Characters: First Encounter Assault Recon
The characters from the First Encounter Assault Recon
games and the tropes they exemplify. Minor characters are listed under their respective factions (USM, Armacham, or Independent).
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The Point Man
- AFGNCAAP: For most of the first game. Averted in the third, when he has a face of his very own.
- Badass: The Replica are all Heavily Armed Super Soldiers; he kills five-hundred of them over the course of two days. Of course, the rampage he goes on in F.E.A.R. 3 makes this look like an opening act by comparison.
- Badass Beard: As of F.E.A.R. 3, being a Rogue Agent and all.
- Bullet Time: Everything appears to go this way when the Point Man triggers his Reflex/Slo-Mo powers, though in reality he is moving superhumanly fast. This appears to be a manifestation of his psychic abilities.
- Cain and Abel: It's not precisely clear which brother fills which role (they're both pretty intent on killing each other), but the dynamic between him and Fettel definitely comes across this way. In the intro to the third game, the moment he realizes Fettel is in front of him, he kills the body he's possessing.
- Death Glare: An epic one.
- Everyone Calls Him Barkeep: No one ever refers to him by his real name, even in the third game when the Phase Commanders are issuing orders to kill both him and Jin.
- Freudian Excuse: His abusive upbringing and playing always-second-best to Fettel cause him intense trauma that becomes apparent in F.3.A.R.
- Heroic Mime: It is strongly implied he actually is mute; he never speaks a single word in any of the games.
- Implacable Man: Really, the entirety of FEAR 3. The game could be described as a long string of apocalyptic disasters combined with continuous heavy assault by an army of clones, robots, and helicopters, as well as Mind Screw psychic monster phenomena on a scale that can only be rated as "demonic", all completely and utterly failing to stop the Point Man. All the areas you play through are pretty much getting torn down around you.
- Kubrick Stare: Of the "I-will-skullfuck-you-to-death" kind. It's his default mode.
- Lightning Bruiser: Just ask any freaked-out Replica when he goes Slow-Mo.
He's too fast!
We can't stop him!
- Made of Iron: He gets thrown out of a three-story building from an explosion set off by Alma and doesn't suffer lethal injuries at all. And later, he survives a nuclear blast at point-blank that leaves a mile-wide crater and flash-fries people miles away into ash. F.E.A.R.: Extraction Point has a tunnel bomb flinging him several dozens of feet in the air before he crash lands on a roof on a nearby parking garage. F.E.A.R. 3 involves him surviving a helicopter crash, getting launched a few hundred feet by a blast from Fettel, the crashing of a high-altitude transportation pod, and an entire prison collapsing around him.
- Man Child: Not explicit, but he was apparently put into stasis as an adolescent before being memory wiped, surgically modified, and trained years later. It manifests through his single-minded determination to kill everything in his way and his lack of speech and/or characterisation beyond that end.
- Nice Job Breaking It, Hero: Blowing up the Origin Facility did nothing but cause a nuclear explosion beneath Fairport that wiped out all evidence of Armacham's wrongdoing and killed thousands of its residents - but not Alma, as intended.
- No Name Given: Which is why Everyone Calls Him "Point Man".
- One-Man Army: Lampshaded by Douglas Holiday, who calls him "a bad motherfucker".
- Player Character: Well, of F.E.A.R. and F.E.A.R.: Extraction Point, anyway.
- Protagonist Without A Past: Lampshaded by Paxton Fettel neat the end of the first game. F.3.A.R. goes into some detail about his past, or at least some of the highlights of it.
- Required Secondary Powers: In the third game he takes part in a psychic battle, so he would appear to have capabilities similar to Becket and Keegan (as implied by his reflexes). However, it is later noted that his potential as a psychic is extremely low - below normal - as opposed to Becket and Keegan, who are both unusually powerful. It may be that his "lack" of power is power itself, simply expressed differently, but the mechanics behind measuring someone's psychic potential aren't very clear.
- The Reveal: He is Alma's first son.
- The Hero
- Super Speed: When his slo-mo powers are triggered, he moves with blurring speed from the perspective of ordinary humans.
- The Unfavorite: While growing up, he was consistently referred to as the "weaker" prototype by all of the Armacham researchers, and told he wasn't special like Fettel.
- When He Smiles: At two points in F.E.A.R. 3. His face softens the slightest bit when he sees Jin, and his stoic demeanor actually cracks into a faint, fond smile when he holds his baby sibling.
The unknown hero of Perseus Mandate
, the point man of the Second F.E.A.R. Team. Little is known about him, other than that he's a Sergeant.
- AFGNCAAP: Virtually nothing is known about the Sergeant, unlike the Point Man, whose character is later fleshed out.
- Bullet Time: Just like the Point Man.
- Cloning Blues: Implied, mostly by a comment by Fettel about the similarities the Sergeant and the Point Man and a throwaway line by the Nightcrawler Commander labelling him as "another of Betters's tin-men". Sadly, given the character has been removed from canon, we will never discover the Sarge's true nature.
