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Residents

    Sheriff Helen Bannerman 
Right now, folks just need me to look like I got all the answers. The questions? They come later, along with the grieving.

Voiced By: Joanna Rubiner

The local sheriff on Solomon Island, Helen Bannerman is responsible for organizing and protecting the majority of the survivors in Kingsmouth. As such, she often tasks the player with retrieving supplies or helping defend the fortress that the police station has become.


  • The Cameo: She is mentioned by Lorraine in The Park almost thirty years prior to the Tokyo Incident. Her father, the former sheriff of the town, pointed out that Helen, in her younger days, was experiencing problems that were similar to Lorraine's. Of course, judging by her optimistic nature, she may be handling them far better than Lorraine ever could - or maybe she's just learned to hide them.
    • An extract from The Park reveals that Helen's father, the sheriff of Solomon Island at the time, was partly responsible for Lorraine Maillard's internment at the mental hospital.
  • Dual Wielding: The Filth-corrupted version of Bannerman encountered in "The Vanishing of Tyler Freeborn" attacks with dual-wielded handguns.
  • Like Father, Like Son: A gender-inverted example. Bannerman's father was the towns's sheriff sometime in the 80's. Decades later, his daughter takes the reins.
  • Nothing Exciting Ever Happens Here: Prior to the disaster, Bannerman generally thought this of Kingsmouth; the only time she ever had to use her gun was to put down a dying dog, and the only murders in town were very quickly swept under the rug. In an interesting case, she was okay with this state of affairs.
  • Only Sane Woman: Serves as the relatively sane counterbalance to the growing eccentricities of the other survivors. The key word being "relatively," given that she's almost impossibly upbeat about the situation.
  • The Pollyanna: Since the Fog rolled in, she's found herself as the de facto protector of all the survivors of Kingsmouth, trapped in a besieged police station with barely enough supplies to survive, and most of her friends among the townsfolk are either dead or besieged as well. For good measure, her life prior to the Fog wasn't all that rosy either: her father apparently died under violent circumstances, the local government interfered with a good deal of her investigations in order to enforce the masquerade, The Park implies that she's suffering from some kind of mental illness, and her husband is having an affair with Madame Roget. And yet, Bannerman remains as cheerful and optimistic as ever.
  • Reasonable Authority Figure: Prior to the disaster, Bannerman was the only member of Solomon Island's administration not directly involved in any kind of shady business; following the arrival of the Fog, Bannerman is now the de facto head of Kingsmouth and is easily one of the most understanding leaders on Solomon Island.
    • The Commissioner Gordon: Officially in on the Masquerade as of the arrival of the Fog, she's more than happy to allow you access to police files and equipment if you're willing to help out.
  • The Sheriff: A classic small-town Sheriff, Bannerman probably never expected to be playing such a militant version of the trope.
  • Wasteland Elder / You Are in Command Now: With no other members of the local government left alive to take charge, Sheriff Bannerman has emerged as the de facto leader of the survivors in Kingsmouth.

    Deputy Andy Gardener 
Jeez, you never saw anything like this in the cop shows. Well, maybe on cable, not the network ones...

Voiced By: David Hoffman

Sheriff Bannerman's deputy.


  • Ascended Fanboy: Brought up on cop shows and eventually ended up graduating to the post of Helen Bannerman's deputy.
  • Bread, Eggs, Milk, Squick: Andy can swing from talking about how the people of Kingsmouth simply walked off into the ocean, to talking about how his father once drowned a sack of kittens.
  • Cloudcuckoolander: A troubled childhood combined with the arrival of the Fog on Solomon Island have not been good for Andy's sanity.
  • Clueless Deputy: Although Eleanor Franklin is the only one willing call him as such.
  • Crouching Moron, Hidden Badass: He might be a bit of a klutz, but he's still quite capable in the current state of emergency. Plus, he's somehow immune to the effects of the Fog, and took advantage of this to save Moose Jansen's life.
    • Later, it's actually possible to acquire him as one of your agents.
  • Cute Kitten: Andy once kept three of these- before his father drowned them in the bay; most of his dialogue indicates that he's still deeply troubled by this. During the 2012 Halloween Event, the kittens come back in a very nasty way... and in "The Vanishing of Tyler Freeborn," they show up again, this time fighting alongside the Filth-infected duplicate of Andy.
  • Digging Yourself Deeper: In the ending to "The Cat God," Madam Roget notes that Andy needs to experiment more, whereupon Andy does his very best to cover up any sexual connotations to the statement. Naturally, it only makes things worse.
  • Dumbass Has a Point: Occasionally, Andy will make a surprisingly astute observation - which usually leads into one of his mission briefings.
  • The Ditz: Andy isn't especially bright at the best of times, and the ongoing crisis has left him with a bit of a shaky grip on reality.
  • Enemy Summoner: In "The Vanishing of Tyler Freeborn," his Filth counterpart summons hordes of Filth-infected kittens to attack you.
  • Freudian Slippery Slope: Caught being given relationship advice by Madame Roget, he descends into this.
  • Kindhearted Cat Lover: A cat-fancier since his childhood years.
  • Luminescent Blush: According to Madam Roget, at least.
  • Oblivious to Love: Apparently, he hasn't noticed that Moose appears to have something of a crush on him; then again, Gardener does have a lot on his mind, so it's kind of excusable.
  • One-Steve Limit: It is unknown if is at all related to Steve Gardener, the park employee who went Ax-Crazy when he became Atlantic Island park's mascot, Chad the Chipmunk. Probably no relation, as "Gardener" is a common family name, though considering the sociopathic nature of Andy's family, it wouldn't be surprising if he and Steve were related.
  • Parental Abandonment: On top of traumatizing young Andy by murdering his childhood pets, his father also went so far as to walk out on the family.
  • The Pollyanna: Like his boss; He's pretty upbeat even when he describes some of his more unpleasant memories, or when he is dealing with the fact his town has been mostly overrun by a Zombie Apocalypse and almost everyone he knows is now six-feet under.
  • Too Much Information: During Madam Roget's prophecies of the Cat God in "The Meowling," Andy politely cuts her off when the prediction drifts towards the mutilation of cats.
  • White Sheep: From what we've learned of the other members of the Gardener family, Andy might be one of the few who hasn't turned violent or abusive.

    Henry Hawthorne 
My child, Kingsmouth Congregational is always open these days, especially now my flock is considerably reduced. But even if we had holy water, I'm afraid it would have run dry by now.

Voiced By: Bob Joles

The priest at Kingsmouth's church.


  • Badass Preacher: According to Danny, he has no problem taking on zombies with a .45 Magnum and burying the bodies in the very graves they rose from.
  • Conspiracy Theorist: Hawthorne has a lot to say concerning the mysterious events of Solomon Island's past.
  • Cryptic Conversation: He often makes oblique references to metaphorical "rotten apples" and "illuminated manuscripts."
    • Don't Explain the Joke: Just as often, he gives up and explains what he actually meant. In "The Kingsmouth Code," after dithering about "being illuminated under the eye," he throws up his hands and outright admits that he's actually an Illuminati agent.
  • Good Shepherd: Subverted, though not to the extent of being a Sinister Minister; he does care about the community- at least enough to assure people that the disaster is not the beginning of the Apocalypse- but he's much more interested in the Illuminati.
  • Unwitting Pawn: If you play as a Templar or a Dragon, he mistakes you for an Illuminati agent and runs his mouth on a secret Illuminati treasure trove hidden in Kingsmouth.
  • Wannabe Secret Agent: Hawthorne is actually a "hobbyist" member of the Illuminati, hoping to get himself a leg-up into the organization itself. The Illuminati tolerate him thanks to his gift for code-breaking, but consider him a potential security risk due to his inability to keep his mouth shut.

