (the same incident leading to the creation of the Noosemen), while the ones in Baltimore are manifestations of those who died building the city's underground infrastructure.
427* BuriedAlive: Their supposed origins.
428* ChainedByFashion: Instead of limbs, they are wrapped in hooked-chains that they use as weapons. They can even lift them as though they were regular arms.
429* CombatTentacles: Their chains function as these.
430* MoleMonster: They spend most of their time digging through the ground, emerging only to attack.
431* WormSign: The Burrowers produce very obvious trails in the ground as they move, which can be nerve-wracking before their introduction, as they don't attack you or even emerge from the ground until then.
432
433! Fester
434Massive, bloated corpses lashed together with the very manacles they use to attack their victims, and eaten from the inside by rats, the Festers are first encountered blocking Clem's escape via the beach, but soon afterwards, they're found all over the island. Its origins are rooted in the wreck of an 18th-century slave ship grounded on Carnate's northwestern shore: when the ship first ran aground, an entire consignment of slaves was abandoned in the hold by their masters, on the grounds that they would rebel if any rescue attempt was made; the slaves either drowned or were consumed by rats. Almost three hundred years later, the Festers rise from Carnate's waters…
435----
436* AmbushingEnemy: They're liable to pop up anywhere the water's deep enough.
437* AnthropomorphicPersonification: They are manifestations of the slavers from the wrecked ship off the island's coast, their bodies showing signs of death by drowning and being eaten alive by rats (as what happened to the slaves).
438* BodyHorror: They are inhumanly bloated corpses, with rats living in their bodies.
439* ChainedByFashion: As mentioned, they bear the manacles they once forced upon their victims.
440* DeadWeight: Very bloated due to waterlogging (and rats).
441* EpicFlail: Their weapon of choice is a ball-and-chain.
442* ImmuneToBullets: Bullets just bounce off.
443* IronicHell: Clem notes that the Festers are far too pale-skinned to be the slaves who were drowned and devoured in the hold of the ship, so in all likelihood, the slavers are currently living out the nightmare they inflicted on their cargo.
444* KillItWithFire: As Clem notes following their introduction, an ideal way of dealing with them is to burn them alive with either a molotov or a flamethrower. This makes the rats in their bellies die prematurely.
445* LaserGuidedKarma: In life, they abandoned their crashed slave ship, allowing the slaves to be eaten alive by rats. Now they're forced to live in the water, constantly being devoured by rats… only from the inside-out, this time.
446* NighInvulnerable: It is literally impossible to kill the Festers without a fire axe, a Molotov cocktail, or dynamite.
447* RespawningEnemies: Until you set fire to the wreck of the slave ship, the Festers will not stop respawning, and even once you do that, there are still a few hanging around the island, just waiting for you to arrive.
448%%* StoutStrength
449* WalkDontSwim: Given that they're much too heavy to swim, they are seen walking out of the ocean, having marched across the sea-bed from the slave ship to get there.
450
451! Inferna
452-->'''Voiced by:''' Bhama Roget
453
454The Malefactor forms of the Three Little Girls and a clear representation of burning at the stake, the Infernas resemble nothing more than charred corpses wreathed in flame. Fast-moving, capable of igniting almost anything they touch, and able to return from death if their ashes aren't immediately scattered, they are among the hardest Malefactors to deal with in the game.
455----
456* AnthropomorphicPersonification: Of being burned alive. More specifically, they are the ghosts of the Puritan girls that caused the witch hunts on Carnate made manifest as monsters.
457%%* BossInMooksClothing
458* BurnTheWitch: Their origin story.
459* DrivenToSuicide: After their lies lead to multiple innocent people being burned at the stake, the girls threw themselves off a cliff.
460* GigglingVillain: Well, they ''are'' little girls.
461* IronicHell: Though they don't appear to suffer as a result.
462%%* LightningBruiser
463* PlayingWithFire: They shoot fire at you and can come back from their own smoldering ashes.