- Expy: Of the Point Man, hence his abilities and overall personality.
- Heroic Mime
- Made of Iron: What Point Man can do, he probably does as good. Although, this time, the Alma meetup is in an office building and he endures nuclear devastation by making it underground.
- Lightning Bruiser: Even Nightcrawlers find his abilities intimidating.
- No Name Given: Same as the Point Man, which is why Everyone Calls Him "Sergeant".
- One-Man Army: While his body count isn't at par with the Point Man's, he has definitely gone through as much, if not more hell for every encounter. Aside from having more paranormal kills in one Interval (Interval 4, Devastation) than the Point Man has fought in the entire F.E.A.R. campaign, Extraction Point included, the Sergeant crossed guns with the Nightcrawler organization, a group much more well-trained and well-equipped than Replicas or ATC rent-a-cops (both of whom are fought by the Sergeant in reasonably-sized squads of their best - ATC Riot Troops can easily hold their own against Replica Elites), and that's not counting the tough as nails Nightcrawler Elites and their commander. This magnitude of opposition matches (and quite possibly exceeds) anything the Point Man or Becket confronts in any of the games they appears in.
- Player Character: In F.E.A.R.: Perseus Mandate, this guy is you.
- Protagonist Without A Past: Lampshaded again by Paxton Fettel.
Sergeant Michael Becket
The Player Character
of Project Origin
, Becket is a highly gifted soldier with latent psychic abilities, which are brought to the forefront by Project Harbinger. He is a member of a special delta unit known as "Dark Signal," which consists exclusively of Harbinger subjects, who are all potential Replica commanders. Becket's psychic potential is very strong - equal to Paxton Fettel - but it has yet to be trained.
A Replica that goes rogue during the events of Project Origin
when Paxton Fettel instructs him to free his commander - Fettel himself - from imprisonment.
Kill them. Kill them all
One of the primary characters in the series, around whom nearly everything revolves, Alma is an extremely powerful psychic (as in reality bending
power) who was connected to an Armacham project known as "Origin" to create psychic supersoldiers. She is also the daughter of Harlan Wade, head of the project
, and mother of the Point Man and Fettel
. She was sealed inside a psychically shielded vault at the age of eight and forced into a coma to keep her immense power under control
, and later was artificially impregnated with two sons.
After an incident known as a "Synchronicity Event" wherein she linked her mind with Paxton Fettel's and killed a number of guards
she was killed by shutting off her life support, but her corpse was kept in the shielded vault because releasing it would be....bad.
However, Alma's hatred, psychic abilities, and desire to be reunited with her children allowed her spirit to endure and survive despite physical death.
The first game's plot involves Alma engaging another Synchronicity Event with Fettel
and her subsequent attempts to both escape and get her revenge. In the second game, she runs loose and covets Michael Becket, desiring to make a child with him
. In the third game, she is pregnant with said child, and reaching Alma and recovering the Third Prototype is the primary plot.
Some secrets can be buried deeper than others, but I know where to dig...
The prototype commander of the Replica soldiers and the second son of Alma
. Primary antagonist of the first F.E.A.R.
game and the first expansion. Makes a non-canonical comeback in the DLC F.E.A.R. 2: Reborn
. He then becomes a playable character in F.3.A.R.
, but as a similar sort of post-mortem psychic projection as Alma.
- Abusive Parents: Where his brother was pushed to more and more extreme physical feats and subjected to emotional abuse, Fettel as a child wound up strapped down with electrodes in his head a lot to push his telepathic power as far as it would go. Eventually, his desperation to escape from the pain put him into contact with Alma.
- Awesome McCoolname: His name is pretty distinctive. "Paxton" is a very uncommon name, and "Fettel" is apparently made up.
- Ax-Crazy: Though quite calm and collected, usually, Fettel expresses an appreciation of the cultists' handiwork and violent tendencies, and enjoys killing. Sometimes his fašade cracks to show how deeply warped and sadistic he is, but only sometimes.
- Big Bad: A very compelling candidate for the true antagonist of the entire series.
- Blood Is the New Black: He spends much of the first game smeared and splashed with blood, none of it his. His mouth and teeth, especially, are red with it for obvious reasons.
- Brainwashed and Crazy: By his mother. He eventually regains his mind. The difference is...not readily apparent.
- Cain and Abel: He and his brother toss the roles back and forth like a pair of jugglers.
- Demonic Possession: One of Fettel's primary means of attack involves grabbing enemy troops and taking control of their bodies.
- Dissonant Serenity: He talks a lot, rarely using a tone more emotional than coolly intrigued or close to beatific (but still soft and even). His topics of conversation are things like his visions of the world burning in retaliation for what's been done to him and "Mother".
- The Dragon: To Alma.
- Dreaming of Things to Come: Or so he says; he dreamt of the explosion that took out most of Fairport and the first Synchronicity Event, and may even have picked up the idea that he could devour human flesh to take memories from foreseeing his future self doing so.
- Faux Affably Evil: In F.3.A.R., with a dash of Deadpan Snarker.
