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    Tropes relating to many characters 
  • Boom, Headshot!: How Mike executes most people during cutscenes.
  • Damage-Sponge Boss: This is played directly straight with the game's bosses. During a boss fight, the laws of biology and physics change and bosses health bar have to be whittled down. At the end of a boss, most of them (Omen, Brayko, Sis etc.) will lie there disarmed and stunned, but are not nearly as physically destroyed as you'd expect them to be. The Just A Flesh Wound part kicks in when these bosses can later, with a fully-repaired body, assist/re-meet you in later missions. Some bosses (i.e. most mini-bosses, Darcy, Parker and Marburg) will simply drop dead upon defeat however.
  • Faction Calculus: The enemy factions fall into this.
    • Powerhouse: VCI. These guys use heavily-armed soldiers to solve every problem and generally not relying much on gadgets, electronics or tradecraft. Conrad Marburg's personal Deus Vult forces are more of a Master of All, however, combining VCI fighters with excellent camera and turret coverage of his mansion, and some really nasty gadget work at the museum.
    • Subversive: G22. Not especially strong, but they're really hard to sneak against due to their use of cameras, long sight range, and excellent perimeter security. They're also good at getting Mike into places quietly.
    • Balanced: The CSP fit, being better at security than VCI and better fighters than G22. Al-Samad also have a variety of tactics and defenses in Saudi Arabia, as well as some tough elite guards. (They're just plain weak in Rome, due to having been one-upped in Villain Pedigree.)
    • Horde: The Russian Mafia. No accuracy to speak of, but large numbers, decent hand-to-hand skills and a penchant for close combat.
    • Cannons: Alpha Protocol in the final mission. They use a variety of tactics and include some of the most damaging weapons in the game, but unless Marburg is involved in this fight, their many boss fights are consistently weak against Mike either killing the guy with a Boom, Headshot! (or a chain of several) or just rushing in and punching them in the face.
  • Gambit Pileup: Every character in this game seems to hide a tremendous amount of backstory and secrets, which is inevitable in the intelligence world of mercenaries and criminals the game is set in.
  • Karma Houdini: Besides Darcy and Al-Bara (who always die by the endgame independent of your choices), any character based on your actions came become this. There is one character, Hong Shi, who always becomes it in all playthrough.

Alpha Protocol

    In General 
https://static.tvtropes.org/pmwiki/pub/images/ap_alpha_protocol.jpg
Top secret government agency designed specifically to allow the United States government to carry out ultra-secret operations and deny their existence. The organization is deliberately designed from the ground up to avoid accountability and provide deniability.
  • Government Agency of Fiction: Which is being watched by another secret agency so secret it's not even named!
  • Government Conspiracy: Specifically to allow the US government to deny the existence of such agencies.
  • Pretentious Latin Motto: Quo Nemo Sequi Potest. The loose translation is Where No One Can Follow.
  • Right Hand Versus Left Hand: Part of how the organization creates deniability and prevents accountability is by ensuring that even the higher-ups don't know the full resources of the organization. When Mike goes rogue, this setup allows him and Mina to use Alpha Protocol safehouses, contacts and resources to fight against Halbech and Alpha Protocol. Marburg even states that Mike is still "operating under Alpha Protocol," despite ostensibly being rogue.
  • We Are Everywhere: With our safehouses, money supplies, and contacts.
  • Where the Hell Is Springfield?: No one except the higher-ups know exactly where AP is based. All personnel going into or out of the main facility are drugged unconscious for two days while being transported, and presumably change hands multiple times in transit. This becomes a key plot point at the climax, when Mike allows himself to be captured so his handler can tail him back to the facility to assault it.

    Michael Thorton 

Voiced By: Josh Gilman

The protagonist and newest recruit for Alpha Protocol. Forced to go rogue when the agency betrays him under Halbech's orders.


  • Above the Influence: You can choose to act like this towards Madison, one of the possible love interests, if you want. The "love scene" begins if you have a high reputation with Madison and choose to talk to her and comfort her about recent events. But if you pick "let her sleep", it's this trope since Mike behaves like a gentleman and doesn't put the moves on her.
  • Action Hero: The Commando background, especially if you keep building on the combat skills, use aggressive responses and ignore stealth and subtlety.
  • Action Survivor: Recruit Mike is basically a guy fresh out of Langley and CIA training, and has to learn as he goes. Doesn't help that he gets betrayed at the end of his first mission.
  • And This Is for...: Mike takes out his frustrations on Leland/Westridge with such phrases as "This is for Mina! This is for Madison!" He always ends with "And that was for ruining my life!"
  • Anti-Hero: Independently of play-style, Mike will always be a government agent with a license to kill, working for an accountability-free agency performing deeds the US government can't officially sanction. Just how he jumps off the slippery slope to get the job done is entirely up to the player.
  • Arms Dealer: You can sell surplus weapons on the black market to unidentified buyers. In addition, several missions allow you to facilitate arms deals with your contacts and allies.
  • The Atoner: If you let Madison die, Mike will be this. Also if you kill Sis and manage to make G22 your ally, although it will only be hinted at.
  • Badass Bookworm: In particular if you took the Tech Specialist background.
  • Bullying the Dragon: If you want to fight Marburg, it's required that Mike constantly joke or belittles him despite Marburg being a force to be reckoned with. Pushing his buttons in every encounter, Mike will turn this trope on its head by killing Marburg in the ensuing fight.
  • The Casanova: If you choose. There's even an achievement for being a Ladies' Man and screwing all four available girls in one playthrough.
  • Celibate Hero: An equally valid choice. There's also an achievement for earning the affections of all four women and not sleeping with any of them.
  • Chick Magnet: Girls tend to be interested in him no matter your choice (unless you really mess up). Basically every female character can have a fondness for him.
  • Cruel Mercy: If Mike fights Westridge one option as opposed to executing him is leaving him for the government to throw under the buss and force him through years of court. It's especially tempting to do this when Westridge tells Mike to kill him already.
  • Deadpan Snarker: Appears to be Mike's default personality when he isn't manipulating people.
  • The Dreaded: Becomes this by the end of the game, especially if he takes down both Alpha Protocol and Halbech, he is called a forced to be reckoned with.
  • Expy: Word of God states that Thorton can be played as James Bond (Suave), Jason Bourne (Professional), or Jack Bauer (Aggressive), calling him "The Three B's". invoked
  • Genius Bruiser: Made clear with just about all of the backgrounds, and particularly depending on your specializations. Thorton is fluent in several languages, an excellent shot and martial artist, and very technically-savvy. The soldier background in particular has Mike's CO note that he's far too smart to be a common grunt.
  • Guile Hero: The field agent background, especially if you keep playing to the background's starting skills like stealth, doing operations with as little fuss as possible, reading dossiers and using conversation properly.
  • Guns Akimbo: When using sub-machineguns.
  • Hair-Trigger Temper: Can be emulated fairly effectively by consistently choosing the 'Aggressive' stance, unsurprisingly. With a good mixture of just plain jerk to go with it.
  • Jerkass: Even when played as a good guy or a professional killer, Mike still snark to his heart's content during conversations where the player can't choose the tone. And if you decide to play him as a bastard, well, there is a reason why his most popular nickname is Dick Mike. For example, he can antagonize a normally sweet-natured and ordinary secretary so much, she'll bean him over the head with a statue and taze him before running off.
  • Karma Houdini: Any crimes the player commits as Michael (i.e. harassing Madison, executing the wrong people and attacking civilian authorities) will never go punished, as Michael is always alive and off to continue his life by the game's ending.
  • Made of Iron: Even with no armor, it's possible to increase Mike's endurance so that he can run up to baddies who will be emptying their clips at Mike only for him to knocking them down with his bare hands. This can be made all the more apparent if Mina is his handler.
  • Manipulative Bastard:
    • One of the reasons Mike was recruited by Alpha Protocol is his ability to manipulate people through conversation. Taken to its logical conclusion in the Thorton, Inc. ending, in which everyone up to and including Leland fall victim to his manipulations.
    • Thorton can even convince Conrad Margburg to quit Halbech. If being played as a good guy, it shows Thorton as The Paragon.
    • Master Actor: Goes with the above trope. People rarely realizes he's putting up an act, which makes it all the more ironic for the player who knows full well the situation.
  • Naïve Newcomer: The recruit background, for a certain level of 'naive'. Most of Alpha Protocol (barring Parker) rewards you for picking 'recruit' stances.
  • Odd Friendship: Take your pick! In hindsight, some of the characters are very strange people to befriend, but Mike is perfectly capable of getting on all their good sides if he plays his cards right.
  • Omnicidal Neutral: Potentially. The game allows you to piss off just about everyone you meet, although ironically the true Omnicidal ending where Mike takes down everyone responsible for the game's troubles is only available if you spare Shaheed.
  • One-Man Army: Opt to play a combat-focused Mike and he rarely gets any help in operations directly, though his Handlers and outside aid do help a lot; Mike can just straight up go into heavily-concentrated gatherings of his enemies and kill them all by himself without even so much as a clause for concern. This by itself can earn Mike a hell of a reputation.
  • Only Known by Their Nickname: It's hinted in the beginning that the name Michael Thorton is just an alias given to him by Alpha Protocol.
  • Overt Operative: He identifies himself as "Mike Thorton" to everyone he meets. (Although it's implied that that may not be his real name, it's still the name under which he is wanted by the U.S. government.)
  • Pet the Dog: Playing Mike as a heroic Nice Guy gives us - although still a case of Beware the Nice Ones. Again, all optional.
    • Letting Madison sleep if you are not trying to put the moves on her. The game rewards you with a "gentlemen" achievement.
    • Going the non lethal route on a CIA operation. Mina in particular is touched by this.
    • When he meets President Sung, he begs the guy to take precautions for his rally after trying to warn him about the assassination and riots plot, taking everyone's safety seriously. Unfortunately he can only provide proof for one of these plots.
    • During his final confrontation with Margburg in Rome, Mike claims he intended to save both Madison and the civilians. Intended being the key word.
  • Polyglot: According to a background check Alpha Protocol did, Mike speaks fluent Farsi, Arabic, French, Spanish, Italian, Russian, Mandarin (Chinese) and Japanese in addition to English. If you have the Tech Specialist background, Mike will also have a PhD in linguistics. About half of these languages will turn out to be highly useful.
  • Rogue Agent: Officially declared one after Saudi Arabia, courtesy of Mina Tang.
  • Sadist Show: Can have one, big time. For instance, if he gives Sergei to Brayko, one of the options is to enjoy watching Brayko slice Sergei up with a knife.
  • Scary Shiny Glasses: The glasses the player can equip him with have a tendency to shine so much that they're opaque (except in Graybox and Moscow, where you need Sinister Shades to achieve this look).
  • Science Hero: The tech specialist background, especially if you keep playing the role by picking the 'technical' skills and using lots of grenades.
  • The Social Expert: It's possible to play Mike to where he goes out of his way to make every major character like him at least to some degree and make him go through missions with as minimal casualties from both his allies and enemies as possible.
  • Spanner in the Works: One random new field agent at Alpha Protocol ends up becoming this for virtually every faction involved in the plot, and no one usually sees it coming until it's too late if you play your cards right.
  • The Starscream: In the Thorton, Inc. ending, he takes down Alpha Protocol for Leland, then turns around and stabs Leland in the back, taking over Halbech and gaining effective control of the U.S. government.
  • Take Over the World: If you choose the Thorton, Inc. ending by working with Leland and betraying him at the end.
  • Technical Pacifist: Emphasis on the fist. Mike can potentially go through the entire game without killing anybody, but his nonlethal attacks, gadgets, and takedowns are quite brutal and painful. It is also difficult but possible to "ghost" through most of the game save for boss battles by avoiding combat and stealthing past everyone.
  • Unwitting Pawn: Potentially as well, especially if you don't collect Surkov's data in the embassy that leads Mike to the fact that Surkov was the actual weapons dealer and he was sending Mike to kill Brakyo to eliminate competition. Leland makes an attempt to make Mike feel as if he's an unwitting pawn of Halbech's plan, though it generally falls flat.
  • Villain Protagonist: You can play him this way if you like, killing defenseless people, egging on Heck's insanity, committing blackmail, facilitating arms deals with terrorists and joking about it, and, eventually, even selling out to Halbech...and possibly betraying them for his own ends. Basically, it turns the game into Pay Evil unto Evil.
  • Wild Card: Naturally, the game will acknowledge a player who makes random decisions, with the end game epilogue stating no one knew exactly what was going on in Mike's head.