464%%* OneWingedAngel
465* ResurrectiveImmortality: Unlike most of the Malefactors, the Infernas are not replaced by new Infernas after their deaths; they simply arrive back in reality, apparently unscathed by the previous encounter. For good measure, to finish them off, their ashes have to be scattered as soon as they die, or else they [[FromASingleCell regenerate]].
466%%* UndeadChild
467%%* WreathedInFlames
468[[/folder]]
469
470!!Introduced in ''The Suffering: Ties that Bind''
471
472[[folder: Residents of Baltimore]]
473! Miles
474-->'''Voiced by:''' Arif S. Kinchen
475
476Another one of Torque's old friends, Miles was caught in the middle of Blackmore's attempt to get Torque jailed, and ended up being sent to prison as well; after that, he developed something of a grudge towards Blackmore. Naturally, when Torque returns to Baltimore following his escape from Carnate, Miles joins him in a mutual quest to find and kill the crime boss.
477----
478* TheBartender: Before he went to prison, Miles was the owner and bartender of a small underground den called "The Underground."
479* BlueOni: To Torque.
480* DisneyDeath: Gets shot in the chest by Copperfield, only to return a few levels later.
481* KilledOffForReal: [[spoiler:Ends up getting killed by Blackmore after he learns the truth about Torque.]]
482* NonActionGuy: Miles isn't a big fan of physical violence, and prefers to help Torque from afar.
483* OOCIsSeriousBusiness: It's easy to tell that something's very wrong when Miles is seen holding a gun... and pointing it at [[spoiler:Torque]].
484%%* TheSmartGuy
485* SophisticatedAsHell: Frequently alludes to classical mythology, even alongside his frequent uses of slang and expletives.
486* WhatTheHellHero: [[spoiler:Flings a barrage of these speeches at Torque when he learns the truth about him and Blackmore. Eventually, this leads to his death when Blackmore takes over Torque's body and beats him to death.]]
487
488! Hejira
489-->'''Voiced by:''' Creator/KeithFerguson
490
491Torque's old neighbour, a devout Muslim and apparently a member of a Black Nationalist group, Hejira is the first real companion Torque gains in ''Ties That Bind''. Apparently having planned ahead, he is trying to get to an abandoned soup kitchen where he can meet up with a few of his other allies before leaving the city, and he requests Torque's help in getting there.
492----
493* BadassNormal: He's just a normal guy, but he's more than capable of fending for himself.
494* BadassPreacher: "And the Righteous shall put down the devils!"
495* CrazyPrepared: Hejira is probably the only person in the entire game fully prepared to deal with the situation at hand.
496* GoodIsNotNice: Undoubtedly standoffish and dour, but clearly well-meaning. He sensibly agrees to work with Torque regardless of whether or not he killed his wife, stating that Torque "need only fear the judgement of Allah."
497* SawedOffShotgun: His weapon of choice.
498* ScaryBlackMan: At least to the malefactors.
499* WhatHappenedToTheMouse: Assuming Torque doesn't abandon or kill him, Hejira is last seen outside the soup kitchen, waiting for his friends to arrive; nothing more is seen or heard of him after that (with the possible exception of the review in "The Greatest Story Never Told").
500
501! Kyle
502-->'''Voiced by:''' Creator/ScottMenville
503
504A heroin addict found hiding in an abandoned building just behind the Grand Theatre, and apparently suffering the early symptoms of withdrawl. Kyle immediately latches onto Torque, believing him to be his long-lost father, and naturally begs him for help. Unlike most of the other companions in the game, Kyle's objectives are very simple: find another hit.
505----
506* CloudCuckooLander: He's a fiending heroin addict, so naturally his grasp on reality is a bit shaky. He thinks Torque is his dad, and seems to see things through some sort of filter.
507* InferredHolocaust: His part in the game ends with him finally tracking down his friend's stash of heroin and giving himself another dose; Torque isn't encouraged to stick around to see what happens next, but given that Kyle's trapped in a crackhouse infested with Mainliners, the odds of his survival are slim.