- Full-Name Basis: His first and surname are both pretty distinctive on their own, but you'll see him referred to in full as "Paxton Fettel" as often as not. Likely because it just rolls off the tongue.
- Evil Laugh: When possessing bodies. And at other times. Whenever he laughs at all, really.
- I'm A Humanitarian: Subverted. It's less about nutrition than it is about consuming memories.
- Kick the Dog: When he and the Point Man reach Becket, Fettel possesses him, knowing that this will kill him, simply because invading his body and taking the memories by force is faster than trying to chat him up.
- Mind over Matter: He can create psychic blasts, lift people/objects and throw them around, make human bodies explode, and possess people to turn them against their allies.
- Not So Different: Fettel ultimately becomes much like Harlan Wade, whom he utterly despises and refers to as 'evil'.
- Oedipus Complex: He hates his father, Harlan Wade. His ending in F.3.A.R. implies that he'd have fathered Alma's child if Becket hadn't already - adding a really disturbing dimension to his killing Becket.
- Over-the-Shoulder Murder Shot: With the cannibal imagery.
- Possession Burnout: His host bodies don't last very long. The moment of their expiration is...noticeable.
- The Scream: The first we see of Fettel in the series is him kneeling in his cell, apparently listening to something, before falling forward and howling in agony as he makes psychic contact with Alma.
- Squishy Wizard: Is notably more fragile than the Point Man, and lacks his slo-mo abilities, making him far more vulnerable to gunfire. On the other hand, when in a possessed body, that body's death won't kill him, and until that happens he has use of whatever guns, blades or bludgeons are on hand. Also, while he can't use weapons as an incorporeal spirit, he has ranged psychic blasts with effectively limitless ammunition and can hurl around heavy objects or immobilise people.
- Tyke Bomb: Raised by Armacham from birth as a psychic commander. He first killed someone when he was maybe ten years old.
- Woobie, Destroyer of Worlds: He had an incredibly shitty life as a child, so when he finally gets loose, gets killed, and comes back, he's really annoyed and quite willing to destroy or subjugate the world in revenge.
It is the way of men to create monsters....and the way of monsters to destroy their creators.
- Abusive Parents: Hoo boy. And it doesn't just extend to Alma, either. Both Fettel and the Point Man got a lot of it too when they were children. One of the Point Man's flashbacks depicts Harlan putting him in a training ring as an eleven-year old against a fully-grown Armacham soldier, and when he inevitably lost, Harlan flies into a rage and beats him with a metal bucket so hard that he gets thrown into a concrete pillar.
- The Atoner: Harlan is the ringleader of a group that represents about half of the original Project Origin staff, whom believe that any attempt to reopen the Vault and restart Project Origin would be a very bad idea. Not that Genevieve Aristide bothered to listen. In the end, Wade decides to set Alma free, to "save" her from the destruction of the Origin facility. Whatever his intentions, he dies instantly, Stripped to the Bone by Alma, and in death set loose what may be the harbinger of the apocalypse.
- In F.E.A.R. 2: Project Origin, one of Harlan's flashbacks involves him standing next to his daughter, with his voice speaking in the background, saying "You're asking me to seal my daughter away?" From his tone, it sounds like he's horrified at the prospect. His later appearances, particularly the brothers' flashbacks to how he treated them during the years when Project Origin was active, show that he hardened quite a bit.
- Bigger Bad: He's a monster far worse than Alma. Hell, he made her what she is, and he had a hand in Paxton Fettel becoming what he did. That said, by the time of F.E.A.R., he realizes it, and allows Alma to kill him. Unfortunately, she doesn't really understand that he's dead, nor does she care. Unfortunately, he returns as the true Big Bad of F.E.A.R. 3, the Creep and no longer cares about his remorse, merely wishing to become a god.
- Cluster F-Bomb: Harlan's phone messages are never friendly. In what may be the key summation of the series, he describes what will occur as the "assfuck of the century."
- Particularly notable in the ones addressed to Genevieve.
- Face Death with Dignity: He simply stands tall and lets himself get liquefied by Alma.
- Subverted, he's not gone for good.
- Final Boss: Of F.E.A.R. 3.
- Heel Realization: Realizes that Armacham completely deserves everything Alma throws at them, and willingly allows her to destroy him. Except not for good.
- Hoist by His Own Petard
- Not Quite Dead: Thanks to Alma's fears, he returns and manifests as the Creep.
- Our Ghosts Are Different: Harlan returns in F.E.A.R. 3 as a powerful apparition called the Creep, the psychic embodiment of Alma's fear and hatred of him.
- Stripped to the Bone: By Alma.
Without Alma I have no leverage. Without leverage, I have no future!
CEO of Armacham Technology Corporation, and one of the heads of Project Origin. Attempted to restart, or at least refurbish the site of, Project Origin, at which point everything went horribly wrong
- Big Bad: In FEAR 2, she shapes up to be as manipulative and callous as they come. She has no remorse for what she does to her experimental subjects, unlike Harlan Wade, eventually, and has no trauma or lack of personal agency to excuse her from responsibility, the case with Alma herself, who is so broken she hardly understands what happens around her and has no control over her Psychic Powers.