    Mina Tang 
https://static.tvtropes.org/pmwiki/pub/images/ap_mina.jpg

Tactical specialist and handler for Alpha Protocol, who helps Mike for the majority of the game, especially after he is forced to go rogue. Potential romance interest for Mike. Mina is mostly receptive to professional approaches, though she also enjoys a good joke once you've built up a rapport, and dislikes overt, violent, or aggressive approaches, especially lethal ones.


  • Action Girl: Downplayed as she's not a fighter or field agent but if you choose to save her, she will start shooting at Leland and/or Westridge's men. By all accounts, she also put up a fight when she was captured. In a somewhat less common outcome, she can also shoot Scarlet with a sniper rifle. This requires that Thorton first chooses to spare Leland, at which point Scarlet will show up and shoot him, allowing Mina to sneak up and shoot her.
  • Clingy Jealous Girl: Downplayed. Building a relationship with her, Mike may loose a point with her if he prioritizes other women over her. Played more strait in SIE's case, as she's clearly annoyed with SIE putting the moves on Mike.
  • Cold-Blooded Torture: Gets this after she is abducted. Courtesy of Darcy.
  • Double Agent: She's working for someone functioning as monitors and power checks on 'unaccountable' agencies like Alpha Protocol. Her dossier's secret fact implies it's the NSA.
  • The Handler: She's responsible for getting Mike the intel he needs.
  • Killed Off for Real: Two ways: either Mike can ignore Leland having her executed, or he can kill her himself on Leland's orders.
  • Mission Control: She serves as this for most of the game.
  • The Mole: She's actually an agent tasked with infiltrating Alpha Protocol and monitoring them for another agency so secret it remains unnamed. She says that for every "accountability-free" organization, there's someone like her to act as the actual watchdog of the group in case their underhanded dealings get too underhanded, which they have. Additionally, Mina was the one who enacted Alpha Protocol status on Mike. She admits as much to Mike at the endgame, explaining that she needed him to go against Alpha Protocol and Halbech to expose them. As a result, Mina alone was responsible for Mike being "forced" to go rogue.
  • Morality Pet: If Mike wants to have a positive relationship, it might motivate the player to keep Mike on the heroic path. She is also genuinely grateful if Mike keeps the CIA raid non-lethal.
  • Nice Girl: Mina is a genuinely sweet, if snarky, woman who wants to do the right thing and values Mike's more positive actions and choices.
  • NSA: Mina used to work for them before being recruited by Alpha Protocol. Unlocking her full dossier and Secret Fact reveals she's still loyal to the NSA and implies heavily that the NSA either is or is in cahoots with whoever is monitoring Alpha Protocol.
  • The Power of Friendship: Can be played straight and inverted. If you're friends with her, her voice on your earpiece will give you a bonus to Endurance. On the other hand, turning her against you will give you faster cooldowns on your skills, which for a Stealth character in particular can be an even bigger advantage.
  • Snark-to-Snark Combat: Mina has a tendency to joke around with Mike, and trade his flirtations with flirtations of her own.
  • Token Good Teammate: Mina is the most idealistic member of Alpha Protocol and hates it when you kill civilians or other American agents. Most of the other wet-workers are ambivalent at best about collateral damage (except for Heck, who loves it).
  • Unresolved Sexual Tension: While Mike has multiple romance interests throughout the game, Mina is the one most consistently present; she's also rather flirty. Lampshaded in one of Thorton's responses to her email.
  • Voice with an Internet Connection: She almost never leaves the Greybox. Mike actually instinctively checks his earpiece when she meets up with him in person.
  • Would Not Shoot a Civilian: She respect civilians life a lot, and will get angry over anyone shooting them.

    Yancy Westridge 
https://static.tvtropes.org/pmwiki/pub/images/ap_westridge.jpg

Director of Alpha Protocol. A by-the-book leader who favors people who act professionally and follow orders, although he hates suck-ups, smartasses, and agents who won't get to the point. Aggressive approaches work best on him.


  • Blood Knight: Within the bounds of a mission, he enjoys weapons and the opportunity to use them, and bonds well with agents who feel the same way.
  • Da Chief: He's in charge of Alpha Protocol and he won't tolerate any bullshit on Mike's part.
  • Ironic Hell: Westridge joined Alpha Protocol so he could protect his country without being held accountable for using questionable methods. If Mike arrests him, the epilogue mentions that he is facing years of courtroom trials.
  • Jerkass: He constantly tries to get a rise out of Mike. Although it may be a facade that he uses to make Mike more prone to aggressive actions.
  • Just Following Orders: He uses these words when you arrest him.
  • Mission Control: Serves as this early in the game.
  • Rush Boss: He packs a lot of fire power, but he doesn't have much damage resistance.
  • Skippable Boss: Under certain circumstances, he can be completely abscent from the end game.
  • The Spymaster: All of Alpha Protocol's agents report to him.
  • True Final Boss: You only fight him if you're taking down Alpha Protocol for Leland or Shaheed.
  • Unwitting Pawn: Since he was conditioned to never question his orders, he failed to realize that Leland was manipulating Alpha Protocol and the U.S. government.

    Sean Darcy 
https://static.tvtropes.org/pmwiki/pub/images/ap_darcy.jpg

Technical specialist, field agent, and analyst for Alpha Protocol. Son of a wealthy US Senator. Has an adversarial relationship with Mike (that can develop into either hatred or professional rivalry) and a crush on Mina. Darcy hates aggressive and veteran approaches and is ambivalent at best to the professional approach, being a laid-back agent, and prefers smart-talking, banter, and recruits who obviously are no threat to his position.


  • Anti-Nepotism: His father is a Senator, and he bristles when it's brought up by Mike — he'll firmly say that everything he achieved, he did without Dad's help.
  • Bash Brothers: If he and Mike get along.
  • Boss-Arena Idiocy: He leaves a sniper rifle in a guard tower with a good line of sight to his location. Justified, however, as it's perfectly in character for him to overlook that in his eagerness to kill Mike.
  • Butt-Monkey: Darcy getting insulted and humiliated by everyone is something of a Running Gag. He's also the only named character that Mike is forced to kill, although if you climb the tower opposite his and are using tranquilizer rounds, he becomes the only character that Mike is forced to incapacitate.
  • By-the-Book Cop: In Saudi Arabia, he's this, surprisingly. While he loves shooting terrorists as much as the next guy, he understands that dead bodies mean more work for the cleanup crew, and will make this point to Mike if the latter kills anyone.
  • Casanova Wannabe: Hits on Mina nonstop. It is definitely not reciprocated.
  • Dirty Coward: If Mike fights him at the climax, Darcy talks about how badass he is before hiding in a guard tower and throwing grenades at the player, while sending waves of goons to fight and die to keep Mike busy. He even calls you out for being a coward if you try to run away.
  • Jerkass: Sleazy and pushy towards Mina? Check. Serious inferiority complex towards Mike? Check. Yeah, this guy's a doozy.
  • Kick the Dog: Beating up Mina in the final mission.
  • Mission Control: For one mission.
  • Story Overwrite: Darcy is the only character in the game you have to kill. Even if you finish his boss fight with a tranq round the game will ignore this and he'll count as dead.
  • The Rival: If he and Mike hate each other. Mike even gets a handler-specific perk called "Who's the Better Agent?" in this case.
  • Trap Master: His dossier states that since he lacks actual field experience, he primarily relies on setting traps and letting other soldiers take care of his enemies.
  • The Only One Allowed to Defeat You: If Darcy hates Mike, he'll send Mike an email after going rogue that essentially boils down to "I'm going to find you and kill you."
  • Worthy Opponent: If he respects Mike, Darcy sends him an email that offers him a chance to surrender and be taken in alive and unharmed.