    Madame Roget 
This could be the end of the world... but you don't need to be a fortune teller to see that.

Voiced By: Leigh-Allyn Baker

Con-artist, fortune-teller, and part-time prostitute, Madame Roget was not exactly a popular character around Kingsmouth prior to the Fog. However, following the arrival of the Fog and the death of most of her customers and critics alike, she's discovered that the disaster has somehow given her the power to actually see the future. As such, she becomes a quest-giver thanks to her newfound ability to detect some of the more powerful monsters descending on Kingsmouth.


  • Accent Relapse: Inverted. She tries to use her fake Romany accent on you for about thirty seconds before relapsing into a perfectly ordinary American accent.
  • All of the Other Reindeer: A pariah among the locals due to her profession, and was apparently accused of "seducing" married men - AKA paying customers. For good measure, she also notes that her most vocal detractors were usually her most frequent clients.
  • Bondage Is Bad: Averted, as far as Roget's concerned; the only reason she didn't end up walking off into the Fog and becoming a zombie was because she was handcuffed to her bed.
  • Chained to a Bed: Originally a Safe, Sane, and Consensual example that saved Roget's life, it very nearly went horribly wrong when the Mayor was entranced by the Fog and wandered off with the key. For a while, Roget was considering chewing her wrists off; then, Andy Gardener found her and (after much blushing) rescued her.
  • Comes Great Responsibility: In light of discovering the fact that she actually possesses psychic powers, she's also decided to use them for responsible ends, aware that her visions run the risk of leading people to their deaths.
  • Crystal Ball: Has one of these sitting on the table in front of her, though it's really just a prop from her earlier days as a phony psychic. These days, she's been known to fall asleep in front of it when visitors aren't around.
  • Deadpan Snarker: In the event that she's not receiving visions or worrying over what she's seen, Roget isn't above dry humour.
  • Fake Nationality: In-universe, she adopted a lot of fake Gypsy trappings to try and make herself look more credible. In the 2013 Halloween Mission, she also contributes towards Danny's collection of spooky story with an old Romani tale, having apparently picked it up from real Romani during her early days in the palm-reading business.
  • Fake–Real Turn: Her powers, previously faked, have taken a rather unexpected swing towards the real in the wake of the Fog arrival.
  • Fortune Teller: Originally a fake variant on the Gypsy fortune teller, Roget has transformed into a very real psychic since the arrival of the Fog, though she's dropped most of the old props and accents since then.
  • Hooker with a Heart of Gold: Though years of prostitution to several of the town's most upstanding hypocrites have left Roget more than a little bit cynical, she remains friendly and helpful to visitors - ultimately emerging as one of the most amiable survivors in Kingsmouth.
  • Hot Skitty-on-Wailord Action: Asking her about Halloween reveals that she's very... interested in the fact that Samhain is the only night of the year when human beings are allowed to have sex with supernatural beings. She even asks you to keep an eye out for single Fauns.
    I'm obviously kidding. I mean, they don't have to be single.
  • Kindhearted Cat Lover: "The Meowling" reveals that she owns several cats; their manipulation by the Halloween Arc Villain is what prompts the start of the mission.
  • The Matchmaker: In the conclusion to "The Cat God," it's implied that Roget is trying to convince Andy to return Moose's feelings, specifically by performing a rigged palm-reading.
    • And in the next Halloween event, she does it again, this time for Danny and Carter.
  • Phony Psychic: Before the Fog arrived.
  • Psychic Powers: As of the Fog, she now experiences waking dreams and visions of the future, can see auras in other people, and can even see through the eyes of others.
  • Really Gets Around: As the town prostitute, this is a given.
  • Tempting Fate: Following "The Cat God" Halloween event, she idly remarks that she could use a break from animal-based terrors. There's immediately an ominous howling from outside.

    Norma Creed 
Now I'm used to gettin' my hands dirty: fishguts, childbirth, sutures, the dead... maybe I was born for this work. Ah, that don't sound right- nobody's made for this ungodly work.

Voiced By: Jodi Peterson

An old woman in Kingsmouth who's managed to survive the fog.


  • The Cameo: During The Park, Norma was one of the witnesses to Chad the Chipmunk's icepick rampage, and gave a rather traumatized-sounding testimony to local police.
    • Later in the same game, it's revealed that sometime in the late 70's she was tasked by child services to take care of a newborn Callum while his mother Lorraine was being treated for mental illness. One could infer from her dialog during the main game that she may have even liked taking care of a small child again, as her own sons became increasingly apathetic towards her as they grew up. In hindsight, this only becomes even more tragic when you realize that she probably never found out about Callum's demise. Even worse, if the League of Monster Slayers is right about the Bogeyman's feeding habits, Norma might not even remember Callum.
  • Cool Old Lady: An amiable old bird always happy to chat with visitors. Plus, as her current position demonstrates, Norma has absolutely zero fear of zombies.
  • Hidden Depths: Norma uses "Sisyphean" in a casual sentence, then claims she doesn't know Greek mythology; offhandedly quotes Coleridge's "Ancient Mariner," then says she probably heard the line on Oprah; and uses the proper term for a flock of ravens (an "unkindness," if you were wondering), and says she reads the TV Guide instead of literature. Hmm.
  • Never Mess with Granny: Most survivors on Solomon Island are holed up in some sort of fortified or warded compound. Norma Creed stands in her front yard with a twelve-gauge shotgun. Also, in "The Vanishing of Tyler Freeborn," she's the only Filth-infectee that attacks you alone and without summoning reinforcements.
  • Shotguns Are Just Better: Her weapon of choice.
  • Took a Level in Badass: Like most inhabitants of Solomon Island, she's toughed considerably since the Fog rolled in. However, it's not until her first brief cameo in The Park that it becomes apparent just how much she levelled up: decades ago, she was just an ordinary housewife and Innocent Bystander traumatized by the sight of Chad the Chipmunk's rampage; after the Fog, she's a rugged old lady with a shotgun and no fucks left to give.

    Danny Dufresne 
Awesome! I Knew It!! First the zombies rise from the dead, then they send in the Men in Black, and then the guys with superpowers show up! This is totally like the August issue of Katana Guy and Headphones Girl! You know, the one in Antarctica with the tentacles and mutant Nazi zombies?

Voiced By: Devon Gearhart

A teenage local and survivor of the Fog - and a former member of the League of Monster Slayers. Despite Sheriff Bannerman's insistence that he stay at the police station with the other survivors, Danny can be found by the skate park, which he has converted into a makeshift fort complete with barbed wire and piles of charred zombies.