- Bitch in Sheep's Clothing: She uses what was likely very real fear for her own life to come off as concerned for everyone who could be hurt by the fallout of Origin's cover-up and desperate to stop it. The truth is much less altruistic.
- Chuck Cunningham Syndrome: Despite being a major character in the first two games, she doesn't appear at all in the third.
- Corrupt Corporate Executive: She wants to keep her cushy, well-paying job and she will throw innocent people to the wolves to do so.
- Even Evil Has Standards: Oddly enough, she has moments of humanity - for instance, warning the staff of the Harbinger facility that the black-ops team was coming and giving practical advice on how to hold them off, and her disgust for Harlan Wade's...method of producing the Prototypes. She seems to value loyal and compliant staff members far more than she does their living, breathing projects.
- Evil Plan: The plot to get Becket to draw Alma into the Telesthetic Amplifier to trap them both.
- The Faceless: In F.E.A.R. Her appearance is revealed in F.E.A.R. 2: Project Origin. She, well, looks like a middle-aged businesswoman (and apparently wears contact lenses).
- Karma Houdini: She doesn't appear in the third game - not even a single mention - so it can only be inferred that she got away.
- Lack of Empathy: For the human "products" of Armacham - Alma, Paxton Fettel, the Harbinger Candidates (including Becket) - and for those who get in her way.
- I Did What I Had to Do: Practically her Catch Phrase. Aristide believes firmly that all she does can be justified as protecting her own well-being, Armacham's profit margins, their staff members, and public safety. In that order.
- Moral Myopia: When she shoots Stokes and traps Becket in the Amplifier, it's not because she hates them or anything. She's just protecting herself. That happens to be at the expense of the protagonists, but she hastily assures them she's "not a bad person". So...no hard feelings?
- Only in It for the Money: Reading her e-mails and notes indicates that her chief concern appears to be keeping her job and recouping financial losses.
- Rich Bitch: Her apartment is very opulent and she seems to have sponsored an art gallery in the building.
- The Scapegoat: Partly the reason she's so ruthless. The Armacham Board of Directors have decided to blame every single thing that ever went wrong with Projects Origin, Icarus and Perseus - including the existence of the projects themselves - on her and her alone. With the majority of the senior scientists dead, including Harlan Wade, and the board itself washing their hands of Fairport entirely, the blame and the punishment has to be pinned on somebody. Plus once she's dead, they can say they cleaned up the "corruption" themselves with no one left to contradict their claim.
- The Unfought: Understandable, since she has no combat or psychic ability whatsoever.
Colonel Richard Vanek
I want nothing left to link us to Alma, or Origin, or any of the insanity.
Head of ATC's special operations and cleanup team and former U.S.M.C. Force Recon
. F.E.A.R. 2: Project Origin
's first antagonist.
Just as easily as I CREATED YOU, so I will DESTROY YOU!
A monstrous, human-like creature that appears in F.E.A.R. 3
, actively hostile to ATC, the Point Man, and Paxton Fettel. It repeatedly attacks and attempts to sabotage the efforts of Paxton and the Point Man to reach Alma. Actually an amalgam of the darkest and most hideous aspects of Harlan Wade's personality and the memories associated with him, born from the minds of his children - Alma, Paxton and the Point Man. In short, the man behind it all has returned.
- Badass: Gotta admit, when you can crush highly trained soldiers without breaking a sweat, be persistent enough to keep up with your Badass grandchildren and actually put up one hell of a fight, you count.
- Big Bad: Of F.E.A.R 3.
- Bigger Bad: To Alma and Paxton.
- The Dreaded: Alma is afraid of it. Because it's the mental representation of her father.
- Final Boss: Of the third Monolith game.
- Humanoid Abomination
- Interface Screw: Damage inflicted by the Creep doesn't regen until either the Creep is driven off or the player gets out of the area it's lurking in. In addition, the player is warned that the Creep is about to attack when black spiderweb patterns appear around the edges of the screen. He's also invisible.
- Large Ham
- Surprisingly Sudden Death: Its first actual appearance involves it slaughtering five ATC troops with about as much effort as crushing ants
- Super-Persistent Predator/Implacable Man: It doesn't leave you alone. "Ever.'' [[spoiler: At least until until the end of the game, where you kill it.
- Teleport Spam: It's main fighting tactics throughout the game until the end, where it decides to have a growth spurt and come at you with pure brute strength
- Villainous Breakdown: During the final confrontation with it, the Creep goes on a series of massive, enormously loud rants as it flails away at the Point Man and Fettel.
United States Military
First Encounter Assault Recon
Commissioner Rodney "Rowdy" Betters
The team leader and field coordinator.
First F.E.A.R. Team
Lieutenant Spencer "Spen" Jankowski
You've gotta be fucking kidding me. This is why nobody takes us seriously. Military clones?