    Alan Parker 
https://static.tvtropes.org/pmwiki/pub/images/ap_parker.jpg
Voiced By: Michael Bell

Data analyst for Alpha Protocol, who specializes in collating data and predicting trends. Also responsible for shutting down the agency if it ever becomes exposed. Very cold, calculating, and professional, and utterly hates smart-talking or overt, unsubtle aggression.


  • Brilliant, but Lazy: According to his dossier, Parker was like this in his college days, never doing homework in classes and carefully calculating the minimum number of tests to take and effort to put into assignments in order to achieve a passing grade.
  • The Chessmaster: Parker is an analyst, whose job it is to analyze a lot of variables in global politics and economy and create contingencies for how to deal with potential outcomes stemming from certain 'trigger events'. As it turns out, this made him the linchpin of Halbech's plan to increase global tensions into a new Cold War, and all of the events leading up to Mike going rogue and the subsequent operations Mike struggles against were 'trigger events' meticulously planned by Parker. Ironically, if Mike proves his calculations were wrong and spares Shaheed, spares and earns the friendship of Omen Deng, and secures Surkov as an ally, Parker will approve of Mike having outfoxed him.
  • Clock King: He's obsessed with precision; pointing out that he actually has made quite a lot of mistakes is one way to bring him around.
  • Didn't Think This Through: For someone who is The Chessmaster, he fails to attain certain info that shows that his plot is going to cause a real war instead of a cold one.
  • Heel–Face Turn: Mike can convince him to keep the Alpha Protocol data and walk away by keeping Shaheed alive (and thus messing up his calculations), by logically deducing how his calculations are flawed and how they can stick it all onto Halbech and set up shop again under a new name, or by naming Marburg as Madison's kidnapper/killer. In the latter case it becomes a case of Redemption Equals Death, as Marburg will kill him.
  • Jerkass: He openly admits to viewing other people as expendable tools.
  • Papa Wolf: He is Madison's father. If Mike provides proof that Marburg killed/threatened to kill Madison in Rome to Parker, he'll shoot Marburg at the endgame.
  • Pragmatic Villainy: Very much a fan of this. If Mike asks him about the missile strike in Saudi Arabia, Parker dismisses it as a stupid idea and claims he wanted Mike detained and removed quietly upon returning to the US.
  • Skippable Boss: There are three different ways to skip his boss battle, as outlined above.
  • Smug Snake: He's smart, but not nearly as smart as he thinks he is. Pointing out all the flaws in his grand scheme is one way to turn him.
  • Unwitting Pawn: Averted. He is not being manipulated by Halbech, unlike Westridge. He knows exactly who he's working for, and is completely okay with that.
  • Worthy Opponent: Very subtly. He respects the hell out of Mike, in his own understated way, if the latter is also The Chessmaster.

Al-Samad

    In General 
https://static.tvtropes.org/pmwiki/pub/images/ap_al_samad.jpg
An extremist Islamic terrorist faction that is responsible for the missile strike on the airliner that sets the entire plot in motion. What Al-Samad lacks in training they make up for with sophisticated technology and Sheikh Ali Shaheed's leadership and connections.
  • Cannon Fodder: Most of the Al-Samad infantry are poorly-trained civilians armed with Cold War weapons.
  • Elite Mooks: Shaheed's personal guards, however, are special-forces-trained elites armed with advanced weapons and armor, obvious by their bright red shemags.
  • Middle Eastern Terrorists: They are a group of run-of-the-mill Islamic terrorists.
  • No Celebrities Were Harmed: Though they don't follow the same organizational doctrine as Al-Qaeda (the latter organization serves more as a facilitator for other militants) Al-Samad fills a similar role as the general extremist Islamic terrorist threat.
  • Unwitting Pawn: The Al-Samad cell in Rome is being used as a catspaw for Deus Vult. There's also almost certainly a VCI or Deus Vult agent in the cell, since if you try to work with them at the ruins, all you'll do is replace Al-Samad opposition with stronger VCI troops.
  • Starter Villain: Al-Samad are mostly only fought in the first area of the game, though they can be encountered later on in Rome. They are nowhere near as dangerous as later badguys like the VCI, CSP, or Deus Vult and their security systems are very basic.

    Omar Nasri 
https://static.tvtropes.org/pmwiki/pub/images/ap_nasri.jpg
An Arms Dealer located in Saudi Arabia who is the supplier of Al-Samad. You don't need to deal with him, because you only need to investigate 2 of the 3 leads in Saudi Arabia and he is one of them. Nasri is a well-connected dealer with European connections; judging by his dossier, the CIA is aware of him, but intentionally lets him operate unimpeded since it lets them track down his clients.
  • Arms Dealer: He's actually one of the guys Mike deals with on the Clearinghouse. Arrest/kill him and you can kiss his stock goodbye.
  • Butt-Monkey: If you arrest him, you will occasionally be given leads from the guys who interrogate him. Judging by their comments Nasri is not having a good time.
  • Glass Eye: His right eye is a prosthetic. If you choose to arrest him, Mike will have it as a souvenir in his Safehouses.
  • No Sense of Humor: Nasri and his guards are intolerant of light attitudes.

    Sheikh Ali Shaheed 
https://static.tvtropes.org/pmwiki/pub/images/ap_shaheed_9.jpg
Voiced By: Fred Tatasciore

Leader of the Al-Samad terrorist organization. A wealthy oil sheikh who uses the stolen Halbech missiles to shoot down an American airliner, setting up the initial plot of the game. Shaheed respects loyalty and duty, and dislikes mercenaries or "lapdogs."


  • Affably Evil: Shaheed is unfailingly polite. In fact, he's a total stand-up guy, and would be outright heroic if it wasn't for that whole "killing innocent civilians" thing. Shaheed will never betray or lie to Mike, and ends up being his most useful ally if Mike's goal is to destroy the entire evil conspiracy behind the game's plot.
  • Arab Oil Sheikh: Interestingly, however, the fact that he's an oil sheikh isn't very important to the plot; it's his missiles that are a problem and thus kick off the first act, not his oil.
  • Arc Villain: Of the Saudia Arabia segment.
  • Catchphrase: "I am a man of my word."
  • Defeat Means Friendship: Will join forces with Mike if he spares his life.
  • Disney Villain Death: If Mike chooses to execute him in Saudi Arabia, he will do so by throwing him off a bridge.
  • Face Death with Dignity: If he is executed during the endgame.
  • Hypocrite: Lampshaded by Mike in one of his dialogues with him - Shaheed claims that America only answers to wealth, but Mike points out that Shaheed is one of the richest men in the entire Middle East, and the son of a privileged family.
  • I Gave My Word: See Catchphrase. If he swears revenge against America, he will kill Americans. If he agrees to help Mike bring down Halbech, he'll do everything in his power to make it happen.
  • Noble Demon: He's a terrorist who is quite happy to murder civilians with antiaircraft missiles. He's also a man of his word, and if you give him a fair hearing, will do everything in his power to help you bring down the guy manipulating both of you, even if it means his own death.
  • Occupiers Out of Our Country: His motivation; he wants the West out of Saudi Arabia.
  • Unexplained Recovery: If you try to arrest Shaheed at the end of Operation Desert Spear, he will die in the missile strike sent to kill you. Apparently, Mike either didn't check his corpse well enough or the game is bugged at that point, because the ending will treat him as still alive.
  • You Have Outlived Your Usefulness: Shaheed was given the missiles he used to down the airliner by Halbech. Once he's used them for terrorism, he's a liability to be removed. Mike can also decide this and murder him after using him to gain information on Halbech.

    Jibril Al-Bara 

The supposed leader of the Al-Samad faction in Rome. As the dossier notes, Al-Bara is a practiced socialite who has a vast social network, but this is strangely at odds with his extremely high value on his own privacy. Early on in Rome, you lead a Sniper scoping mission to covertly track him down at his hotel, and once you spot him, it's up to you to either shoot this guy or let him live.


  • Fall Guy: The CIA says he's Al-Samad. Interpol says he's clean. The game never gives a definitive answer one way or the other, but it's implied Halbech manipulated CIA data using Alpha Protocol so they could pin the Rome attack on him.
  • Socialite: The second paragraph/entry of his dossier reads: "Al-Bara is a practiced socialite, and while he is difficult to track at most times, his gatherings attract many noteworthy figures in Europe and beyond, many of them well-connected. As much as harming Al-Bara would cause repercussions within Al-Samad, harming his guests may cause repercussions in public circles."
  • Unwitting Pawn: Marburg disposes of Al-Bara if Thorton doesn't do so himself, which implies that they were connected.

Halbech Inc.