  • Collector of the Strange: As of Halloween 2013, he's started collecting horror stories from all over Solomon Island, delivering requests for local ghost stories via his remote-control drone and asking you to verify them.
    Some people collect pennies. Boring! I'd rather collect scary.
  • Covert Pervert: Not above using his model spyplanes to spy on the Morninglight camp in the hopes of getting a few shots of Cassie.
  • Gadgeteer Genius: He's managed to make both an aerial spy drone and a flamethrower out of common household materials.
  • Hero-Worshipper: Being so enamoured with superpowers, he's noticeably drawn towards people with magical abilities, admiring the player character and bearing a very obvious crush on Carter.
  • Hunter of Monsters: As the only surviving member of the League of Monster Hunters, Danny is a pretty junior example, but judging by the burning heaps of zombie limbs around the skate park, he's still an effective example.
  • I Just Want to Be Special: While he's taking it more or less in stride, it's fairly obvious that he wishes he could get in on the superpowers going around.
  • Last of His Kind: The last surviving member of the League of Monster Slayers on the entire island, all others having been killed following the arrival of the Fog.
  • One-Steve Limit: It is unknown if he bears any relation to Frances Dufresne, the park engineer who got crushed to death in The Park.
  • The Prankster: Prior to the Fog, he occasionally used his technical expertise to play pranks on his teachers.
  • Proud to Be a Geek: An avid fan of comics and videogames as well as a Gadgeteer Genius, Danny has no problem demonstrating his credentials in this field.

    Scrapyard Edgar Stone 
I know the look of someone who got no understandin' of motors. Shee-it, that's awright, I ain't much good with people but I'm a gene-I-us when it comes to automobiles.

Voiced By: Peter Hulne

The owner and manager of Kingsmouth's scrapyard. Having managed to survive both the Fog and the subsequent Draug invasion with the aid of his guard dogs, Tango and Cash, Edgar has spent most of his time since then repairing an old school bus in the hopes of escaping the island aboard it.


  • Angry Guard Dog: Tango and Cash, to everyone except Edgar. They eat zombies. They're even nastier when infected with the Filth.
  • Arm Cannon: The Polarity Gauntlet, which ends up becoming part of your arsenal following "The Uncertainty Principle." In "The Vanishing of Tyler Freeborn," it's also his Filth counterpart's weapon of choice.
  • Cement Shoes: Apparently, he prefers using engine blocks; they're much easier to find than cement.
  • Delusions of Eloquence: At times, especially during the intro to "Full Metal Golem."
  • Down in the Dumps: Edgar's turf.
  • Freudian Excuse: Having spent most of his childhood and adulthood being belittled and bullied by everyone except his mother and "Tom," it's not entirely surprising that Edgar's so bitter.
  • Gadgeteer Genius: Somehow created the Quantum Brace - key word being somehow.
  • Grease Monkey: Usually found elbow-deep in the guts of his escape vehicle and covered in filth.
  • Idiot Savant: Edgar's grasp of engineering and technology goes beyond reasonable and into utter insanity; he's able to construct a working Quantum Brace out of scrap metal, and he himself can barely explain the physics, let alone understand it.
  • Jerkass: To put this in perspective, just one of the charming statements he can greet you with is "Fuck do you want?"
  • No Sense of Personal Space: Has a habit of getting right up in your face while speaking to you if he's not otherwise distracted.
  • Punk in the Trunk: One side mission reveals that he's keeping a dead body and a large stack of money concealed in one of his cars; it's not established if Edgar was the murderer or simply disposing of someone else's evidence.
  • Revenge Before Reason: A variant, in that this example hasn't quite reached terminal levels just yet. Apparently, Edgar's spent so much time deciding who he'll allow to join him on the escape bus and who he'll leave behind, that he's failed to take into account the fact that his only exit has been blockaded by the Orochi group.

    Ellis Hill 
You're thinking there's nothin' dangerous about what I do? You'd be wrong: I can tell you all about what people try to hide behind a coat of white paint...

Voiced By: Marlon Young

A mechanic at the local airport, Ellis had only just been hired when the Fog swept in. Trapped at the airport and stuck between the Orochi camp at one end of the strip and the zombies trying to claw their way into the area at the other, he has nonetheless done an admirable job of keeping the monsters at bay and the power running.


  • Affably Evil: A spy and cold-hearted murderer with a disarmingly amiable streak; for good measure, he also has a habit of leaving detailed letters on the bodies of his victims, believing they deserve an explanation for their murder.
  • Apologetic Attacker: Leaves an apology note on the real Ellis Hill's corpse.
  • Bald of Evil
  • Batter Up!: When not armed with a pistol, he wields a baseball bat as a melee weapon.
  • Blue-and-Orange Morality: "Ellis" has a rather bizarre sense of honour; though he had absolutely no problem in killing the real Ellis in cold blood, he insisted on planting a note in the corpse's pocket before burying it, claiming that "you put a man in the ground, you owe him an explanation for why."
  • Career-Revealing Trait: During his introduction, Ellis responds to the player's unexpected arrival by grabbing a gun and demanding you identify yourself in an oddly official tone of voice. Once he calms down enough to shake your hand, he approves of your Handshake Refusal, stating that a handshake can give away an identity - and pointing out the obvious wear on his own hands as proof of his career as a metalworker. However, it's his professional handling of firearms and the official-sounding dialogue that hints at his true nature as a Phoenician operative.
  • Cover Identity Anomaly: Despite all of his preparations for taking on the role of Ellis Hill, the Phoenician agent's sources failed to inform him that Ellis was white - requiring him to make a few additional murders in order to escape detection.
  • Foreshadowing: In his first mission intro, Ellis darkly hints that he's had experience in "breaking things up."
    • Regarding the Draug, he mentions that "the sea breeds things tough." Well, a Phoenician sailor would know...
    • When noting that the government will probably destroy Kingsmouth to prevent the Draug and the Filth from spreading, he makes a point of mentioning how they'll Salt the Earth and make "an infamous land where nothing may be built for all of time." As a Phoenician, "Ellis'" knowledge of areas that have undergone this treatment is no surprise.
    • One of the rewards you can get for "Runaway Light" is the Carthage Ring.
    • Lore entry #6 for Samhain 2013, during which the Bees examine Ellis and ask, "Wait! Who are you? Why are your innards so purple?"
    • One of the sidequests for Edgar involves taking Tango out for a walk, during which you follow the scent of someone who was spying on the junkyard. The trail leads you straight to Ellis' building at the airport.
    • Which piece of lore do you find in the building where he's located? The first bit of lore for the Phoenicians.
  • Genius Bruiser: Though his huge frame doubtlessly comes in handy while defending the airport, most of Edgar's activities around the airport involves maintaining the machinery, monitoring the radio and improvising weaponry from the surrounding technology. And spying - lots and lots of spying.
  • Greek Fire: Ellis admits to siphoning aviation fuel to make this; apparently, fire is very effective against the Draug.
  • Handshake of Doom: Recommends a Handshake Refusal for this very reason, pointing out how it's possible for a handshake to give away too much of a person's true nature. In this case, the fact that "Ellis" is actually a Phoenician operative who murdered the real Ellis Hill and replaced him in order to spy on Kingsmouth.
  • Handshake Refusal: After having a gun pointed at him by Ellis, the player is a bit reluctant to shake his hand. Ellis actually approves of this behaviour, claiming that a handshake can "give away a lot of a person's soul."
  • Kill and Replace: In the final mission at the airport, it's revealed that "Ellis" is actually a Phoenician agent; some time before the Fog arrived, he killed the real Ellis Hill, buried him in a shallow grave out by the bike track, and took his place in order to keep tabs on Kingsmouth.
  • Killed to Uphold the Masquerade: "Ellis" is also prepared to kill anyone who knew the real Ellis just to keep up his secret identity.
  • Scary Black Man: Ellis remains an intimidating presence despite his outward amiability, an impression only worsened by the fact that his first scene involves him pointing a gun at you. He also killed the real Ellis Hill and buried him near the skate park, which doesn't help much either.
  • Suspiciously Specific Denial: In the cinematic intro to the Dead Air mission, he tells you that the radio mast "ain't the kind of equipment you can fix with duct tape and a wire hanger." It turns out that it's exactly what you need for the repairs.
  • Would You Like to Hear How They Died?: Unusual variation; the Phoenician agent wrote a very detailed description of how he strangled the real Ellis to death, not to gloat, but as a gesture of respect for his victim.