508* {{Expy}}: [[spoiler:An in-series one as both he and a Neutral-ending Corey turn out to have fallen under the sway of drugs due to an absent father, and Kyle even killed his little brother while high, as Neutral-Corey did, albeit not under the same conditions. He's also not too far off from how old Corey would be if he were still alive.]]
509* TheLoad: The game does not allow you to hand a weapon to this shivering junkie, no. You'll have to go out of your way to keep him safe, too, as he'll occasionally break away and start running.
510* MoralityPet: Dr. Killjoy interprets Kyle as having some "therapeutic benefit" to Torque, and spares his life for this very reason. [[spoiler:Probably the {{Expy}} thing.]]
511* NoPeripheralVision: Played straight in his final scene, and justified due to his addiction; when he finally tracks down the box of heroin his friend was keeping, it takes him a while to actually notice that his friend is lying dead just a few feet to his left.
512
513! Consuela Alvarez
514-->'''Voiced by:''' Meg Savlov
515
516The wife of Ernesto fromm the first game, Torque finds Consuela at the docks, having been captured by the Foundation. However, she's determined to get back to Carnate Island and reunite with her husband and children.
517----
518* BadassNormal: She's apparentely just a housewife, but, thanks to Ernesto's foresight in training her in firearms use and a handy Tommy gun, she can easily hold her own against the Malefactors and Foundation soldiers.
519* OhCrap: She's quite frightened when she realizes her potentional rescuer is wearing an Abbot inmate uniform. Depending on Torque's choice, she was right to be afraid.
520* TheVoice: In the first game, we hear her once when she radios the prison, trying to contact surviving [=COs=] in hopes of finding Ernesto. She also narrates her notebook regarding the various locations around the island. Appears in person in ''Ties That Bind''.
521* WhatHappenedToTheMouse: Assuming Torque helps her, then the last we see of Consuela is her heading back to Carnate. It's never revealed whether she and Ernesto reunited.
522
523! Warden Elroy Jr.
524-->'''Voiced by:''' Creator/JamesPatrickStuart
525
526Current warden of East Baltimore Correctional, son of one of the most infamous wardens to serve at the prison, and one of the few Corrections Officers to survive the Malefactor Outbreak. Elroy Jr. is reluctant to trust Torque, but clearly not as untrusting as the other [=COs=], as he teams up with him very quickly in an attempt to escape the prison and survive.
527----
528* ActionSurvivor: He's one of the only [=COs=] to survive the Malefactors.
529* EnemyMine: Teams up with a group of inmates towards the end of his time with Torque; after some initial hostility, they eventually manage to get to TeethClenchedTeamwork levels of cooperation, enough to escape the prison altogether.
530* GlassCannon: One of the weakest characters in the game, but comes equipped with a very powerful 45. magnum.
531* InferredSurvival: Assuming that he and the other inmates survive their encounters with Torque, it's entirely possible that Elroy Jr. can escape Baltimore alive with the team he's managed to gather. Alone, though...
532* NerdGlasses: He wears a pair of these.
533* ReasonableAuthorityFigure: He's the only warden in either game that isn't an abusive scumbag. While he doesn't trust Torque right off the bat, he also realizes he needs all the help he can get if he wants to escape the prison and quickly teams up with him. His plan also involves getting both the inmates and guards to work together to survive.
534* SinsOfOurFathers: Elroy Sr. was despised by the inmate population, and for good reason — sabotaging the machine shop to burn several prisoners to death, subjecting other prisoners to months of solitary confinement, and using armed response teams as an easy way of ending minor rebellions. Naturally, Elroy ''Jr.'' ends up universally loathed because of this: the guards think that he's a pussy because he's much more liberal than his father, the inmates think that he's just as bad as his father but too cowardly to show it, and both sides end up regarding him with considerable distrust after the outbreak.
535
536! Ranse Truman
537-->'''Voiced by:''' David Markus
538[[quoteright:289:https://static.tvtropes.org/pmwiki/pub/images/ranse_4.png]]
539[[caption-width-right:346:Those trapped in misery dream of escape. But just when you think you've made it out, it turns out you've never really left.]]