    In General 
https://static.tvtropes.org/pmwiki/pub/images/ap_halbech.jpg
A major weapons and technology contractor for the US government. Halbech is responsible for a number of shady deals, and their CEO, Henry Leland, serves as the game's Big Bad. The missiles that Al-Samaad used on the airliner were Halbech technology, and they are eager to recover the evidence of what happened with their weapons.
  • Arms Dealer: They are one of the largest weapons manufacturers in the United States.
  • Bland-Name Product: Halbech's name looks like a portmanteau of the somewhat infamous real-world contractors Halliburton and Bechtel.
  • Corrupt Corporate Executive: Many of their higher-ups are quite corrupt. You can uncover a number of incriminating emails discussing all manner of embarrassing or scandalous actions, such as rigging elections, war profiteering, faked piracy (lampshaded by Mike), tax fraud, accounting fraud, and coverups regarding industrial accidents.
  • Evil, Inc.: They are an amoral weapons corporation attempting to destabilize the world for profit.
  • Gone Horribly Right: Halbech's plan to start a global cold war, while bad enough, is horribly flawed and will inadvertently spark a third world war if left unchecked. It plays out in a different way in the Thorton, Inc. ending: as with all endings, Thorton's interference is implied to have defused things enough to alleviated the 'sparking a third world war' issue, putting Halbech's plan in a much better position to work long-term... except Thorton, partly thanks to Leland trying to recruit Thorton by appealing to his ambition, is in a position to hijack much of it for his own ends.
  • MegaCorp: Despite ostensibly being a weapons company, they do construction work and apparently have their own private army.
  • War for Fun and Profit: They are trying to start a cold war to boost their profit margins.

    Henry Leland 
https://static.tvtropes.org/pmwiki/pub/images/ap_leland.jpg
Voiced By: Fred Tatasciore

Chief Technology Officer for Halbech, inc. A straightforward but extremely unethical businessman, who is pushing the world toward a new Cold War in order to boost weapons sales for his company. Leland favors someone who is stubborn, committed, and takes necessary actions for the greater good, while disliking smart-ass commentary and allowing emotions or anger to cloud one's judgment. note  If he favors Mike at the end-game, he'll offer Mike a chance to work for Halbech.


  • Big Bad: He's behind just about every bad thing that happens in the game.
  • Corrupt Corporate Executive: He has no problem with causing the deaths of thousands just to make a profit.
  • Cruel Mercy: If Mike chooses to spare him in the normal ending, it's only so he can watch his beloved Halbech collapse from the scandal.
  • Diabolical Mastermind: Fittingly for a espionage-focused game, he's essentially a Bond villain with far less theatrics and more of an emphasis on pragmatism.
  • Didn't Think This Through: Noted by Mike and Mina, who have the realization that while Henry is aiming to make money off the threat of war, he doesn't realize he's about to start World War III.
  • Fashion-Victim Villain: invoked Mike gets several chances to accuse Leland of being one.
  • Faux Affably Evil: It just adds to his smugness.
  • Genre Blindness: Seriously, if Mike agrees to join Halbech, how could he not see Mike's betrayal a mile away (if the player chooses to)?
  • Good Smoking, Evil Smoking: He is almost always carrying a lit cigar. If Mike sides with him at the end and doesn't betray him, then he give Mike a cigar to signify Mike's Face–Heel Turn.
  • Lame Last Words: In the "Thorton, Inc." ending:
    Leland: What?
    (BOOM!)
    Thorton: Terrible last words.
  • Non-Action Big Bad: Being a corporate executive in his fifties, he's not much of a physical challenge if you decide to fight him.
  • Rush Boss: He goes down after a single punch if you can bypass the lock of the room that he is holed up in, but if he hits you with his rocket launcher...
  • Screw the Rules, I Have Money!: Believes that Halbech and its contracts are too important for the US to be allowed to fail, hence why he sets the entire plot in motion.
  • Smug Snake: He thinks he's a devious mastermind, but he's really a total idiot. His plan to generate business by increasing global tensions is putting the world on the fast track to Armageddon, he exposes his own ignorance of Mike's resources and allies with his gloating, and you can play him like a trombone if you want to. And that tie ought to be declared a war crime.
  • We Can Rule Together: Offers this to Mike, and he actually keeps his word.

Veterans' Combat Initiative (VCI)/Deus Vult

    In General 
https://static.tvtropes.org/pmwiki/pub/images/ap_vci.jpg
The VCI is a private military firm made up of former soldiers with emphasis on recruiting troops either dishonorably discharged or otherwise unable to return to civilian life. The VCI handles a number of dirty jobs at the behest of Halbech.

Deus Vult, on the other hand, consists entirely of military personnel and agents specifically loyal to Conrad Marburg, serving as his own personal agents and enforcers. Deus Vult was also a former iteration of Alpha Protocol, and Marburg was an agent of the organization. Though the VCI and Deus Vult are not the same organization, they tend to share resources, draw from the same pool of recruits, and both are under Marburg's control.


    Gelato Man 
https://static.tvtropes.org/pmwiki/pub/images/ap_gelato.jpg
Voiced By: Jim Cummings

This extremely mysterious guy runs a gelato shop, which is actually just an echelon server for the NSA. There's a passphrase you gotta give this guy so that you can hack into his servers in the optional mission he appears in, because he thinks there's some server maintenance scheduled.


  • Ambiguous Situation
    • We never learn what the deal with this guy is, or if he even has a deal. On one hand, he is unresponsive to the passphrase and he can be construed as a little bit too trustworthy to Mike, so perhaps he's just an Unwitting Pawn. On the other hand, he's packing a shotgun in his shop and does eventually get suspicious enough to draw a gun on Mike, and Leland will comment "You added an NSA agent to your body count in Rome" during a later lecture to Mike if you kill him. The latter detail makes the case he is an NSA agent, but still.
    • Also, if you start the game as a veteran, this guy's face will appear on your PDA's screen in the beginning, but the veteran background doesn't seem to have any differences with regards to his proper appearance.
    • The concept artist who designed him said the only direction he was given (in contrast to the other characters) was "A guy you wouldn't want selling you gelato."
  • Killing in Self-Defense: If you make this guy too suspicious of you (before trying to kill him yourself), he'll Quick Draw a shotgun but be quickly counter-killed by Mike.
  • No Name Given: He's never given an actual name in-game.
  • The Pig-Pen: This guy is unsanitary, and so is his shop. His opening scene shows him walking from the freezer and rubbing a gelato stick he was just eating on his head. As much a Deadpan Snarker as Mike is, he sounds perfectly sincere when he states "That is at least seven health code violations right there," upon witnessing it. It's probably how Gelato Guy keeps people from snooping around. If you pay attention you'll notice flies in the background.
    Mike: I think I just got Salmonella by looking at this place.
  • Shoot Him, He Has a Wallet!: If you don't raise his suspicion, he'll reach under the counter and cordially state "Hey, my friend!" — you, as you wait to see what's he drawing, can choose to shoot/spare him. If you shoot him, he dies. If you don't, he pulls out an ice cream cone and offers it to Mike.
  • Trust Password: As Mina tells Mike, there is a specific passphrase these NSA guys have to give to indicate that they're on the level. For some reason, this guy is unresponsive to it. Giving him the password means you don't raise his suspicion.

    Conrad Marburg 
https://static.tvtropes.org/pmwiki/pub/images/ap_marburg.jpg

Former head of security for Halbech and the head of the Veterans Combat Initiative. Cold, professional, and utterly ruthless. Has a strong preference for professional approaches - subtlety, loyalty, use of limited force, and carefully gathering intelligence are things he greatly respects, while overt destruction, aggression, losing of one's cool, smart-talking, and letting emotions drive one's actions piss him off to no end. He also has an adversarial relationship with SIE because of this.