    Eleanor Franklin 
Ever since that Killian woman got run out of town, I've been the honorary island witch: a foul-tempered old widow who shut herself up in a haunted house for decades. I've always trusted my cats as better judges of character, but maybe they got me on the temper.

Voiced By: Jenny O'Hara

The widow of Edmund Franklin and last resident of the Franklin Mansion on Blue Mountain.


  • Cool Old Lady: A sweet-natured old lady despite her sarcastic streak, Eleanor's happy to chat with just about anyone who visits, and during the 2013 Halloween event, she helps Danny with his collection of spooky stories by contributing a tale from the Franklin Mansion's sordid past.
  • Crazy Cat Lady: Subverted. She's an old woman who lives alone, owns thirteen cats, and claims to talk to her dead husband, but in fact is thoroughly sane, especially considering she shares her home with so many ghosts.
    • Kindhearted Cat Lover: Very fond of her many cats, though she admits that most of them are extremely ornery at the best of times.
  • Cursed with Awesome: The local Wabanaki offered to exorcise her land, she refused because of their involvement with her late husband’s death (though admits she knows they were only trying to help); The thing is, because she refused exorcisms, her house has become prime real-estate for about a dozen ghosts - ghosts who she views as roommates and has befriended and who now seek to protect her for showing them kindness in their otherwise tragic existences.
  • Haunted House: The Franklin Mansion is one of the most haunted locations on Solomon Island, with a history of murders, suicides and fatal accidents dating back to its construction in the 1870s. Despite this, it's actually one of the safest places on the entire island, especially considering it isn't protected by armed guards, enchanted runes, or even especially distanced from the monsters wandering the mountain; apparently, the local Ak'ab don't like the place. Running around it in Anima form shows that it is patrolled by a small army of various spectres, who appear to keep the other horrors on the island at bay.
  • Jade-Coloured Glasses: Eleanor has developed a remarkably cynical mindset in her old age, especially when it comes to the history of the island.
    Gutted fish and tragedy, that's Kingsmouth.
  • Locked Out of the Loop: Because the monsters refuse to approach the mansion and because she hasn't left the house in ages, Eleanor doesn't know anything about the disasters happening across the Island. At one point, she remarks that the usual trick-or-treaters that usually visit her house must have been kept indoors by the Fog - without knowing that a good deal of the town's children likely became casualties when the Fog rolled in.
  • Noble Bigot / Racist Grandma: Initially blamed the local Wabanaki for the death of her husband, accused them of cursing the mansion from the very beginning, and dismissed their attempts to exorcise the ghosts of the house as "mumbo-jumbo." She's mellowed since then, however, and though still a little distrustful of the tribe, she acknowledges the fact that they were honestly trying to help.
  • Not-So-Imaginary Friend: Very open in revealing that she holds regular conversations with her long-dead husband, and given just how haunted the mansion is, it's pretty clear that "Ed" is very real - though you never actually meet him in person. For good measure, he's also the main reason why Eleanor hasn't left the house since the Fog arrived, having advised her to stay indoors and batten down the hatches.
  • Screw Politeness, I'm a Senior!: Eleanor's much too kindly to be a classic Grumpy Old Lady, but she certainly doesn't have any problem with speaking her mind, openly referring to Deputy Andy as "gormless" and rebuking the Sheriff for getting too casual with her.
  • While You Were in Diapers: Apparently, Sheriff Bannerman once made the mistake of calling her "Ellie," and got this kind of response.
  • Widow Witch: She isn't really a witch, but gained a reputation as one after her husband Edmund hanged himself in 1972.

    Joe Slater 
I wonder what would have happened if I'd never left that red sea... Maybe Joe Slater never did... and all this is... just some pitch-dark dreaming...

Voiced By: Dave B. Mitchell

The only surviving crewmember of The Lady Margaret, and the only remaining witness to the events that occurred after the ship was swept off-course.


  • Body Horror: Joe's transformation, which the Lore entry on The Lady Margaret details, mentioning various species of sea-life and coral infesting his internal organs. By the time you meet him, he's almost completely transformed into a Draug: his left arm has been overgrown by coral and distorted into a Draug Mauler's club; his right arm is covered in wriggling tentacles; his face is pockmarked with what look like barnacles; and judging by the gasping sounds he's making, his lungs aren't faring too well either.
  • Curiosity Killed the Cast: After the ship was swept into the Isle of Dead Ships, Joe made the mistake of getting curious about an ancient sword he found on one of the surrounding boats- and stealing it. As it happened, this not only got the attention of the Draug, but also resulted in the Fog following him back to Solomon Island. Worse still, once the sword arrived back in Kingsmouth, Freddy Beaumont got his hands on it.
  • Ear Ache: In an attempt to blot out the "singing," Joe shoved Q-tips in his ears. Because the noise didn't abate, it took a while for him to notice that he'd ruptured his eardrums.
  • Face-Revealing Turn: When you finally catch up with him in "Dawning Of An Endless Night," he's found kneeling in the sewers with his back to you; then he turns, revealing the Draug mutations.
  • My God, What Have I Done?: "That thing brought the Fog back to Kingsmouth... I brought the Fog back to Kingsmouth..."
  • Patient Zero: The very first of Kingsmouth's population to delve deep into the Isle of Dead Ships and the first to lay hands on the Sword, he brought the Fog back to the island with him.
  • Resist the Beast: Joe's been trying to do this, attempting to hold off his transformation by not think about change. It's had only partial success.
  • Sanity Slippage: The physical and mental effects of his transformation have taken a toll on Joe's sanity by the time you meet him.
  • Shout-Out: Shares a name with the possessed hillbilly from H. P. Lovecraft's Beyond the Wall of Sleep.
  • Sole Survivor: With all other survivors being dead or zombified, Slater is the last surviving crewmember of The Lady Margaret.
  • Terrible Ticking: After he stole the artifact, he was subjected to numerous illusory sounds as a result of his transformation, most of them apparently produced by seagulls and hagfish- at least according to the lore entries. However, the worst of them was the "Siren Song" made by the artifact.
  • Vader Breath: His breath is often punctuated with hoarse, watery gasps, likely as a result of him transforming into one of the aquatic Draug.
  • Zombie Infectee: Thanks to his exposure to the Draug's home environment or the artifact he retrieved from it, Joe is slowly transforming into a Draug.

    Suzie 

Resident of Kingsmouth and owner of Suzie's Diner.


  • And Then John Was a Zombie: Upon accepting the mission "Supply Run" on Bannerman's request, the player character goes to the diner to collect food supplies, only to find bloodied walls, a corpse, and a zombified Suzie.
  • Benevolent Boss: According to a psychiatrist's evaluation report, the doctors have spoken to Suzie about Lorraine's condition, and Suzie assured them that once Lorraine recovered, she would be welcomed back to her job at the diner. This puts her as perhaps the most understanding person in Lorraine's life.
  • The Cameo: In The Park, you find a psychiatrist's report on Lorraine Maillard that briefly mentions Suzie as her employer.
  • The Unseen: She's only briefly mentioned in TSW and its spinoff but never seen in person. Unless you count her undead zombified Filth form in "Supply Run."