540
541A former inmate of both Abbott State Penitentiary and Eastern, and the mysterious writer of the quotations that appear at the beginning of each level. Little is known of his past or the crimes that landed him in prison, but judging by his notes, he took the time to study the unique history of Carnate Island; unfortunately, his research apparently disturbed him very deeply, ultimately driving him to suicide. Doubly unfortunately, he survived and was transferred to East Baltimore, a city no better than Carnate in terms of corruption and urban decay. However, in spite of his next suicide attempt, he managed to survive both the blood loss ''and'' the Malefactor infestation — at least long enough to bump into Torque.
542----
543* ActionSurvivor: He's an average prisoner (philosophical mind aside), but he's managed to fend off the Malefactors, despite blood loss from a suicide attempt.
544* DrivenToSuicide: He's evidently tried to slit his wrists in the past, and judging by the fresh bandages around his neck, he's also tried to cut his throat.
545* HeroOfAnotherStory: How he's alive throughout all of the events that's been happening while he was an inmate or how he got out of prison is beyond everybody and given that his notes is being left much almost everywhere, like Torque, it must've been one helluva day.
546* MysteriousPast: It's never revealed why he ended up in prison to begin with.
547* NoodleIncident: If Torque stands within earshot of him, Ranse will reveal that he was apparently removed from Abbott State Penitentiary for "trying that thing with a sharpened spoon".
548* SouthernFriedGenius: The quotes in the loading screens show that Ranse is much more of a deep thinker than your average prison inmate.
549[[/folder]]
550
551[[folder: The Ghosts of Baltimore]]
552! Copperfield the Slave Hunter
553-->'''Voiced by:''' Bob Papenbrook
554[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/copperfield_1.jpg]]
555 [[caption-width-right:350:Some creatures, when wounded, run and hide. But not I. Never.]]
556
557Little information is given regarding his identity, but it is revealed at points in the game that he was a slave catcher from Baltimore's past and, according to him, may have chased Torque and Carmen’s ancestors. Now he is a ghost that haunts the streets of Baltimore.
558----
559* BadBoss: Copperfield would often starve his bloodhounds for days at a time, before setting them loose to hunt down and devour slaves. [[spoiler:This comes back to bite him in the ass if he fights Torque and is defeated as his hounds turn on and devour him.]]
560* TheBeastmaster: When he was alive, Copperfield trained bloodhounds to hunt down escaped slaves, often letting them tear them to pieces. During Baltimore's cataclysm, Copperfield is the master of a dog-like malefactor, the Mauler (the physical embodiment of the horrors of slavery Baltimore has experienced), [[spoiler:who then turn on him and maul him when he is defeated]].
561* HuntingTheMostDangerousGame: He would hunt runaway slaves with his bloodhounds and his hunting rifle.
562* SuperPersistentPredator: What Copperfield trained his hounds to be.
563* VillainRespect: A rather twisted variation. Copperfield is shown to be pleased that Torque puts up a fight, and comes to consider him to be a WorthyOpponent, even complimenting Torque on his fighting skills. If the player has a morality status of good, Copperfield actually praises Torque for his benevolent actions during their fight — not out of goodness, but rather a respect for Torque's dedication.
564
565! The Creeper
566-->'''Voiced by:''' Creator/SScottBullock
567[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/creeper_0.jpg]]
568 [[caption-width-right:350: Blood is the best lubricant.]]
569
570A grotesque ghost that haunts the streets of Baltimore. Formerly known as Luther Stickwell, the Creeper was an infamous killer pimp in Baltimore's history.
571----
572* BaldOfEvil: He has no hair, and is one of the most truly vile and evil beings that Torque encounters.
573* FatBastard: Mostly because of the contents of his belly...
574* GreenEyedMonster: In the Evil morality path, Torque fights the Creeper as a boss instead of Copperfield; the reason being that the Creeper doesn't want Torque to "steal his glory."