  • Affably Evil: He's very cordial for a ruthless murderer.
  • Badass in a Nice Suit: He is always seen wearing a fancy suit.
  • Bond Villain Stupidity: In the mission to infiltrate his villa, after his men taze Mike at the end of the starting conversation, he asks them to beat Mike up and then leaves. Naturally, you turn the tables on them.
  • Consummate Professional: He follows his orders to the letter and respects Mike if he does the same.
  • Corporate Samurai: He's long since replaced his loyalty to the United States with his loyalty to Halbech.
  • The Dog Bites Back:
    • By ruthlessly chasing down a certain type of dossier, you are able to find out who cut him loose and betrayed him during his Deus Vult days. It was Parker. You then have the option to tell him who it was during the endgame. The results are not pretty.
    • If Thorton has a Friendship with Marburg, and enough Dossiers on him, in their last conversation, Mike can use the Dossier option to tell Marburg that Leland is setting him up to be the Fall Guy. When Mike is confronting Leland, Marburg will appear — but to Leland's confusion, he'll just give a dismissive grunt and leave Leland to Mike's whims.
      Mike: Looks like even Marburg's had enough of you.
  • The Dragon: To Leland. Marburg is his most physically skilled agent.
  • Evil Counterpart: He used to be a member of Deus Vult, one of Alpha Protocol's previous incarnations, but the agency was compromised and he was unjustly declared a rogue agent. Can be directly referenced by Mike, if he has the dossier info revealing this and uses Suave responses to deliver "The Reason You Suck" Speech to Marburg in Rome.
    Mike: Poor Agent Marburg, believed dead, maybe wishing he was dead. Boo fucking hoo. And what has your life been since then? Setting bombs for Halbech, killing bystanders in a museum? How fucked up and empty do you have to be to lower yourself to that level? You don't even know what trust and loyalty are. Or does the fact that I didn't go that same route when I was abandoned really get under your skin, Conrad?
    Marburg: ...I will end you, Thorton.
  • A Father to His Men: During his boss fight, if you kill his minions, he'll go berserk, lose his cool, and charge straight at Mike to beat him down in melee. On the other hand, Leland states that Marburg is downright rotten at inspiring loyalty in his subordinates (and Madison seems to reinforce it). He may be protective of the people under his command, but they don't seem to return the favour much.
  • Finger-Tenting: With the fingertips.
  • I Gave My Word: Used very darkly at the end of the Rome mission. If you choose to go after the bomb, Marburg will appear with a still-live Madison, and kill her in front of your eyes. There is no apparent benefit or logic to it in the least since his plan has already failed, and a professional Mike will lampshade this, and Marburg's reply is essentially that he said he'd kill her if you went for the bomb and you did. However, it does make Rome nervous about terrorism since while there was no mass death, the plot was discovered and the "terrorists" killed a civilian.
  • Horrible Judge of Character: Is extremely easy to goad or get to like you by staying on one way of talking. Also trusts Leland and thinks Halbech is genuinely better than the government. His dossier even states that he's quite poor when it comes to choosing employees, assuming professionalism and loyalty but never tests for it.
  • It's Personal: If you kill his men. Also if you out Parker as his former handler.
  • Karma Houdini: If you fail to provoke him in Rome or get him and Parker to fight, Marburg will escape during the final mission.
  • Know When to Fold 'Em: The main reason he's survived for so long is the fact that he never fights to the death and will retreat if he needs to. Of course, with enough taunting, he'll make an exception for Mike.
  • Meaningful Name: Konrad von Marburg was a 13th century German inquisitor renown for his sadism and for more or less single-handedly making the Inquisition fall out of favour in Germany. The game's Marburg is similar in that he's willing to go extraordinary lengths for the causes he believes in, not to mention it implies his name is possibly a given alias, like Mike's.
  • My Country, Right or Wrong: Marburg approves of Mike having this attitude, even if it means the two of you are at odds because of it. Marburg is implied to have been the same way before Deus Vult threw him to the wolves, and has now merely switched his blind loyalty to Halbech and Leland.
    Marburg: Reports place you as someone loyal to your country, and who believes in carrying out your orders.
    Mike: Is that so odd?
    Marburg: (+1 Approval) In this day and age... Yes. But not to me.
  • Noble Demon: As evil as he is, he's still an upstanding, honest follow who keeps his promises.
  • "Not So Different" Remark: He at one point refers to Mike as "me, twenty years ago". If you're a primarily Suave Mike, you can throw it right back in his face. After all, while Mike and Marburg have similar pasts and were given similar raw deals, they reacted differently: Mike is still trying to take down corruption, while Marburg has resorted to blowing up innocent people in museums. Marburg will re-iterate the similarities if he survives the game and Mike simply shoots Leland, showing up afterwards to recommend to Mike that he simply drop off-radar and become legally dead like he once did, adding that Mike will probably find it "liberating".
  • Old Soldier: Sixty-five years old. Runs miles everyday, followed by an intense martial-arts regimen, and one of the toughest boss fights in the game.
  • O.O.C. Is Serious Business: If Mike reveals Parker cut him loose during the endgame, he'll confront the character about it. Marburg acts extremely awkwardly and even openly snarks about the situation — the other party doesn't pick up on any of it however.
  • Rogue Agent: Like Mike he used to be a U.S. operative until he got burned by his own agency.
  • Sadistic Choice: Stop the bombing, or save Madison. Pick one, Mike.
  • Scare Chord: One plays every time he appears.
  • Screw This, I'm Outta Here: If you don't out him to Parker and have his dossier and high reputation with him, Mike can make him do this in the endings. He chooses to do this by showing up as you're about to arrest Leland (who is gloating about how he still has an ace up his sleeve) before shaking his head and walking off.
  • Skippable Boss: Not in Rome, but in the final mission. If you persuade him that Halbech will screw him over eventually, he'll just walk away.
  • Smart People Know Latin: Zig-zagged. Conrad definitely shows himself to be of above-average intelligence throughout the game and the name of his organization is Deus Vult, Latin for God Wills It. It also doubles as his personal catch-phrase according to the dossier. On the other hand he also mistranslates the line to 'if God wills it' if he kills Parker.note 
  • Story-Driven Invulnerability: Marburg will flee from his boss fight in Rome if he takes too much damage... normally. But if Thorton pushes the right buttons and gets him pissed enough to override his judgment, Marburg will fight to the end. The result is a battle that is longer and tougher, but ends with Marburg being taken out of the picture permanently.
  • Straight Gay: Implied, since his villa is full of classical nude males and if you chose Madison as your handler (rather than Mina or SIE), Madison mentions that she's never seen Marburg entertain any female guests.
  • We Can Rule Together: If he likes Mike, he'll leave a recommendation with his superiors to hire you and tries to offer you a job himself (at that point, you won't accept no matter what). Leland's decision to give you the same offer in the endgame is completely unaffected by his opinion, giving you an indication of just how much Leland respects his opinion.
  • Wicked Cultured: Judging by the mission where you must infiltrate his villa, he is quite taken with both classical music and neoclassic art.
  • Worthy Opponent: While Mike doesn't reciprocate, he views Thorton as this if you get a high enough reputation with him. He even expresses admiration at points when fighting him, such as commenting on Thorton's resilience if you take a great deal of damage. The achievement for this is even called something along the lines of "Respected Adversary".
  • You Have GOT to Be Kidding Me!: His reaction to finding out Madison was Parker's daughter.

    SIE 
https://static.tvtropes.org/pmwiki/pub/images/ap_sie.jpg

German-born mercenary working for the VCI and a potential ally of Mike's. Potential love interest for Mike...for a given definition of love. (The name is pronounced "zee," by the way) SIE loves aggression, violence, and destruction, and utterly detests smartasses, smooth-talkers, and cold professionals. Has an adversarial relationship with Marburg. She's also one of the only two romanceable characters who will not be waiting for you on the boat (the other one is Madison Saint James).


  • Action Girl: Probably the most badass girl in the game.
  • All Amazons Want Hercules: She really loves it when Mike acts all tough and domineering.
  • Amazonian Beauty: She has a muscular figure and is still portrayed as an attractive woman.
  • Badass in Distress: If she's picked as the handler for the embassy mission, she will be captured and tortured by Brayko and she will be killed if Thorton doesn't go out of his way to rescue her.
  • BFG: She wields an M-60. It pumps out enough bullets that Mike assumes that SIE is actually an army when he first hears it.
  • Blood Knight: She enjoys combat, and chides you if you leave guards alive instead of shooting them when she's your ally. She's also sexually aroused by violence.
  • Boisterous Bruiser: She loves fighting, fucking, and combinations thereof.
  • Buxom Beauty Standard: She's well-endowed and according to herself men often comment about her "assets". This is even reflected in her Handler bonus via a Double Entendre Boob-Based Gag as it is called "Size Matters", referring to both her BFG and bust.
  • Combat Sadomasochist: If you shoot her full of holes when you first meet her, she emails you to say how much she enjoys pressing the wounds you gave her.
  • Cool Shades: She wears sunglasses all the time, to illustrate her badass Action Girl persona.
  • Defeat Equals Friendship: Fighting her at the end of the first mission she appears in allows you to gain another reputation point with her.
  • Double Standard Rape: Female on Male: If she's attracted to Thorton, she will have her way with him in the final mission when she finds him Strapped to an Operating Table, even if he protests, which is Played for Laughs and later the scene portrays it that he greatly enjoyed it.
  • Exposed to the Elements: SIE wears a halter-top with her bra exposed - in the middle of a Russian winter, and is unfazed.
  • Girl with Psycho Weapon: A really, really big honking gun. An M-60 to be precise.
  • Hired Guns: She works for just about everyone who pays her. She also has no problems with betraying an employer the moment they stop paying her.
  • In Love with Your Carnage: She goes from being quite appreciative to being outright sexually aroused by Mike's violent rampages if he tends to kill many of his opponents. Going on a rampage through her arch-enemy Conrad Marburg's manion will have her humming "Ride of the Valkyries" into your earpiece.
  • More Dakka: Her solution to most threats is to pump them full of bullets.
  • Mrs. Robinson: She's in her 40s and the game makes quite a few Cougar jokes about her sex-obsessed demeanor.
  • Optional Boss: There are two opportunities to fight her in the Leningradski Station mission. Beating her increases your rep with her.
  • Sex Goddess: When she has her way with the tied-up Thorton, he was apparently enjoying it so much he didn't even notice she freed his restraints part-way through, and she jokes he was "too busy holding the bed to notice". When she leaves her comments that "maybe there's something to be said for experience".
  • Skewed Priorities: Alarms are going off, gunfire is ringing, and SIE thinks it's a good time for nookie (whether Thorton wants it or not).
  • Statuesque Stunner: SIE is an attractive woman with an intimidating 6 feet tall figure.
  • Sunglasses at Night: She even wears sunglasses during the nighttime assault on Brayko's mansion.
  • The Rival:
    • Of Conrad Marburg. Despite both working for VCI there's no love lost between these two, with Marburg's cold professionalism clashing with SIE's more... enthusiastic approach. If you went to Rome before Moscow, she'll gain approval with you after noting that you fought him.
    • Romantically, Mina stands out. SIE and Mina hate each other.
  • The Tease: She herself doesn't like being flirted with, but her dialogue towards an aggressive Thorton is very sexually suggestive and filled with Double Entendres.
  • Too Kinky to Torture: If Mike attacks her in Russia, she'll send a letter afterward basically saying she's turned on by the bullet wounds Mike inflicted on her.

    Madison Saint James 
https://static.tvtropes.org/pmwiki/pub/images/ap_madison.jpg

Marburg's personal assistant, who discovers Marburg's plans to eliminate Mike and tries to warn him. Potential love interest for Mike. Madison is ambivalent to professional approaches at first, but becomes receptive to Mike's suave stance later on. Being aggressive scares and angers her.


  • But Now I Must Go: No matter what, she won't be around after Rome, either dead or having left Mike out of guilt.
  • Damsel in Distress: She gets kidnapped by Marburg at the end of the Rome arc.
  • Did Not Get the Girl: No matter what happens, Madison will leave Mike at the end of the Rome mission.
  • Morality Pet: To her father, Alan Parker. She might just be the only person he cares about.
  • Nom de Mom: Saint James is her mother's maiden name. Otherwise she'd be Madison Parker.
  • Screw This, I'm Outta Here: If she hates or fears Mike, then she'll eventually brain him with a statue and zap him with a shock trap before running away.
  • Vasquez Always Dies: Inverted, she's far and away the least tough and most traditionally feminine of the four love interests. She's also by far the most likely to die, although whether it's her or lots of innocent people who die is your choice.