The First F.E.A.R. team's former point man, until the Point Man came along. A seasoned veteran, his job, like Point Man's, is to scour the Armacham Technology Corporation for Paxton Fettel. His life is cut short when he, along with a few Delta Force escorts
go missing. From then on, he's seen walking and disappearing around the place, leaving hints about what happened throughout the F.E.A.R. storyline.
- Deadpan Snarker: His way of coping with things that unsettle him.
- Eye Scream: His eyes are gone in his ghost form.
- Never Found the Body: Despite his ghostly subsequent appearances, Jankowski's actual corpse is never found by anyone on the site. Word of God is that the player was originally meant to find it, but they decided it was scarier if he just vanished. Oddly, F.E.A.R. command continues to pick up his signal, though it appears and disappears at random in wildly varying locations.
- Spirit Advisor: Something allows him to make appearances after his unclear fate to offer cryptic insights into what's going on. They mostly regard Alma; he's one of your first hints that she even exists.
- What Happened To The Lieutenant?: His fate is to eventually be killed in action and his eyes gouged out, but the killer, whether it was Alma, Paxton Fettel or any of their Replica goons is left mysterious.
Technical Officer Jin Sun Kwon
I'm not Alice Wade.
The F.E.A.R. team's medic and forensic specialist, Jin spends most of the time in the games in the rear guard collecting evidence and doing recon. She does not participate in combat, wielding a camera over a weapon.
- All Asians Know Martial Arts: Presumably, as she adopts a combat stance when facing Paxton Fettel's vision in Extraction Point.
- Camera Fiend: As the team's analyst and forensics expert, Jin is never seen without her camera.
- The Coroner: Has the unenviable task of working out just how in hell a bunch of Delta Force Operators became red steam and blackened skeletons in a matter of seconds.
- Friendly Sniper: She was originally meant to be one, but it was found that the tight quarters of most of the game's battles precluded a sniper ally (this can still be seen in her gloves with the alternately-colored trigger fingers). Her role was changed to The Medic and The Coroner.
- The Medic: Though she spends some time playing medic for others, including the Point Man after the warehouse explosion, he doesn't really need her help. He has a stack of medkits anyway.
- Nice Girl: With a bit of Deadpan Snarker, opining the reason Jankowski feels the Point Man is 'looking right through' him is because Jankowski is one-dimensional. She defends the Point Man's usefulness to the team and is always concerned for his well-being.
- Voice with an Internet Connection: Apart from Rowdy Betters, Jin is the biggest user of the radio.
Second F.E.A.R. Team
Lieutenant Steve ChenThe Second F.E.A.R. Team's lancer
, if anything. He seems to be the member with an expertise in handling just about any problem the Second Team gets across, be it combat, forensics or wiretapping.
According to him, he's a father of two children and has taken them along with him on a tour around Fairport's Old Underground Metro Area in the summer before the events of F.E.A.R.: Perseus Mandate
. It seems that being enlisted in F.E.A.R. wasn't quite the job he had in mind, judging from how he often complains about being underpaid for all the menial tasks he has been given, which sometimes puts him in Snark-to-Snark Combat
with the F.E.A.R. Coordinator, Rowdy Betters. And don't get him started on the Amarillo incident
. Shooting the capture target was apparently an accident.Chen is doomed by foreshadowing to die in Perseus Mandate, when early on in one of the Sergeant's visions, he's seen dragged into a puddle of black liquid. His death introduces the player to the Scarecrows.
- Deadpan Snarker: Despite the seriousness of the task, Chen still has the time to make sarcastic comments about how disproportionate his paycheck is to his work.
- Hey, It's That Voice!: Hard to recognize, but he shares Bloo's voice actor.
- Plucky Comic Relief: His "pathetic paycheck" aside, he requests Betters to lag a rescue operation, claims his Noodle Incident was a mere slip-of-the-hand and tells the Sergeant to "try not to get blown out of any more windows".
- Our Ghosts Are Different: After his death, Chen appears several times to the Sergeant, apparently protecting him from the afterlife. His last apparition is in the evacuation helicopter, in which is seen waiting for the Sergeant before disappearing.
- We Hardly Knew Ye: Poor Chen. He only manages to stay alive for four Intervals, with some decently friendly ice-breaking moments before he gets killed by one of Alma's Scarecrows.
Captain David Raynes
SFOD-D (Delta Force)
Lt. Douglas Holiday
First Lieutenant Keira Stokes
Dark Signal's communications officer, Lt. Stokes is the only female member of the squad and the only one without any psychic abilities; her assignment to the squadron was pure happenstance. She is definitely not a Harbinger candidate
. Despite being a commissioned officer, she lets Staff Sergeant Griffin command the unit in combat, as she is primarily a communications specialist.
- Action Girl: Despite weighing about half as much as the rest of the squad, she holds her own in combat quite well, and fights alongside Becket off and on throughout the game.
- Badass Normal: Holds up pretty well against all the other supernatural monsters despite not possessing any psychic powers unlike the rest of Dark Signal, who do. Ironically, her lack of any superhuman abilities may have kept her alive longer than anyone else because it meant she could not be linked to Alma.