575--> '''The Creeper:''' "I've seen enough! Who do you think you are? I fucked long and hard and killed a whole lot of conniving whores to get where I am, and I'm not going to let you, some pint-sized serial killer, steal my glory!!"
576* SerialKiller: A particularly disturbing one; he began by murdering his own hookers before going after any woman he came across; his bodycount stated to be somewhere between 50 and ''200''.
577** Later, should Torque stand in earshot of him, Ranse Truman notes that 71 prostitutes disappeared a few decades ago, likely the victims of the Creeper.
578* SoftSpokenSadist: The Creeper's voice never rises above a breathy whisper [[spoiler:even when being stabbed to death by the manifestations of his former victims]].
579* StrawMisogynist: At first a pimp, the Creeper then took to targeting women.
580* TooKinkyToTorture: The Creeper seemed to enjoy his defeat when [[spoiler:the women manifestations in his chest turned on him, stabbing him to death]], something that unnerved even Torque.
581* UncannyValleyMakeup: Only his face is covered in chalk-white makeup.
582[[/folder]]
583
584[[folder: The Foundation]]
585! Overall Tropes
586%%* GasMaskMooks
587%%* GovernmentAgencyOfFiction
588* NGOSuperpower: They have enough funding, political backing, and troops to occupy Baltimore and Carnate Island, though it's not enough to stop the Malefactors.
589* PrivateMilitaryContractors: Most of their soldiery is comprised of mercenaries, some of whom go out of their way to mention sordid campaigns in third-world countries during the ScenicTourLevel.
590* RedshirtArmy: Most of the Foundation troops end up as this when faced with Malefactors.
591* WhoYouGonnaCall: The intent of the organization is to take down Malefactors, but given their batting average? [[Film/{{Casper}} You should call someone else.]]
592
593! Blackmore
594-->'''Voiced by:''' Creator/MichaelClarkeDuncan
595[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/blackmoor.jpg]]
596 [[caption-width-right:350:Meet me down by the drowning pool. It's where all losers meet their end.]]
597
598The head of a vast criminal organization spread out across Baltimore, and Torque's former employer; known as "The Colonel" for the unquestioning discipline he inspires in his followers, Blackmore is also renowned for the punishment he metes out against his enemies: his drowning pool has become an urban legend on par with the Creeper for this very reason. As such, he took Torque's attempt to leave his organization very badly, going so far as to engineer a scenario which would end in Carmen divorcing her husband — and it worked. [[spoiler:Unfortunately, Torque didn't lose interest in his wife and children, so Blackmore went one step further still: in all three morality playthroughs, he is responsible for their deaths, having either ordered his men to kill them, encouraged Corey into murder and suicide through drugs, or just convinced Torque to do it himself.]] During the second game, Blackmore decides to ally himself with the Foundation — only to end up ousting Jordan from power and taking command of its private army in an attempt to seize power — and to apparently take revenge on Torque. [[spoiler:Late in the game, it's revealed that Blackmore is another one of Torque's secondary personalities, and the orders he delivers to his troops are given while Torque is unconscious; however, he's also grown tired of having to run his empire on a part-time basis, and is now trying to destroy Torque's personality so he can take full control.]]
599----
600* AffablyEvil: Calm, polite, genial, and ruthless beyond measure. He treats his henchmen generously — provided they obey his orders without question. He even goes out of his way to offer Torque "friendly advice". But should Torque disregard it...
601* BaldOfEvil: There's not a spot of hair on his head, and he's a ruthless mastermind.
602* BeardOfEvil: Sports a goatee.
603* BigBad: The main antagonist of ''The Suffering'' series.
604* TheChessmaster: As well as being a strategist at heart, he likes making references to games, including chess.
605* CruelMercy: The reason his troops spared Torque's life [[spoiler:after killing his family in the good ending of the first game]].
606-->"He said to leave you alive. Only you. Enjoy your new life."
607** However, if you started the game with the good ending from the first game, a flashback reveals that [[spoiler:he had ordered his men only to scare Torque's family, but when finding out that they went above and beyond those instructions, he reacts with genuine horror]].