Innsmouth Academy Faculty and Students

    Headmaster Montag 
Perhaps I appear blasé to the human tragedy that surrounds us. I am, largely. I believe one should focus on their strong subjects; empathy was never truly one of mine. Thusly, I must protect the academy and its occupants the only way I can appreciate: analytically.

Voiced By: Jeffrey Combs

Highly eccentric and armed with an impressive knowledge of magic and other less-savoury things, Hayden Montag has been a capable administrator of Innsmouth Academy for fifteen years, ably handling both the influx of new magical prodigies and the numerous accidents that continuously plague the school. With childhood trauma having rendered him almost incapable of feeling or comprehending emotion, he runs the institute efficiently and dispassionately - remaining calm even with the hordes of monsters surrounding his barricaded office.


  • Admiring the Abomination: Montag considers things like Archibald Henderson's "murderous legacy" and the account of the War Golem's last rampage to be utterly fascinating - bordering on Nightmare Fetishist levels. Carter actually calls him "an encyclopedia of horrible stories," only declining to include any of said stories in the Halloween collection because Montag clearly doesn't see anything scary about them.
  • Casting Gag: He makes reference that one should use a spade rather than an axe as those tend to reverberate from the vertebrae. As this video shows the good Doctor has some experience to back up this choice https://www.youtube.com/watch?v=iK2zEooDNrY .
  • Badass Teacher: As the headmaster of Innsmouth Academy, badass credentials are required just to withstand the trauma, and Montag has them in spades. Not only is he still holding down the fort without a twinge of fear, but he also has first-hand experience of decapitating familiars with a shovel, and has a Filth-infected version of him that does battle with you in "The Vanishing of Tyler Freeborn."
  • Black Mage: Though he doesn't take to the battlefield very often, it's made clear that he has a gift for destructive magic- after all, the very first spell he cast ended up killing twelve people. This is further evidenced by the barrage of elemental spells cast by his Filth-corrupted self in "The Vanishing of Tyler Freeborn."
  • Bunny-Ears Lawyer: Obsessive, almost hilariously unresponsive to human emotion, and has an odd habit of launching into rambling, overly-verbose monologues at the drop of a hat. On the other hand, as Usher notes, he's arguably the best man for the job of headmaster in spite of - or perhaps, because of - his eccentricities: after all, it takes a cold bastard to deal with the strain of running a place like Innsmouth Academy, and his encyclopaedic knowledge of magic comes in handy as well; even Richard Sonnac approves of his administrative abilities. However, Montag is still not allowed anywhere near grieving parents.
  • Bread, Eggs, Milk, Squick: Does this a lot in dialogue, being well-disposed to adding grotesque little factoids to already traumatizing speeches at the drop of a hat.
  • Chekhov's Gun: In one of Montag's dialogues, he mentions how some cultures fear a photograph can steal your soul (and, naturally, about how they're correct). In the end of "From Sir, With Love," the player defeats the wraith Montag created by trapping its weakened form in a slide projector - i.e., capturing its soul in a photograph.
  • Children Are Special: An unwavering advocate of this. He sees children as a better preservation of knowledge and thus magic than any dusty old tome. Has dedicated his life to filling their heads with as much knowledge as possible; In-fact if no one is around to mind his Cuckoolander tendencies, it will end-up as a case of My Skull Runneth Over, for said kids.
  • Cloudcuckoolander: The headmaster's interest in the morbid and disturbing tends to intrude on conversations at pivotal moments, making him come across as this at times.
  • Cold Ham: Hayden Montag speaks in an unearthly monotone that perfectly conveys his lack of emotion, but his verbosity and rather dramatic choice of words often gives the impression that he's somehow managing to take more bites out of the scenery than even top-tier Hams like Nassir and Mihas.
    The Illuminati are businesspeople who saw an opportunity and moved to fill it. For too long we have clambered, wheezing, up the spiral staircase to an era where nothing is true and everything is permitted. They have installed escalators, so all might carpe diem, carpe annum, carpe aeon, carpe out of the hands of stuffy curators without ambition.
  • The Comically Serious: Dour, humourless, and virtually sarcasm-proof, Montag's disinterest in social frivolities make him easily one of the funniest characters in the game, especially during his attempts at personable conversation.
  • Conspicuous Gloves: Montag is never seen without his blue rubber gloves.
  • Contemplative Boss: Often seen gazing out the window, hands clasped behind his back.
  • Dark and Troubled Past: Montag's first attempts at practising magic accidentally killed his mother and eleven other people, traumatizing him for life in the process; willingly handing himself over to the police, he spent several years in juvenile detention because of it, before eventually going on to reinvent himself as the cold-hearted professional he is today.
  • Death Seeker: Hinted by the Dragon after-mission report of "To Sir With Love."
  • Disposing of a Body: Apparently, Montag's standard procedure for dealing with unfortunate corpses left on school property (including teachers) involves dissolving them with acid. Unfortunately, with the school overrun by Familiars and all but one of the faculty members being scattered across the surrounding area, Montag hasn't gotten around to it just yet.
  • The Dreaded: Greatly feared by the League of Monster Hunters, who actually list him in the "ABC of Monsters" book; quite apart from finding him unbelievably creepy, most of the pages are scrawled with frightened notes pondering his weaknesses and wondering what he has under his gloves.
  • Enemy Summoner: During "The Vanishing of Tyler Freeborn," the Filth-infected version of Montag summons a gang of familiars to accompany him to battle.
  • False Reassurance: Often used, followed by an explanation as to how un-reassuring his statement was. For example, in "The Strange Boathouse In The Mist," he assures Usher that the academy had nothing to do with Archibald Henderson's work... Initially. During his life. A much more serious example crops up in "The Faculty," when it's revealed that the ghosts of long-dead faculty-members are being manipulated into activating the school war golem.
    Usher: So... this could get worse before it gets better?
    Montag: Oh no. I shouldn't think it would get better.
  • Going Down with the Ship: With the situation on Solomon Island worsening every day, the Illuminati see his insistence on staying to manage to crisis as this- and wholeheartedly approve.
  • Hates Being Touched: The reason he wears latex gloves and refuses handshakes.
  • Heroic Sacrifice: In "To Sir With Love," Montag is fully prepared to ritually sacrifice himself in order to banish a wraith stirred up as a result of his childhood studies- though Usher and Carter are very quick to stop him. The Dragon after-mission report indicates that he knew that there were other means of stopping the wraith, but considered the ritual out of a desire to commit suicide.
  • Innocently Insensitive: Frequently. At one point, he dismisses Archibald Henderson as a qualified magician because of his background as a farmer - whereupon both Usher and Carter remind him that they're from agricultural families as well. That said, Usher knows he doesn't intend any offence, so she forgives him very quickly.
    Montag: I sense this situation is... socially awkward?
    Usher: Och, no. Not more than usual, to be fair.
  • In-Universe Nickname: "HJ," most often used by Annabel Usher and Kirsten Geary.
  • Interrogating the Dead: Though critical of necromancy in most capacities, he does believe that questioning the undead is a perfectly valid source of information- certainly more valid that exploring the minds of the insane.
  • Intrinsic Vow: To protect Innsmouth Academy. He will not allow it to fall under any circumstances, zombies, familiars, Artifacts of Doom, warlocks, The Virus, mostly dead staff, his own death curse, nothing will destroy his beloved school as long as he still draws breath, even if it costs said breath.
    • It is likely also one of the main things keeping the final stages of his infection at bay, if not through Heroic Willpower then at the very least his propensity to check and double check the school's wards.
  • Mad Doctor: Implied when he remarks that some of the gorier schools of magic recall his days as a medical professional - which, for reasons unknown, were "curtailed."
  • Misunderstood Loner with a Heart of Gold (And if not for Innocently Insensitive it would be a case of Jerk with a Heart of Gold): Though horrifically facinated by the macabre, he views himself as insignificant compared to protecting his glorious insituion and the children there of - who he sees as carrying on the future.
  • Face–Monster Turn: He has been infected by the Filth. The final stages either have not been reached yet, or are held in place by a combination of his wards and stoic willpower, possibly both; however, it will happen eventually, and nothing can be done to stop it. Worse still - as gleefully predicted by the Dreamers in "The Vanishing of Tyler Freeborn" - players will be forced to kill him.
  • No Sense of Humor: Blind to sarcasm at the best of times, Hayden Montag has no appreciable sense of humor and probably doesn't understand the concept. As such, the Innsmouth faculty know better than to ask if he's joking.
  • No Social Skills: He has almost no clue in regard to normal human interactions, to the point that he has to ask if he's accidentally offended anyone. However, he is trying; at one point, he admits that he "auditions" certain words for future personable conversation, with mixed success.
  • Omnidisciplinary Scientist: Well, more like Omnidisciplinary Sorcerer, but this line quickly sums up Montag's expertise in multiple magic fields:
    "To teach the gifted is the highest form of our sciences and arts. Believe me, I have made exhaustive studies of them all. Necromancy is a dog and pony show. Demonology? Please. Leave bargaining with the Hell Dimensions to the chancers and masochists. Golemetry is brutish puppetwork, and recollects my days of medical practice. (Beat) They were curtailed."
  • Pre-Asskicking One-Liner: Technically not actually spoken by the man himself, but rather by his Filth duplicate in "The Vanishing of Tyler Freeborn.
    This is the long detention of the soul...
  • The Professor: A prodigy in magic from an early age, Montag is easily one of the foremost magical experts in all of Solomon Island, and can usually be relied upon to supply information that nobody in their right mind would casually know.
  • Sarcasm-Blind: Usher calls him "the world's revenge on sarcasm" at one point.
  • Sesquipedalian Loquaciousness: Montag is easily one of the most verbose characters in the game, a tendency not helped by his refusal to talk down to any level of colloquialism.
  • Shovel Strike: His method of choice for dealing with rampaging familiars is to decapitate it with a spade; he also notes that this is a great deal safer than using a fire axe - which has been known to bounce off the target's vertebrae.
  • So Proud of You: Montag, despite his overall lack of emotion, seems quite proud upon realizing that Carter knew the exact details of the sacrifice he was planning in "To Sir With Love."
  • The Spock: Fiercely logical and ruthlessly pragmatic by nature, he's also notably disinterested in displays of emotion or appeals towards the notion of "forbidden knowledge." Even he admits that he doesn't hold much stock in focussing on empathy, given that it was never one of his strong suits, and instead chooses to focus on solving the current problem through the cold application of logic.
  • Stern Teacher: This is pretty much required of Innsmouth Academy headmasters, and true to form, Montag has no time for lackadaisical behaviour from his staff or his students, nor any regard for social niceties. That said, he's pretty reasonable for an Illuminati employee.
  • The Stoic: Emotion isn't something that comes easily to Montag, nor does he show much interest in showing it either.
  • Too Much Information: Often ends up providing more information than any of his listeners required, much to Carter and Usher's horror.
    Carter: The last time Mr Montag gave me a pep-talk, I had nightmares for the rest of the semester.
  • Vampire Refugee: Montag is suffering Filth infection and is doomed to become one of the Dreamers' pawns; nevertheless, he will keep Ms. Usher and Carter safe from the Fog, zombies and feral familiars for as long as he still maintains his faculties.
  • You Remind Me of X: Variant 1. In "To Sir With Love," Montag notes that Carter reminds him of himself at a younger age, and admits to setting out to prevent her powers from causing a similar loss of life.
  • The Wonka: To his students and subordinates; to the rest of the Illuminati, he's a Bunny-Ears Lawyer.