- Bare Your Midriff: Her armor actually covers about as much skin as what everyone else in Dark Signal wears. It's the shirt underneath that's just a bit too short.
- Genre Savvy: Adapts to the shift from "special operations extraction" to "supernatural end-of-the-world horror" with remarkable speed. At the end of the game, she even openly worries that Alma will use the "turns your worst fears against you" trick.
- Hey, It's That Voice!: She shares a voice actress with Zoey...hell, she even looks like Zoey!
- The Lad-ette: As the one woman in a squad otherwise exclusively male, she swears, fights and cracks filthy jokes enough to keep pace with her squadmates.
- You Are in Command Now: Takes over after Alma kills Griffin.
- What Happened To The Communications Officer?: Her ultimate fate is unknown, as she doesn't appear in the third installment, so that she probably dies after being shot by Aristide.
Sergeant First Class Harold Keegan
Member of Dark Signal who seems to be having odd health issues during the mission, which only gets worse when he gets shot early on and subsequently starts suffering abrupt migraines. Per Harbinger records, he has very strong psychic potential, but doubtful mental stability
. Midway through the game, he is possessed and transformed by Alma, and becomes involuntarily infatuated with her.
- Bullet Time: During the final battle, he is capable of doing this to you. The only way to slow him down is to enter slo-mo yourself.
- Crazy Jealous Guy: But not of his own will.
- Evil Counterpart: After being possessed and Mind Raped by Alma, he is essentially one to Becket. He's a member of Dark Signal with the powers granted by Harbinger, linked to Alma, but spurned and losing his mind to implanted desire for her, while Becket becomes her unwilling favourite.
- Fighting from the Inside: "Becket...help me!"
- Final Boss
- Madness Mantra: Alma's music box tune. Once he wanders away from the squad, he can be heard humming it to himself, occasionally broken by his howls of agony from a migraine.
- Mercy Kill: At the end, he begs Becket to "help" him. Becket has a pistol to his head.
- Mind Rape: What Alma does to him is horrific.
- Murder the Hypotenuse
- Tragic Monster
First Sergeant Cedric "Top" Griffin
The leader of the Dark Signal Team. Survived the Fairport explosion and tried to link up with the rest of the team. He gets torn apart by Alma in front of the eyes of Stokes and Becket.
- Defiant to the End: Though at first he seems susceptible to Alma's compulsion, he rebels at the last moment and begins firing on what he perceives to be her presence, shouting curses.
Sergeant James Fox
The oldest member of the team, Fox is married and has a family outside Fairport. Very unfortunately, this causes Alma to mistake him for Harlan Wade and kill him.
- Crazy Jealous Guy: Again, it's Alma's guilt.
- Fiery Redhead
- You Remind Me of X: It's theorized in supplemental materials that he is killed by Alma when she mistakens him for her father, as Fox has a daughter the same age of Alma and is very devoted to her.
Sergeant Manuel "Manny" Morales
Morales is the APC driver for the Dark Signal Team, taking the crew where they need to go in case they need to link up. Friendly and resilient to weirdness, he provides moments of levity for the team when necessary.
- What Happened to the Mouse?: The last time Becket sees him is before entering the Telesthetic Chamber in Climax. Sure, Manny's guarding the APC and seems unlikely to to be surprised, but considering Aristide showed up...
Armacham Technology Corporation
Armacham Technology Corporation
A major defense contractor for the United States military, Armacham develops extremely high-tech weapons in a variety of fields, including aerospace, robotics, and the emerging field of psychic warfare. ATC also maintains and operates a large PMC force and conventional military, and was responsible for a lot of construction in the city of Fairport. However, the truth is that Armacham's military and economic power is surprisingly vast, with an enormously powerful military force, highly-advanced technology, and extensive holdings across the world, making them a classic Cyber Punk
-esque Mega Corp.
A grossly obese, geeky ATC engineer, one of the survivor left by the attack by Replica forces. He initially helps Point Man and the F.E.A.R. team in their task, not much time before revealing he is working for Genevieve Aristide to get them all killed and bury the Alma affair.
- Abhorrent Admirer: Towards Alice Wade, if a voice mail about sexual harassment is to be believed.
- Cloudcuckoolander: Wears gawdy clothes and often behaves ilogically, like trying to hide behind a minuscule plantpot or crawl through a narrow ventilation shaft being the obese guy he is.
- The Cracker: He knows how to activate and deactivate the security system and probably can teach Betters a couple of hacking lessons.
- Evil Redhead
- Enemy Mine: After his betrayals, he ends telling Point Man how to destroy the Origin Facility.
- Fat Bastard: He betrays Point Man two times and even allows himself plead for his life. He is lucky that the player can't shoot him right dead.
- Fat Slob: His desk is covered in Cheeze Poz bags and soda cans.