608-->'''[[spoiler:Blackmore:]]''' "I never said to do ''THAT''!... Now they're '''gone'''!!
609--> "[[spoiler:I don't think I could have ever done it. But it was the wrong kind we associated with. Untrustworthy, unprofessional. The kind who kills someone just cause they get off on it.]]"
610* DiabolicalMastermind: He's the leader of a vast criminal organization that encompasses the entirety of Baltimore, which he then expanded further by taking over the Foundation.
611* TheDreaded: He's the subject of urban legend in Baltimore's criminal underworld thanks to the horrific punishments he meted out to his opponents.
612* EvenEvilHasStandards: Coming into the second game off of the good ending of the first reveals that [[spoiler:his soldiers went above and beyond his orders to murder Torque's family -- something he explicitly wanted to avoid. Blackmore may want to control Torque, but he only wanted to intimidate and coerce him into giving more control, and says he wouldn't have ever done the deed himself.]] Getting the neutral path shows that he's fine with indirectly causing such things anyway, so it implies that getting the good ending gives him some vague semblance of a HeelRealization.
613* EvilMentor: To Torque. [[spoiler:The finale reveals that he also acted as this during Torque's childhood.]]
614* EvilSoundsDeep: He has a positively chilling deep voice courtesy of his voice actor.
615* FlunkyBoss: [[spoiler:In the finale, he takes you on with respawning hordes of Malefactors.]]
616* GoodScarsEvilScars: There appear to be several old scars on his cheeks.
617* GracefulLoser: [[spoiler:Following his beliefs, he takes his defeat in the Good Ending with stride, and genuinely compliments Torque for beating him at the game before vanishing.]]
618* ImaginaryFriend: [[spoiler:Blackmore started out as this to Torque. [[NotSoImaginaryFriend Then he grew]] into an honest to god SplitPersonality.]]
619* JekyllAndHyde: [[spoiler:Hyde to Torque's Jekyll.]]
620* TheKillerInMe: [[spoiler:The mastermind behind the Foundation, the one responsible for the pain of so many people including Torque himself, turns out to be one of Torque's alters.]]
621* LeanAndMean: He's rather slimly built when compared to some of the muscle he surrounds himself with. That doesn't detract from how dangerous he is.
622* ManipulativeBastard: He's been pulling the strings of multiple people in order to create his criminal empire, the most prominent being Torque [[spoiler:who he's influenced since childhood.]]
623* ParentalSubstitute: To Torque — or at least he likes to think so, judging by all the times he refers to Torque as "My little one." [[spoiler:Flashbacks during the endgame reveal that he was a more concrete example during Torque's years in the orphanage.]]
624* SplitPersonalityTakeover: [[spoiler:Should Torque take the good path, Blackmore will be purged from his mind once and for all; on the other hand, at the end of the evil path, Blackmore will simply destroy Torque's personality and take over.]]
625* SplitPersonalityMerge: [[spoiler:At the end of the neutral path, Torque and Blackmore learn that they are unable to destroy one another, and are forced into an uneasy truce.]]
626
627! Jordan
628-->'''Voicded by: Rachel Griffiths'''
629
630The apparent leader of the Foundation, Jordan has spent her life studying the Malefactors. After the Carnate Island incident, Jordan had the Foundation occupy both Carnate and Baltimore to gather samples. She also has a unique interest in Torque and an apparent connection with Blackmore...
631----
632* AmbitionIsEvil: Obsessed with power and immortality, Jordan hunts and studies the Malefactors in the hopes of harnessing some kind of power from them.
633* BadBoss: She's utterly callous towards her men, not being bothered in the slightest when they get slaughtered by the Malefactors and Torque.
634* FauxAffablyEvil: She's polite and complimentary towards Torque, but only for the purpose of manipulating him. The evil karma ending shows it was all in attempt to accomplish Blackmore's goal [[spoiler:of taking over Torque's body]].