G22

    In General 
A secretive organization that has been labelled a terrorist group by most government agencies, G22's precise goals and motivations are largely unknown. It is indicated that the organization seeks to guide and control various factors from behind the scenes, and has a vested interest in maintaining the status quo as this makes prediction of trends and control of change much easier. G22 is also implied to be created from the remnants of another previous iteration of Alpha Protocol, known as G19.
  • The Conspiracy: They seem to be part of one.
  • Creepy Good: The minions are by far the most creepy characters in the game, but Albatross' goal for G22 is to stop global strife.
  • Creepy Monotone: All G22 agents' voices are deliberately masked and turned into electronic monotones.
  • Faceless Goons: With the exception of SIS and Albatross, all of their members wear futuristic helmets.
  • Glass Cannon: G22 troops pack a wallop but are not very durable.
  • Goggles Do Something Unusual: G22 agents' goggles allow them to see everything in extremely high resolution, making them the hardest troops to sneak past. However, flashbangs are very effective on them thanks to the sensitive nature of the goggles.
  • Highly-Conspicuous Uniform/Highly-Visible Ninja: Glowing blue goggles. Black helmets. Bright red jumpsuits with black armor. Though it does disguise the identities of their agents.
  • Red and Black and Evil All Over: Averted; despite favouring this colour scheme they're pretty ambiguous on the morality scale, but very unlikely to be evil.
  • The Remnant: G22 is apparently descended from G19, a former iteration of Alpha Protocol.
  • Unknown Rival: As Mike's interrogation goes on, it becomes clear that Halbech has no idea that G22 even exists. (Naturally, Mike can turn this to his advantage if he makes the right calls.)

    Albatross 
https://static.tvtropes.org/pmwiki/pub/images/ap_albatros.jpg

Agent of the shadowy organization known as G22. Practical and straightforward, and willing to help Mike in his mission against Halbech. Implied to be the analyst for the "G19" incarnation of Alpha Protocol, acting in a similar capacity to Parker for the current incarnation. And like Parker, Albatross prefers professionalism and subtlety. Overt destruction and massacres annoy him, and aggression and smart-talking are quick ways to piss him off. He's also touchy on the subject of Sis.


  • Badass in a Nice Suit: It's implied that he can kick ass when he needs to.
  • Knight in Sour Armor: He's equally idealistic and cynical.
  • Nice Guy: Albatross is about as virtuous that a leader of a shadowy organization can get.
  • Non-Answer: Mike can ask if it's too late to stop the Disaster Dominoes from falling. Albatross won't answer.
  • Papa Wolf: If Mike kills Sis, it's still possible for him to join G22. However, if Mike instead insults or otherwise continues to work against G22... Albatross doesn't take it very well. He'll assault Alpha Protocol in the endgame just to kill Mike.
  • The Spook: Good luck learning anything about him.
  • The Spymaster: He has command of an entire cell of G22 agents.
  • Status Quo Is God: His objective. Assisting Mike is one way to ensure that.
  • Stealth Expert: Having him as a handler gives Mike bonuses related to stealth. Pissing him off will instead grant a boost to endurance.
  • The Stoic: He never shows any overt emotion. The reputation change notifications are the only way the player can tell how he feels about Mike.
  • Undying Loyalty: To Sis. As he puts it himself, if Mike spares her, "You've already repaid me in the only currency I value."
  • Voice with an Internet Connection: On only two occasions, both of which require you to make specific choices, do he and Mike meet face-to-face; most of their interactions (including their first ones) are through video conferences. The first time is in "Contact Albatross" in the Moscow hub, attained only if you spare Sis. The second possible time is during "Assault Brayko's Mansion", if you opt for his help and if you choose to try to rescue him.

    Sis 
https://static.tvtropes.org/pmwiki/pub/images/ap_sis.jpg
Albatross' personal bodyguard, a young, mute, purple-haired girl who is incredibly lethal in a gunfight and steadfastly loyal to Albatross. The only major female character who Mike can't romance. Sis reacts well to Mike being nice to her, particularly in regards to her locket and her past, and is ambivalent otherwise.
  • Action Girl: Is quite capable of kicking ass.
  • Badass Adorable: See above.
  • Cute Mute: She is incapable of speaking.
  • Guns Akimbo: Specifically with revolvers. The drawback is the fact that it takes her a while to reload.
  • Kill It with Fire: The fight with Sis is best resolved with grenades, particularly incidiary.
  • Memento MacGuffin: Her locket, though it is unclear just what it is a memento of.
  • Never Speak Ill of the Dead: Averted in a rather nasty fashion. If you kill Sis on the yacht and then, before doing any other missions, turn on the TV to check the news report, it turns out that since nobody knew who Sis was and the circumstances of her death were unclear, she was mistaken for a teenage prostitute lured into a snuff film! No wonder Albatross hates Mike's guts for it.
  • Pants-Positive Safety: Carries one revolver tucked in her back pocket, and the other tucked in the front of her pants.
  • Silent Snarker: Combined with a glare that could strip paint and set off fire alarms.
  • Undying Loyalty: To Albatross. In exchange, he's something of a father figure to her and the easiest way to get on his bad side is through her.
  • Unrequited Love: Sis will act very tender towards Mike if he spares her, and offers him her locket, which seems to be very significant judging by Albatross' reaction. However, since she's mute, she can't verbalize her feelings.
  • Waif-Fu: Despite her preferring to stick to her revolvers, closing to melee with her is a bad idea. That flip-kick hurts.

Russian Mafia

    In General 
The Russian Mafia in Moscow served as the buyers and primary transporters of the Halbech missiles used in the airliner attack, and come under Mike's investigation when he follows the money trail to Moscow.

  • The Mafiya: Goes without saying.
  • Zerg Rush: Mafia criminals aren't that great in terms of combat ability, but there's a lot of them in every mission where you fight them, and they're surprisingly decent hand-to-hand fighters.

    Grigori Pazinhov 
https://static.tvtropes.org/pmwiki/pub/images/ap_grigori.jpg
Voiced By: Kristoffer Tabori

An information broker who Mike goes to for help tracking down the Halbech missles. Grigori responds best to suaveness and small-talk, disliking "stiffs" and "cowboys".


  • Arms Dealer: If spoken to before the train mission, he'll give Mike a request to reroute a weapons shipment to his own allies for money. Besides this, he is also an arms dealer to Mike himself.
  • Gentleman and a Scholar: As his dossier explains, he's got a University degree in Physics and Philosophy.
  • Jack Bauer Interrogation Technique: Mike can pull this off on him, though Grigori obviously won't appreciate it.
  • Knowledge Broker: This guy is an extremely effective information seller, even selling clearinghouse intel in the other cities. In fact, when you first meet him, if Moscow isn't the only city you've visited, he'll point out he's familiar with your adventures in those cities.
  • Mellow Fellow: He's pretty disillusioned with the spy world, and responds best to Mike insisting that business can wait, and they can chill out with a drink before getting down to business.

    Sergei Surkov 
https://static.tvtropes.org/pmwiki/pub/images/ap_surkov.jpg
Voiced By: Chris Edgerly

Russian businessman and retired crime boss who helps Mike track down the Halbech weapons being shipped through Moscow. Actually the supplier of the weapons for Halbech in the first place. Surkov prefers a professional, businesslike approach, and gets annoyed if Mike tries joking around or gets aggressive.


  • Arc Villain: Of the Moscow segment.
  • Arms Dealer: Surkov is willing to supply Mike with some very high-end weaponry if they reach an agreement, including the best assault armor in the game.
  • Family-Unfriendly Death: If Mike gives him to Brayko. There's a Gory Discretion Shot, but according to the news reports, he clearly had one.
  • Just a Flesh Wound: Aggressive Mike can shoot him in the leg at the end of the Embassy mission, which will cause him to limp from then on (although he survives without bleeding out somehow — presumably emergency services got to the scene shortly after). If you follow Moscow to the end and don't take his deal or give him to Brayko in the last mission, Mike will shoot him in the other leg and use the fact he's bleeding out as leverage to get his evidence.
  • The Mafiya: He used to be a major crime lord.
  • Manipulative Bastard: You come to Moscow, more or less looking for him. He sends you to kill or be killed by his competition/former protégé.
  • Oh, Crap!: If Mike doesn't kill Brayko, instead bringing him out to deal with Surkov, he is shocked that neither of you are dead and the fact that Brayko now wants a "chat" between him and his knife...
  • Retired Monster: Except not really.
  • Smug Snake: He'd be a much better liar if he could stop himself from smirking whenever he does.
  • The Starscream: If you trust him too much, he basically becomes a new Leland, according to the newscast that explains the consequences of your choices in the game.
  • The Unfought: Unlike Brayko, he doesn't directly fight Thorton, his dragon, Championchik, makes the mistake of thinking that Mike won't bring a gun to a boxing match, and he can be negotiated with after only dealing with a few of his Mooks. He'll also make the same mistake with Brayko and end up winning "Gold Medal in Dying".
  • Walking Spoiler: There's more to him than meets the eye.

    Championchik 
https://static.tvtropes.org/pmwiki/pub/images/ap_championchik.jpg
An extremely experienced ex-boxer turned mercenary who works as the lead bodyguard for Surkov.
  • Boxing Battler: As we learn in his dossier, part of the reason Surkov employed this guy is due to his image as an elite boxer.
  • The Brute: His only job appears to be enforcement.
  • The Dragon: Surkov's most trusted bodyguard, and the only named one.
  • Final Boss: If done to its fullest extent, then he is this for the Moscow segment.
  • Never Bring a Knife to a Gun Fight: If you fight this son-of-a-bitch, he fearlessly battles Mike entirely unarmed. Entirely. His massive health bar and high level of resistance compensate for this. While this makes him a very challenging fight in hand-to-hand combat, he can be easily disposed of if you have a good gun. Alternatively, the knife-happy Brayko easily disposes of him.