    Annabel Usher 
I'm the witch-doctor in residence; its my lot to teach the kids responsibility over the balance of life and death... given and taken. So this has really pissed the curriculum up a wall.

Voiced By: Annabel Scholey

The last remaining teacher at Innsmouth Academy, and Montag's deputy.


  • Brave Scot: Though not exactly a fighter by profession, Usher refuses to panic or buckle under the strain even while the school is overrun by murderous ghosts and rampaging familiars - making her well-suited to working alongside Montag.
  • Cloudcuckoolander's Minder: To Montag. On good days, this can be as simple as steering the headmaster away from more disturbing subjects, or politely rebuking him for insensitive remarks. On bad days, Usher has to keep Montag from killing himself in an attempt to stop the current supernatural threat running rampant in the academy.
  • Cool Teacher: One of the friendlier teachers at Innsmouth, she's usually the one taking steps to ensure that Carter doesn't buckle under the strain.
  • Deadpan Snarker: Usually in response to Montag's more eccentric remarks.
    Montag: It's funny that you should mention that.
    Usher: Funny-comical or funny-peculiar?
    Montag: I don't really understand the phrase. I was auditioning it for future personable conversation.
    Usher: ...Mixed success, then.
  • Defector from Decadence: Usher was actually born into a family loyal to the Templars; she eventually left, in part because she honestly couldn't see the point of the war between the factions, especially with so many other dangers looming on the horizon.
  • Hot Teacher: Of the two remaining staff members in residence, Usher is definitely the pretty one.
  • Hot Witch: Though her current position means that her magical skills are largely regulated to providing knowledge of the school's defenses (and possibly helping Montag maintain the magical barricade on the door).
  • Locked Out of the Loop: Much to her annoyance, she's ended up largely uninformed about the many secrets of the campus and the surrounding area.
  • Nice Gal: A really friendly, polite, well-meaning person.
  • Not in This for Your Revolution: Despite teaching at an Illuminati-owned school, she has no loyalty to the organization nor any concrete membership, and certainly no belief in the "fuck or be fucked" philosophy; she specifically states that she's working there for the sake of the kids.
  • Only Sane Employee: Her main role, especially given that most of the other sane employees are dead.
  • Red Is Heroic: One of the more obviously heroic figures of the academy, with a hair color to match.
  • Team Mom: Having already signed up for the sake of the kids, Usher continues her role by ensuring that Montag doesn't drift too far off topic, keeping Carter from collapsing under stress, dealing with the unfolding crisis, and managing you.

    Carter 
Here, the teachers straight-up told me I had a great responsibility. For the way the world would be. Heavy, right? That's like graduation speech stuff. And I got hit with it before puberty!

Voiced By: Tara Lynne Barr

A young magical prodigy and the youngest student ever enrolled at Innsmouth to date, Carter was entrusted to the care of the academy after her abilities grew too powerful for her parents to handle. At present, she's currently the only surviving student on-campus, and working with Montag and Usher to get the situation under control.