635* FreudianExcuse: Supplementary material from Dr. Killjoy's Notes indicate that Jordan's parents were brutally murdered when she was still young, which made her become obsessed with power and immortality.
636* MysteriousPast: While Dr. Killjoy's Notes explain that Jordan's obsession derives from her parents' murder, little else is known about her and her Foundation.
637* UnholyMatrimony: [[spoiler:She's Blackmore's lover.]]
638 [[/folder]]
639
640[[folder: The Malefactors of Baltimore]]
641
642The new specimens of Malefactors which appeared in Baltimore. Slayers, Mainliners, Marksmen, and Burrowers make a return from the previous game; for tropes concerning them, look above under The Malefactors of Carnate.
643
644!Arsonist
645
646A grotesque creature composed of two burning corpses merged together, its origins can be tracked in Baltimore many past fires and in their victims.
647----
648* AnthropomorphicPersonification: Of those who died in city fires.
649* BodyHorror: Two people melded together in one abomination, they also costantly shed flaks of charred flesh.
650* GlassCannon: Mixed with FragileSpeedster, the Arsonists tend to dodge a lot, move around and attack with flames, but once you manage to nail them, they're done for.
651* IncendiaryExponent: They're wreathed in flames, and thus they'll burn not only everything flammable they run into, but also whomever attacks them in melee.
652* LegacyCharacter: To the Inferna from the first game. The Arsonist tend to pop up much more often.
653* PowerFloats: Rather than walk, these malefactors can float above the ground.
654* PlayingWithFire: They can set things ablaze and toss fireballs around.
655
656!Gorger
657
658A monstrous ogre and boogeyman of Baltimore's slums, it's feared as a sewer-dwelling creature that emerges from its lair to consume everything in sight. According to a flashback, it was born from a priest who, in desperation, served human flesh in his soup kitchen in an attempt to save part of his flock.
659----
660* AnthropomorphicPersonification: Of famine and cannibalism, apparently.
661* ExtremeOmnivore: The ones in the folktales are rumored to devour everything they can get their hands on.
662* GlassCannon: They are large and can kill Torque in a few attacks, but are pretty slow and a shotgun blast can take care of them instantly.
663* HorrorHunger: What they represent; they can be heard feeding on something offscreen when not engaged in combat.
664* IAmAHumanitarian: While the archives states that the Gorger is the manifestation of the folklore creature, the flashback you get with Hejira in front of the soup kitchen implies that the accidental cannibalism thing helped a lot.
665* ThingsThatGoBumpInTheNight: While most of the other malefactors are "original" horrors, these guys were a night horror long before Torque's coming in Baltimore.
666* WellIntentionedExtremist: It's implied that the priest responsible for the Gorgers didn't feed his parishioners long pork for sadism, but for sheer desperation and lack of food.
667
668!Triggerman
669
670A grotesque Malefactor similar to the Marksmen, born from the gun-wielding criminals of Baltimore's streets, Triggermen's bodies sport several arachnid legs tipped with guns coming out of their backs. They prowl around like oversized spiders, unleashing bullets on anyone unfortunate enough to cross them.
671----
672* AnthropomorphicPersonification: Of urban gun violence.
673* BodyHorror: Their thorax is bloated beyond possible, their legs atrophied and their faces are nothing more than scar tissue.
674* BossInMooksClothing: They tend to be very though and deal a lot of damage with their guns. Unfortunately, they usually appears in groups.
675* CopKiller: Well, they will kill anyone, but the first ones encountered are seen fighting Baltimore police officers.
676* GangBangers: Their origins, in a nutshell.
677* GiantSpider: Their multi-legged bloated bodies and gait give them the appearence of huge, mutated, gun-toting tarantulas.
678* {{Foil}}: To the Marksmen: both are gun-based Malefactors capable of a lot of firepower, but the former is born from executioners and soldiers used to suppress rebellions, the latter was born from people killed in gangs' shootouts.
679* MoreDakka: They wield uzis in their main hands and will happily shoot to kill.