- Geek Physiques
- Karmic Death: He is shot in the stomach by Harlan Wade after trying to stop him from releasing Alma. Although he is still alive for the last time Point Man finds him, he presumably dies when the Origin Facility blows up.
- Spared by the Adaptation: ...however, the non-canon Extraction Point shows him inexplicably alive after the explosion.
Snake Fist / Terry Halford
You're like free pizza at an anime convention. She can smell you. And she wants to consume you.
An ATC researcher, initially heard as a voice in the radio calling himself "Snake Fist", who helps Michael Becket and his team sharing with them his considerable knowledge of the facts surrounding Alma. He is brutally killed by a Replica assassin.
- Badass Bookworm: Aside from being a key scientist for ATC and a cunning field researcher, he manages to guide the Dark Signal Team and avoid getting killed while locked alone in a Replica-filled Paragon Facility where even a tough soldier has a difficult time to survive.
- Cloudcuckoolander: If his lab coat, T-shirt, loose pants and sandals with socks aren't enough convince you, see the quote above for his way of speaking. You can't help but wonder where ATC finds those guys.
- Geek Physiques: Not too fat, but he is noticeably stout.
- Good Counterpart: To Norton Mapes from the first game. They are both overweighted, geeky ATC people who offer the Point Man help, but while Mapes is a Fat Bastard traitor, Halford remains as a good guy until the end.
- Hollywood Nerd: Looks, talks and behaves like a 90's anime geek stereotype on acid. Considering that the affair which he is involved with resembles some another famous one, this could be definitely not casual.
- Off with His Head!: A particularly gruesome example is done when a Replica Assassin rips off his head with his claws.
- Voice with an Internet Connection: For most of F.E.A.R. 2.
Cloned super soldiers
created by Armacham Technology Corporation as part of Project Perseus, intended to be controlled by a psychic commander - specifically, Paxton Fettel, the prototype and template for all the commanders after him. Naturally, when Fettel went crazy while in control of an entire battalion, things didn't work out for Armacham.
- Clone Army: They're all copies of Paxton Fettel, presumably to make them easier for him to control. Not perfect copies, but functional enough for their purpose.
- Cloning Blues: Notably averted. Though the Replica clearly have their own emotions and independent thought processes, they are dependent wholly on their psychic commanders for objectives and orders, and otherwise aren't affected by the angst of being clones whose sole purpose is to fight and die. A possible comparison is Metal Gear's philosophy of "you're only alive when you're on the battlefield", to the logical and literal extreme. The Replica only 'live', act human, speak, think and so on when they're in use. In combat, they scream, curse, display fear, anger, surprise, argue with each other, even refuse orders, and generally act how you'd expect a reasonably bright human in a high-stress life-threatening situation to act. Without orders, they simply stand and breathe, like organic robots on standby mode. It's freaky.
- Of note is that at one point in Reborn, a Replica begins to question orders, asking about their deployment and requesting a higher clearance level. His commander requests permission to execute his underling, receives it, and carries out the execution. In the moment it takes for this to happen, the curious Replica does not do a single thing to defend himself. He doesn't even seem scared. Like any other Replica, he simply awaits orders until shot in the head.
- Clone Degeneration: Since they go fully masked and armored at all times, it's not until late in the second game that you see how...wrong the manufacturing process can go. There seems to be only one Replica who actually resembles his template - Foxtrot 813, whose looks identical to Paxton Fettel.
- Decapitated Army: Want to put them all down at once? Kill their commander. They'll lapse immediately into dormancy. Until Alma takes control.
- Determinator: The Replica will do whatever it takes to stop you, including following near-suicidal orders and tactics.
- Drop Pod: In the second game, you see how they're deployed and stored when not in combat. They are literally stored and stacked away in crates; when the time comes to use them, you drop them on the field, pop the doors and bam! Instant army.
- Faceless Goons: Justified. Under those masks, they are not pretty.
- Heavily Armored Mook: Those that wear or ride suits of armor. See Mini-Mecha and Powered Armor below.
- Keystone Army: They're conditioned to go dormant if their commander stops giving them orders. During the intro of FEAR, several are shown looking as though they're asleep on their feet, then abruptly straightening up, readying their weapons and marching off in ranks as Fettel takes control of them. Later the Point Man shoots Paxton Fettel in the head, then turns to encounter a dozen Replica doing absolutely nothing. They just stand in place, heads bowed, as animate as dolls.
- Mini-Mecha: The REV armored units. They are called "powered armor" but the larger ones are really bipedal tanks.
- Oh, Crap: They often freak out if you take down many of their squad or dodge their advances with Slow-Mo.
- Super Soldier: Every single damn one of 'em.
- Powered Armor: The small REV units (REV-6 and REV-12) Heavy Armor and Heavy Riot Armor soldiers.
- Private Military Contractors: This was originally how Armacham was going to market them. There's an unnervingly chirpy brochure that lists their many advantages over regular soldiers, including their quick and inexpensive production, their elite training, their simple maintenance, and their complete and utter lack of independent will or conscience. Cheap! Effective! Reliable!
- There Was a Door: The armored Replica are prone to this.