    Konstantin Brayko 
https://static.tvtropes.org/pmwiki/pub/images/ap_brayko.jpg

Psychotic Russian crime boss with a penchant for torture, drugs, 80's American rock and roll, and bad haircuts. The professional approach pisses him off (accusing Mike of talking to him like a child) and he's unimpressed by an aggressive approach, but is less turned off by suave.


  • Addiction-Powered: In his boss battle, he can snort some cocaine to make himself a bulletproof murder machine. Of course, having Heck poison said cocaine will make him much easier to deal with.
  • Affably Evil: When he's not high and/or trying to kill you, he's actually pretty amiable in a curt, obscenity-punctuated way.
  • Ax-Crazy: Brayko loves cutting people up and his dossier notes that he makes a point of personally getting his hands dirty.
  • Blade Enthusiast: He's infamous for slowly killing his enemies with knives. After dealing with him, Mike will get his knife as a souvenir for his safehouse, noting that there's enough coke residue on the knife to still get really high.
  • Bunny-Ears Lawyer: Is apparently a relatively successful gangster in spite of (or perhaps as a result of) his mental instability. His dossier notes that he's cunning enough to rise above the position of a street thug and brutal enough to get what he wants.
  • Cluster F-Bomb: He uses at least two "fucks" a sentence.
  • Cold-Blooded Torture: While infiltrating his mansion he'll capture Mike's handler and have himself a good time with his knife.
  • Crouching Moron, Hidden Badass: This is the guy who, if Mike accepts help from G22, will manage to capture and interrogate Albatross, of all people.
  • Disco Dan: Replace the disco with 80s hairband rock, and you've got a winner.
  • The Dog Bites Back: It's possible to let Brayko deal with Surkov after the latter tries to frame him for dealing with Halbech.
  • Fall Guy: Surkov set Brayko up to be killed by Mike to hide his smuggling operations.
  • Guns Akimbo: Uses two SMGs in his fight.
  • Immune to Drugs: If left alive, his arrest report states that he has enough cocaine in his blood to make "a baleen whale see Jesus". When he first snorts the coke, he'll exclaim "I haven't had shit this good since grade school!" Similarly, coke spiked with rat poison will simply debilitate him slightly.
  • Impossibly Tacky Clothes: To quote Mike: "I wonder how many gay cheetahs had to die to make that jacket?"
    Brayko: Who in the fuck are you? Where did you come from? And where the fuck are my guards?!
    Thorton: I told you guards to go home and go to bed. Your jacket was so loud they couldn't sleep.
    Brayko: What the fuck did you say!?
    Thorton: Oh, so you can't hear me over your jacket, either? No wonder it was so easy to sneak in here.
  • Leitmotif: His Boss Battle features Autograph's "Turn Up the Radio" as background music. You're not likely to forget this music in a hurry.
  • The Mafiya: He's a major figure in Russian organized crime.
  • My Sister Is Off-Limits: Hilariously averted — when defeated, he'll offer his sister, whom he claims is great at blowjobs, as a bribe.
  • Offscreen Teleportation: Whenever the big stage lights in his ballroom flash, he abruptly and inexplicably disappears off the screen into another area of the arena in a moment. It's one of the more jarring realism deviations in the game (but it's not too bad given that the bosses, Brayko himself included, withstand absurd amounts of damage before going down and are only winded after being beaten).
  • Personal Arcade: He has a literal whole arcade in his mansion.
  • Villains Never Lie: Provided that Thorton takes the time to actually talk to him, Brayko's fairly forthcoming with what he knows (though it helps that its because he's at Thorton's mercy at that point).
  • Worf Had the Flu: Having Heck spike his cocaine will make his fight much easier.

Taipei Individuals

    Scarlet Lake 
https://static.tvtropes.org/pmwiki/pub/images/ap_scarlet.jpg
Voiced By: Courtenay Taylor

Well-known photo-journalist who specializes in getting stories and exposes on government officials and large corporations, and famous for her willingness to go wherever it takes to get her stories. Becomes an ally of Mike's after he goes rogue and a source of both help and information. Potential romance interest for Mike. Scarlet prefers both the professional and suave approaches, at least in the initial conversations, and dislikes aggression. note  She also loves it when Mike sends her dirt on Halbech.


  • Becoming the Mask: She's a Professional Killer that works as an Intrepid Reporter as a cover, but it's hinted she actually enjoys her reporter work far more than her Professional Killer-life since she will be flattered if Mike thinks highly of her reporter work and will be slighted if he thinks little of it.
  • Child Soldier: She has been a hired assassin since she was 14 years old.
  • Cold Sniper: Wields a sniper rifle, and her true personality seems quite melancholy. If you have Scarlet as your handler and your reputation with her is positive, you get the handler perk "Death By Zoom Lens", which boosts accuracy for pistols and sniper rifles. Pissing her off instead gets you the "Rivalry" perk, which reduces cooldown times for skills.
  • Deadpan Snarker: She enjoys snarking and the easiest way to get her to like Mike is via engaging in Snark-to-Snark Combat.
  • Defrosting Ice Queen: Inverted. When you first meet her she's flirty and extroverted, but as you get closer she actually becomes more chill and her affect becomes shallower. By the time you meet her before the final mission and when you meet her in the interrogation room, the joking demeanor is entirely gone and she seems like a rather melancholy person. This isn't her giving Mike the cold shoulder, it's because she trusts him enough to show him her actual personality.
  • Dragon Their Feet: If Mike tries to spare Leland in the ending and doesn't know her true profession, she shoots Mike. Fortunately, he either convinces her to kill Leland instead or Mina or Heck shoots her dead.
  • Femme Fatale: She uses her feminine wiles to her advantage, helping Mike on the hotel mission by seducing a Halbech security guard. This is a hint that she's actually of the Femme Fatale Spy variant, and she's actually playing Thorton by hiding the fact she's an assassin.
  • Girl on Girl Is Hot: Invokes this in one of her emails. (There's no indication that she's actually interested in girls, however.)
  • High-Heel–Face Turn: Not only is she the least evil of Halbech's crew, and a potential Love Interest, but she's also the easiest of his minions to turn to Mike's side.
  • Hitman with a Heart: She goes to great lengths to avoid killing anyone she's not being paid to kill.
  • Intrepid Reporter: Her profession; she also enjoys a chance to get her hands on evidence of Halbech's dirty deeds. Subverted. She uses her reporter status as a cover for her... career as a Professional Killer. And there's no indication that she ever runs an expose on anything Halbech does; she is, after all, on their payroll. Though it should be noted that, cover or not, she is apparently one of the most well-known photojournalists in the world and her work has appeared in Time. She also get's annoyed if you slight her journalistic credentials and is very flattered if you compliment them, implying that they mean more than just a cover to her. Her work for Halbech is as a contractor; she outright states that she hates their guts and at the end she suspects they're going to betray her.
  • Killed Mid-Sentence: If you choose to execute her for the assassination (attempt) on Sung.
  • The Mole: She works with Mike in Taipei, and happily helps him track down Omen Deng... who is not Ronald Sung's assassin and is, in fact, working to prevent the assassination. She also uses him to acquire inside information on Halbech.
  • Plucky Girl: No matter how messed up things get, she still remains optimistic about her chances.
  • Professional Killer: She's a contract killer hired by Halbech as the actual Taipei assassin.
  • Proud Beauty: She's surprisingly vain and enjoys bragging or being complimented on her good looks.
  • Punch-Clock Villain: She hates Leland and Halbech and only works for them for the money.
  • Walking Spoiler: To the extent where even saying that she's a Walking Spoiler is kind of a spoiler. To sum it up: Just about everything you think you know about her before the final mission is not entirely true.
  • You Have Failed Me: If she fails to assassinate Sung, she suspects Leland is going to try to have her killed.

    Steven Heck 
https://static.tvtropes.org/pmwiki/pub/images/ap_heck.jpg
Voiced By: Nolan North

A (alleged) CIA agent operating in Taipei, who is well-connected within Taiwan and commands a small network of agents, as well as supplying weapons and illegal materials to those who can afford it. Mentally unstable, but no less effective for that. Heck prefers either aggression or smart-talking, though the latter more than the former, and likes to be "in the loop" during operations. Being a calm professional annoys him, ignoring/leaving him out of the loop angers him, and telling him to limit casualties makes him very, very sad.