680
681!Mauler
682
683The only non-human based Malefactor, Maulers are grotesque dog-like monsters with horrible, grimacing human skulls on their necks. They often appear alongside Copperfield, and are implied to be born from his abused bloodhounds.
684----
685* AnimalisticAbomination: The only Malefactor, save for the Horde, to be based on an animal, not a person.
686* AnthropomorphicPersonification: They are manifestations of Copperfield's hunting dogs.
687* BeastWithAHumanFace: They look like small dogs with a fully humanoid, skull-like head.
688* TheDogBitesBack: [[spoiler:Once Torque defeats Copperfield, they turn on him and proceed to devour him.]]
689* RightHandAttackDog: They mostly serve as these to the Hunter, Copperfield, who often sics them at Torque after his appearances.
690
691!Suppressor
692
693In spite of his fatness and lack of legs, this horrible Malefactor can slide on the floor at moderate speed and shoots anything he sees in his flashlight with the many guns embedded in its chest. Its habitat and looks make it clear that this monster was born from acts of police brutality.
694----
695* AnthropomorphicPersonification: Of police brutality.
696* BodyHorror: They are legless piles of fat with a whole set of machine-guns in the chest and a huge flashlight embedded in their heads.
697* TheFaceless: Due to the fact that there's a flashlight in their faces. Through their heads.
698* FatBastard: A body which is part guns part fat.
699* MoreDakka: Once something steps in their line of sight, they unleash a stream of gunfire through their four machine-guns. Sometimes they even shoot in the air as they die.
700* PoliceBrutality: They're born from this and the jailers abusing prisoners.
701
702!Isolationist and Wretch
703
704The isolation cells in Eastern saw the end of many prisoners, kept there for sheer sadism and abuse. The Isolationists were born from these poor souls. Massive and slow, they can emit electricity to short-circuit machinery and lights to stay in the darkness and release swarms of smaller Wretches, cockroach-like Malefactors.
705----
706* AndIMustScream: According to a flashback, many prisoners in the isolation block were kept there to the point of dying alone in the darkness.
707* AnthropomorphicPersonification: Of those who died in solitary confinement.
708* DeadWeight: They are massive and bloated, and also walk around with the help of [[EvilCripple metal crutches]].
709* LegacyCharacter: To the Festers, since it wouldn't make sense for shipwrecked slavers to hang around in the middle of a city. Like Festers, they are massive, slow, and can summon smaller creatures from their bellies.
710* PestController: Like Festers, they release small damaging critters to fight, in this case though cockroaches.
711* ShockAndAwe: They constantly emit electrical surges through their harness and metal crutches to short circuit all surrounding lights and stay in the darkness.
712
713!The Horde
714
715No-one is sure of the origins or nature of this Malefactor. Titanic and worm-like, this abomination's head is seemingly composed of several beasts' heads surrounding a circular maw, which give him this moniker.
716----
717* AnthropomorphicPersonification: Of city riots.
718* AttackOfThe50FootWhatever: This thing towers over all the lesser Malefactors, even the previous game's FinalBoss.
719* BodyOfBodies: Or at least, head of heads, as noted in the description. That being said, it's implied that its size is derived by being composed of several corpses.
720* TheDragon: [[spoiler:Implied to be a non-sentient one to Blackmore. In the final boss battle, the Horde can be seen hovering in the background and occasionally attacking.]]
721* EldritchAbomination: Most of the other Malefactors are human-based, but this thing not only is gargantuan, but is completely inhuman.
722* GiantSpaceFleaFromNoWhere: One moment, you're trying to cross the portal to Blackmore's hideout... then this colossal worm pops out of the gate and attacks you.
723* LampreyMouth: Under all those feral heads, there's a wide circular mouth lined with many teeth.
724* MacGuffinGuardian: Manifests to watch over the passage to Blackmore's drowning pool.
725* PowderKegCrowd: It is implied by Consuela and the Foundation that the Horde is the representation of the various mass riots the city has experienced, basically being a mob of people rolled up into a single BodyOfBodies.
726[[/folder]]

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