  • Character Blog: Manages to maintain one of these, even during the worst of the Fog.
  • Because You Were Nice to Me: A variation - one of the reasons for her crush on Danny Dufresne is because he doesn't treat her like an unexploded bomb and doesn't seem troubled by her powers.
  • Black Magician Girl: One of the youngest and most destructive mages encountered in the game.
  • Blood-Splattered Innocents: She's wearing a blood-splattered hoodie and still looking mildly traumatized.
  • Beware the Nice Ones: Carter's a sweet-natured teenage girl only interested in keeping her powers under control and living a relatively normal life... right up until a group of familiars make the mistake of trying to attack her. The backlash is so violent that the player has to wear special magical protection just to withstand the explosion!
  • Child Mage: Carter's powers manifested at birth, and she was inducted into the academy at the unprecedented enrollment age of twelve. Even now that she's recently turned sixteen, she's still one of the youngest magicians in the game.
  • Elemental Powers: During "Carter Unleashed," she primarily utilizes elemental magic.
    • Playing with Fire: Her biggest and most distinctive attack involves an eruption of fire powerful enough to kill everything on screen.
    • Shock and Awe: She has a few lightning spells in her repertoire to round out her use of elementalism.
  • Farm Girl: Apparently, her parents grew sunflowers.
  • Hurricane of Euphemisms: Spends most of her opening speech in "Carter Unleashed" speaking in sporting terminology before finally giving up and saying what she really means.
  • I Just Want to Be Normal: Considering just how much trouble her powers have caused her and her parents, it's no surprise that Carter only wants to control her powers so she can eventually live a normal life without ever having to use them.
    • Though at the end of her mission, she finds she actually enjoyed taking her powers out for a spin.
  • Last-Name Basis: Just about everyone in the game prefers to call her by her last name, from teachers to her boyfriend; for good measure, her first name remains unspecified.
  • MacGuffin Super-Person: Because of her powers, Carter is being courted for membership by the Illuminati, the Templars, and the Dragon. "Virgula Divinia" reveals that she's also been targeted by the Orochi Group as a possible candidate for the eponymous program, though the current state of the island makes retrieval unlikely.
    • Through the new Agent Network system, it is indeed possible to recruit Carter as a faction agent, with the PC acting as her handler.
  • Magical Girlfriend: Is one to Danny. At present, it's not known when or how Danny figured out that Carter could do magic, but he seems pretty cool with it.
  • Mind over Matter: One of her many subsidiary powers - and actually one of the earliest abilities she developed.
  • "No More Holding Back" Speech: Utters one of these in the opening to "Carter Unleashed."
    Miss Usher and Mr Montag want me on the bench for this game, and I know it's to keep their star player from being injured mid-season, but it feels more like being put in the penalty box. I want to step up to bat... I mean, I want to help out! I can use my powers - the really freaky ones.
    You know they warded this school from the inside because of me?
    I'm tired of being scared of it, being made sick by it! Maybe that's how my powers want to be used - for me to just say the words and tear it all down!
  • Noodle Incident: Most of her more destructive accidents fall under this heading, ranging from the "Regrettable Zoo Outing" to "the Halloween Prom."
  • Person of Mass Destruction: Already powerful enough to destroy several homes without meaning to, Carter is only getting stronger; to put things in perspective, Montag hypothesizes that misapplication of her powers could lead to a thaumonuclear blast. As such, the mission where you're "escorting" her is less about protecting her, and more about protecting yourself from her indiscriminately destructive spells.
  • Teleporters and Transporters: According to Montag, she has the ability to shift lab animals into other dimensions; getting them back alive is another story altogether.
  • Visual Pun: Her Character Blog's profile image is a still of Michael Caine in Get Carter.

The Wabanaki

    Overall Tropes 
The earth remembers the People of the Dawn. In Solomon County, in Kingsmouth, the land knows the Wabanaki's touch going back thousands of seasonal iterations. The memory of the people fades - your meat minds have expiration dates. Few remember the responsibility of the Kingsmouth Wabanaki.
The Buzzing

A tribe of Native Americans living at the foothills of the Blue Mountain, the Wabanaki have long been divided over the question of what to do with the little land they currently control: some advocate using it for profit and allowing the impoverished tribe to earn a little money; others deplore this, declaring the land too dangerous to use - for reasons that lie in ancient tribal mythology. Unfortunately, with the arrival of the Fog, the fortunes of the Wabanaki have only worsened; though they've managed to keep their trailer park well-defended and supplied, they are still surrounded on all sides: the Wendigo occupying the "traditonal Wabanki village," the zombies infesting the construction site, and the Filth-infected monstrosities swarming out of the Blue Ridge Mine...


  • Ancient Tradition: The Wabanaki originally stayed on Solomon Island to prevent the things hidden beneath it from ever escaping or being uncovered; this has resulted in no end of trouble for them: quite apart from the murder of a Wabanaki shaman in the controversy over the Blue Ridge Mine, several tribe members have begun to chafe over the obligation to protect something that none of them really believe in.
  • Hero with Bad Publicity: Edmund Franklin's murder of a medicine man was dismissed as self-defense, and the deaths of several mine workers was blamed on Wabanaki protesters, several of which went to jail for crimes they didn't commit. Even after the matter ended with the jailed tribe members being acquitted of all charges, the Wabanaki are still looked down upon by Kingsmouth's community as drunks and troublemakers.
  • Feuding Families: After receiving a large plot of land from the government, the tribe ended up being split over what to do with it; some wanted to sell it, some wanted to develop it, some just wanted to stay put and continue guarding it. Unfortunately, this disagreement led to the tribal council being officially disbanded and a very messy breakup between the families of the tribe; Red and Ami are no longer on speaking terms with those still lodging at the trailer park, Frank and Joe are widely hated for trying to build a casino on the land, and Old Joseph has been left to try and organize the remains of the tribe in the anarchy following the arrival of the Fog.
  • Magical Native American: Averted, for the most part; magic isn't widely used among the tribe, given how much of the old knowledge has been lost in the centuries since White Settlement. When it is, it takes the form of specially-prepared talismans and rituals, or innate magical gifts - neither of which are associated with spirituality, ties to nature, or ethnicity. In addition, what magic they actually have was brought to them by the Norsemen who arrived to help them during the Darkness War.
  • Native American Casino: The Golden Wigwam being built to the north of the trailer park, intended to usher in some much-needed profits. At present, it's largely considered an eyesore and a joke among the tribe (especially since it's in the shape of a teepee, not a wigwam), not to mention embarrassingly stereotypical. Plus, it's currently infested with zombies, making it even more despised.
  • No Good Deed Goes Unpunished: The Wabanaki have endured no end of suffering and hardship as a result of their mission to prevent the Serpent Under The Mountain from escaping. Their attempts to stop the reopening of the Blue Ridge Mine through peaceful protest ended with their medicine man being gunned down (the culprit winning a verdict of self defence) and several more being blamed for the accidental deaths of half the miners; once the law finally realized that the Wabanaki weren't to blame, a compensatory plot of land was given to them... and as a result, the entire tribe fell apart over what to do with it.
  • We ARE Struggling Together: Even in Solomon Island's current state, the tribe remains divided on just about everything, and a unified attempt at a solution isn't going anywhere in a hurry.
    Annika: It can take days for these boys to agree on the communal food order. If they were the defenders of this island? I'd feel bad for the island.

    Old Joseph (Joseph Cajiais) 
These days, I guess you could call me a storykeeper. I don't tell them anymore. Nobody wants to listen to an old man telling even older stories.