  • Ax-Crazy: He has a disturbing fondness for killing people in inventive ways.
  • Bad Boss: The first time you see him, he's openly torturing his aide Wen Shu for the location of his keys (which happen to be in a bowl on a nearby drawer). He also pins the assassination attempt in Taipei on Wen and leaves him for the local cops.
  • Bash Brothers: The ending where Heck rescues Mike and every other major character is dead has this theme.
  • Becoming the Mask: The intelligence community theorizes that Steven is a psychotic whose belief that he's a powerful super-spy turned him into a powerful super-spy through sheer delusion.
  • Berserk Button: Never call him Steve.
    Steven: Be with ya in a sec, buddy! Oh, and call me "Steve" again and I'll cut off your fingers with cigar clippers.
  • Beware the Silly Ones: Heck is extremely silly. He's also both one of the most dangerous and mysterious characters in the game.
  • Bunny-Ears Lawyer: You'd think something like being completely out of one's gourd would make a person less effective as a spy until you met Heck. His help comes with the trouble of putting up with his, uh, quirks, but it's usually worthwhile in ways you could never have predicted. For instance! Say you need to obtain several pounds of high quality cocaine, spike it with rat poison, and ship it to a specific location in Russia on short notice with no questions asked. Heck's the man to get that done.
  • Cloud Cuckoolander: In your first conversation with him, he'll cheerfully ramble away about everything except the questions you just asked unless you humour him, and it's always hard to tell just how serious he's being about anything.
  • Confusion Fu: He claims to have built his own "fighting style" based on swift and unpredictable strikes, but it seems more likely that what makes him effective is his lack of formal training, combined with his crazy and willingness to use anything and everything. If you have Heck as your handler and you've got a positive reputation with him, you'll get the handler perk "Fighting Dirty", which provides a bonus to melee damage. If you piss him off instead, you'll get a reduction to enemy sight range.
  • Conspiracy Theorist: And he's right about most of them.
  • Crazy Is Cool: It's never made clear whether Heck really is a highly-trained secret agent, or just some random guy who decided being an espionage operative would be neat and started acting like one, successfully integrating into the profession on the basis of sheer unrelenting batshit insanity. Both are equally possible, but the man's abilities and effectiveness are undeniable. invoked
  • Crazy-Prepared: That gatling gun mounted on a subway car? He built that years ago, just in case.
  • Heroic Comedic Sociopath: The game's parody character who's also a complete lunatic and a sadist.
  • Expy: He's an unkillable, violence-loving mercenary made up of equal parts insanity and hilarity and voiced by Nolan North. Give him a red bodysuit and a pair of katanas and he is Deadpool.
  • Friend in the Black Market: He can help Mike in a number of ways both inside of Taipei and outside of it. He's also very territorial and wants to know whenever anyone else runs operations in his town.
  • Improbable Weapon User: Supposedly. Although never seen using anything more outlandish than a minigun, he claims to have once decapitated someone with a soccer ball and his dossier credits him with having choked a Vatican intelligence agent to death with Communion wafers and killed a Triad gangster with a ten-speed bike (which was found lodged in the victim's abdomen).
  • Inexplicably Awesome: It's never made clear just how he can do the various things he does as well as being one of the two most mysterious characters in the game despite being a raving lunatic.
  • It Amused Me: The only reason Steven helps Mike out — he likes the superspy bang bang a lot, and Mike is a part of it.
  • Jack Bauer Interrogation Technique: "Sounds like you need to tie this Omen guy to a chair and give him the bees." In fact, in his very first appearance, he invokes a Jack Bauer Memetic Mutation note  by torturing Wen Shu to find his car keys.
  • Kill It with Fire: "And then, I set him on fire, just to make sure he got the point."
  • The Mole: Evidence points very strongly to him being Halbech's enigmatic collaborator in Taipei, and the one responsible for orchestrating the assassination attempt. In fact, he knew Scarlett was the assassin and assumed Mike knew too, and having sex with her was the "classy" thing to do. When questioned about it, Chris Avellone just said that, yeah, that does sound like the sort of thing Heck would do.
  • Motor Mouth: Especially in writing.
  • One-Man Army: Particularly if he is your handler for the assault on Alpha Protocol. The other potential handlers bring some backup: SIE brings VCI troops, while Albatross sends in G22 and Sis. Heck inflicts the same damage by himself with only the helicopter crew as his backup.
  • Operation: [Blank]: "I name all the operations that go down in Taipei, even the ones that aren't mine. Operation Latex Turtle, Operation Angry Bees, Operation YEEEEAAAAAHHHHHH! Heh. That was a good one."
  • Overt Operative: "Yeah, I work for a division of the CIA that doesn't officially exist — super secret. They just kind of turn me loose and let me go nuts."
  • Plot Armor: He is the only major character who cannot be killed over the course of the game, under any circumstances. There's a good reason for this: the endgame of Alpha Protocol requires that at least one person be available to "spring Mike loose" before a strapped-to-the-table-Mike can be given a lethal injection. All of the other possible "handlers" can be killed at various points; the fact that Steven Heck cannot be killed ensures that at least one person will be always available to make winning the game possible.
  • Power Born of Madness: Heck's craziness might be the only reason he survives being that crazy to begin with.
  • Psycho for Hire: Among other services, Heck also sometimes hires himself out as an assassin and offers backup in a few missions.
  • The Spook: Is he really a super-spy, or just a gifted (and crazy) amateur? Even after collecting his entire dossier (plus the secret fact), you can't be sure either way.
  • Three-Way Sex: "Mike, I have something very important to tell you. I just had sex. With two women. At the same time. Hells yeah." One of Mike's possible responses is telling him 300 pound women don't really count as two.
  • Wannabe Secret Agent: Possibly. Either way he averts it by being a very good agent in his own right.
  • Wild Card: Of all the characters and factions of the game, Heck is the most unpredictable, chiefly because he's insane and has no explicable loyalties. And yet should you gain his trust he'll never betray you — his lack of loyalties means he also has no hidden agenda and won't sell you out no matter what. He'll only backstab you if you antagonize him.

    Hong Shi 
https://static.tvtropes.org/pmwiki/pub/images/ap_hong_shi.jpg
Voiced By: James Hong

Leader of the White Oak Mountain Triad. In the Taipei hub, one of two missions you can do (or do both) is to meet him and kill off a group of dissenters for this Triad boss. As you can find out if you poke around in that mission, Hong Shi's dissenters didn't dissent over greed and money as you would predict; they defected because they refused to associate with Hong Shi after it was revealed that he was affiliated with Al-Samad, the terrorist group that shot down an airliner full of innocent civilians. Additionally, Shi's second-in-command was badly killed and tortured after he spoke out against this.


  • Affably Evil: He is a polite and professional triad boss.
  • Blackmail: Hong Shi's remaining men are unaware of the real reason his lieutenants and rank-and-file defected, nor are they aware of the fact that Shi was the one who tortured his second-in-command to death. Thorton can either attain some intel or extort money if he confronts Shi with this info and obtains it, but this will cut off his support in the final Taipei mission.
  • Bad Boss: He killed his defector ("needle-nose pliers were involved") after he spoke out against the Al-Samad affiliation.
  • Combat and Support: If you're relationship is high enough with him and if you don't blackmail him, some of his men will grant you support in the final Taipei mission.
  • The Don: He is the biggest crime boss of Taipei.
  • Even Evil Has Standards: The refusal of the defectors (whom for all intents and purposes are still a criminal organization) to be allied with Al-Samad highlights the sharp contrast in the morality between them and Shi.
  • Karma Houdini: The worst you can do to him is blackmail him into giving you money or intel to keep the proof of how his men didn't defect over money to yourself. You can't kill or arrest him, and you cannot leak the data to his own men yourself. Though Leland indicates that Thorton's mission in the Taipei slums led to Taipei's police launching a crackdown against the Triads. Not to mention that his power had been rather weakened by the loss of such a large part of his organization.
  • Old Soldier: His dossier lists him as age 72, and yet he is still feared and venerable a leader.
  • Red Baron: He is stated to known as the "Red Lion", which is what Hong Shi translates directly into.
  • The Triads and the Tongs: His organization.

    Omen Deng 
https://static.tvtropes.org/pmwiki/pub/images/ap_deng.jpg
Voiced By: Ron Yuan

Agent for the fictional Chinese Secret Police, a militant group tasked with covertly protecting China's interests. Deng is operating in Taipei during the plot to assassinate Ronald Sung, and Thorton's investigation leads him to his name. But he's actually a double agent of Sung's, who infiltrated the CSP, and believes Mike is the assassin sent after Sung. Deng reacts favorably to professionalism and discretion, and unfavorably to aggression and sarcasm.


  • Affably Evil: Subverted — he's a good guy.
  • Badass Cape: He's almost always seen wearing a cloak of some sort.
  • The Coats Are Off: He dramatically throws off his cape before fighting you.
  • Commissar Cap: He wears one.
  • Cowardly Boss: The first part of his fight involves you chasing him through the scaffolding of a statue.
  • Deep Cover Agent: He killed his own brother to maintain his cover.
  • Evil Counterpart: He's the CSP's version of Mike Thorton, an enigmatic super-agent operating under an assumed name, except he's working for China to destabilize an American ally. Subverted. He's not actually evil, and he's working for Taiwan to protect Ronald Sung.
  • Famous-Named Foreigner: If the name Deng sounds familiar...
  • The Ghost: His initial dossier info as well as Hong Shi's brief description of him point him to being an enigmatic man of mystery.
  • Government Agency of Fiction: There is no (known) real-life organization that is or that clearly serves the same role as the Chinese Secret Police.
  • Impossibly Cool Clothes: Dude, check out that awesome cape.
  • Inspector Javert: His "villainy" is actually his attempt to stop Mike from killing Sung.
  • Let's You and Him Fight: Both he and Mike were falsely led to believe the other was the assassin, which leads to them fighting each other while the real assassin was free to take the shot.
  • Meaningful Name: "Omen" (which is actually an assumed name) is a reference to the case that made his career. His real name means "Division Hand."
  • Parental Substitute: Sung is the father he never had, which is why he's trying to save him.
  • The Quiet One: Deng is very quiet and soft-spoken (his loudest grunts are only heard during combat) and speaks brusquely and cryptically.
  • Right Hand Versus Left Hand: Both Deng and Mike are trying to prevent Sung's assassination, but neither of them realizes this in time.
  • Shoot the Dog: He had his brother arrested and executed for conspiring against China to maintain his own cover.
  • Shotguns Are Just Better: His primary weapon is a shotgun. You can get it if you kill him.
  • The Stoic: It is impossible to piss him off and the only ways to improve your reputation with him are to not resist when he first meets you and by deducing that he is a double agent.

    Ronald Sung 
Voiced By: Keone Young

Pro-independence President of Taiwan, who is being targeted for assassination.


  • Reasonable Authority Figure: Sung will take appropriate action against the assassination plot based on whatever evidence Mike brings him. However, he still has his limits, as seen below.
  • Slave to PR: If Mike can't prove the assassination plot, he will refuse to wear a bulletproof vest during his rally to avoid showing weakness to his constituents. If Mike can't prove the riot phase of the plot, he will refuse to place extra security in the crowd for fear of being perceived as a tyrant. He also rules out cancelling the rally altogether, insisting that doing so would cause considerable harm to his cause.

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