ATC Security/Black Ops/Phase Casters and Commanders
Armacham's immensely powerful military division, divided into different groups. ATC Security handles day-to-day physical security and initial response, and form the primary ATC enemy in the first game and its expansions. Security is characterized by their light civilian armor, sunglasses, and caps. Black Ops, which handles dangerous covert and cleanup operations, forms the ATC enemy in the second game and its expansions, and are characterized by heavier full-body armor and a high-tech, cyberpunk aesthetic to their gear. In the third game ATC has deployed conventional military forces which have occupied the city of Fairport and are conducting a general purge of the civilian populace, now driven insane by Alma. These mercenaries are characterized by modern military-style armor and equipment and balaclavas. The Phase troops are something else altogether - energy-shielded elites who casually fling regular troops into the meat grinder and use cutting-edge technology.
- Cool Shades: ATC Security all wear these. The Black Ops troops wear glowing blue ones as well.
- Elite Mooks: Each group has a particular type; Security has heavily-armored guards in riot gear (only seen in Perseus Mandate). Black Ops has elite troops clad in heavier armor and facemasks. The conventional ATC troops use Replica soldiers and Phase troops as their elites.
- Enemy Mine: Sort of. In the first two games, they were actively fighting against the Replica, but by the third game the Replica have been brought back under control and fight alongside the normal human ATC troops.
- Enemy Summoner: Phase Casters. They're equipped with technology that allows them to transport troops to a location in small groups.
- Faceless Goons: Many ATC troops have visible faces, but the more elite soldiers wear facemasks and goggles, and all of the ATC troops in the third game wear face-concealing balaclavas.
- Mecha-Mooks: The mech support units that show up in F.3.A.R.
- Private Military Contractors
- Punch Clock Villain: In the first game the ATC Security units are mostly just armed security guards following orders to "repel all outsiders" and are generally in over their heads (though they do carry out several assassinations of people who know too much under Aristide's orders). The second and third games, not so much.
- Teleport Spam: Phase Commanders use some sort of portal-forming supertech to achieve this trope, stepping into one wall to pop out again from another.
- We Have Reserves: The Phase Commanders have no compunctions with sacrificing their troops to achieve an objective - especially if that objective is killing the Point Man. The troops, not being Replica, can often be heard obeying orders only very reluctantly or having to be threatened into line.
Senator David Hoyle wanted to a little shoplifting for Armacham's data and DNA samples of Paxton Fettel and Alma, so he gets these men and ex-NSA operative Gavin Morrison to do the work. A combination of brains and brawn, these guys outclass everyone in a straight fight, including the Super Soldier
Replicas. A radio debriefing from Captain Raynes indicates that the whereabouts of the Nightcrawlers, "a permanent free-standing army", is a closely-guarded secret. The Nightcrawlers communicate in a very dull, calm, collected tone, which suggests that they're seasoned professionals who don't let certain emotions
to get in the way of their job. Some of them seem to have superhuman reflexes that rival the Point Man's and the Sergeant's.
If you observe their combat patterns carefully, the Nightcrawlers can be distinctly divided into two classes: the lower echelon, the regulars, and the upper echelon, the elites.
- Danger Deadpan: All of them. Unlike the Replica, whose Oh, Crap moments are all over the place, the Nightcrawlers have plenty of Casual Danger Dialog. The upper echelons of the Nightcrawler group ramp this up twofold; the calm demeanor breaks only at the presence of Alma or Fettel.
- That quote, by the way, is dictated in a heavily bored voice with absolutely no emphasis.
- Their commander is the ultimate king of this trope.
Nightcrawler elite: Sir, Paxton Fettel has entered the area.
Nightcrawler commander: Ignore him. Get the vault open.
Nightcrawler elite: But...
Nightcrawler commander: I said, "Ignore him!"
- Private Military Contractor: Hired by Senator Hoyle.
- Weapon of Choice: At least as a mainstay firearm, theirs is the Vector Engineering Systems V7 Advanced Rifle. The higher-ups also have a tendency to sprinkle BFGs in between.
The lesser class. Much like Replica regulars, but with twice the badassery
. They don't have supernatural abilities like their elite brethren do, but because of their unparalleled durability and overwhelming numbers, they can pose a serious threat. They have a particular liking towards using VES Advanced Rifles, VK-12 Shotguns and other small arms of similar caliber, usually leaving the serious firepower to their elite counterparts.
- Faceless Goons: Just like the Replicas, the Nightcrawler regulars wear what looks like Gas Masks.
- Elite Mooks: They can't be called super soldier clones like the Replicas because there's no explicit statement about it, so this is the best you can make of them.
- Expy: Of the Replicas, except smarter and tougher. The lighter regular is a few Hit Points stronger than its Replica counterpart.
The greater class. When you think of Nightcrawlers with BFGs
and fast feet
, you think of these guys. They're generally spread thin but when you encounter one, you had best take plenty of cover and firepower while you still have some.Oh, and by the way, the Nightcrawler commander falls under this classification, too.