Voiced By: Armin Shimerman

The only surviving elder of the tribe, Joseph is also the tribe's medicine man, de facto historian and storyteller. As the resident authority on Wabanaki history, folklore and magic, he assists the player in studying the disaster consuming Solomon Island from without and within.


  • Braids, Beads and Buckskins: Immediately distinguished by the tasseled buckskin jacket he wears.
  • Cool Old Guy: A chatty old man with an impressive knowledge of local history and magic, Old Joseph is always willing to help, and always willing to make fun of himself.
  • Magical Native American: The closest thing to the stereotype in the game; he's still pretty distanced from it though: quite apart from the fact that his knowledge of traditional Wabanaki magic has nothing to do with spirituality or connection with nature, he himself admits that he can hardly blame the other members of the tribe from leaving the old ways behind. For good measure, he has quite a few eye-rolls to spare for players expecting to be taken on a bog-standard vision quest by the fire in "Dreamcatcher."
  • Old Windbag: Popularly viewed as this by the rest of the tribe, most of whom aren't interested in hearing any more of the old stories. Joseph himself dryly jokes that his only visitors are tourists and locals who don't know any better.
  • Screw Politeness, I'm a Senior!: During one of the cutscenes in "Dreamcatcher," he resorts to prodding you with his walking stick just to get you moving again, complete with a loud grumble of "Some of us aren't getting any younger!"
  • Senior Sleep-Cycle: As "Dreamcatcher" demonstrates, he's prone to nodding off in his chair. Justified not only by his age, but by the fact that the ongoing state of emergency has cut into sleep time for just about everyone on the island.
  • Stop Being Stereotypical: Old Joseph is not proud of the Madahando brothers.
    A casino. Might as well be wearing headdresses and charging tourists for pictures!
  • The Storyteller: Subverted and double subverted. Since nobody wants to hear the old stories anymore, he's the official keeper of the old stories; to visitors who don't know any better, he's still very much a storyteller. True to form, he spends most of his time with the player relating the stories of the Wabanaki.

    Paul and Anika Gamelin 
Paul: It didn't cross my mind that anyone would pay to bag themselves a Wendigo or Sasquatch... but I'm not the brains of this outfit. Turns out a lot of folks would- when you ask in the right places- folks from out of state.
Anika: Business is a bit slow, so if you're staying around, it's open season on whatever's got no right to walk or crawl here!

Voiced By: Tamara Mark (Anika), William Mapother (Paul)

Prior to the Fog, the Gamelins were hunters and guides for Solomon Island's more exotic visitors, assisting bands of hunters in tracking down Wendigo and Ak'Ab. Now, as the only members of the tribe able to shoot straight, the couple are in charge of defending the park.


    Joe and Frank Madahando 
Ain't this all a fuckin' boot in the ass...

Voiced By: Andrew Kishino (Joe), Irwin Keyes (Frank)

Attempting to bankroll the casino and other businesses around the island in a desperate attempt to bring in much-needed funds, the Madahando brothers have ended up coming up short in almost every single one - the Casino being only the most recent failure. Prone to arguments over this and the tribe's current state of division, they can at least be relied upon to help defend the area.


  • Jerkass: Particularly Frank.
  • Sibling Rivalry: The two of them are prepared to fight over everything. Ironically, their mutual hatred of their sister Ami is the only thing that can reliably unite them.

    Red 
Great move, if you're trying to kill your queen. Look at the whole board this time. You don't have to fight every single battle. Consider the endgame. Be the player, not the piece.

Voiced By: Dave B. Mitchell

Owner of a bait-and-tackle shop on the coast of Solomon Island. Outcast from the Wabanaki as part of the decades-long feud, he's currently sheltering Ami and Kyra from the Fog - all while quietly orchestrating a retaliation against the Ak'ab trying to break into the building.


  • The Chessmaster: Heroic example; quite apart from using chess metaphors, it's indicated that he's actually manipulating the player to help clear out the monsters around the area.
  • Cryptic Conversation: Much to Kyra's bemusement, Red's prone to speaking in metaphors- even to explain why he speaks in metaphors.
  • Guile Hero: The intro to "Ami Legend" reveals that he's willing to use Ami as bait for the Ak'ab - and the player as the fishing rod.
  • Mixed Metaphor:
    Red: (glancing in the player's direction) Besides, you never know when the joker's going to show up.
    Kyra: I thought we were playing chess.
    Red: Kiddo, when you get to be my age, you're allowed to mix metaphors.
  • Pastimes Prove Personality: Red's two favourite pastimes appear to be fishing and chess, indicating his patience and strategic mind.
  • Smart People Play Chess: In the introduction to "The Player, Not The Piece," he can be seen trying to teach Kyra the finer points of chess.
  • The Storyteller: Red has a lot of old stories memorized and ready to tell - to the point that Kyra's contribution to the Halloween 2013 short story collection is actually a written record of one of Red's tall tales.

    Amitola "Ami" Dexter 
Sometimes it seems unfair that you can't just be, I don't know, normal. I tried normal. It didn't really work out for me.

Voiced By: Stephanie Sheh

A Wabanaki woman who inherited powerful magical abilities and the ability to "hear" the land. She, her daughter, and Red are riding out the crisis in Red's bait-and-tackle shop, though Ami realizes they will have to take a more pro-active approach to save their home...


  • Action Mom: Tells her daughter to do the dishes and be nice to visitors... and can also kill giant bugs with powerful Elementalism spells.
  • Dark and Troubled Past: According to Red, she grew up in the shadow of a broken family due to the forty-year-old feud. All things considered, she turned out pretty well. Her brothers, on the other hand...
  • Elemental Powers: Use Elementalism spells in her fight in the Ak'ab nest.
  • Magical Native American: Subverted. While she has magic powers and the ethnicity, she's not remotely stereotypical.
  • Refused the Call: Tried to run away from the Wabanaki tribe and her powers when she was a teenager (though it was more in response to the division in both the tribe and her family than her powers themselves); after the Fog rolls in she quickly changes her tune.

    Kyra Dexter 
Yeah, if we could all just get along like a proper family, instead of bickering about who said what to whom, like forty years ago, then maybe we wouldn't be stuck here with nothing to eat except canned meat and peas.

Voiced By: Georgina Cordova

Ami's daughter.


  • Bratty Teenage Daughter: Comes off as this at first, though she's hardly in an ideal situation and Ami mentions she's worried about her father who went missing when the Fog hit. As the main quest goes on, she begins to show more maturity and hospitality in the player's presence.
  • From the Mouths of Babes: She thinks the Wabanaki's infighting is insignificant next to the problems they're facing in the present and says as much.
  • Little Miss Snarker: Does not mind telling people off when she thinks they're being stupid.
  • Superpowerful Genetics: Stated to one day inherit her mother's powers.
  • Tempting Fate:
    Kyra: What's the hurry? It's not as if we'll be having visitors ever again-
    (Turns around and notices the player)
    Kyra: Oh, visitors.

    Tyler Freeborn 
I'm still here because I'm needed. It's my job, my duty, to find out what happened. What came with the mist. Who the Pale Men are. What they're after. And what lies... beyond. Beyond the mist.

Voiced By: David Hoffman

A Wabanaki blogger from Solomon Island who has been doing his utmost to discover what lies beyond the rising darkness; being especially interested in the Fog and what lies beyond the barrier of mist shrouding the island, he has become the subject of an entire series of DLC missions appropriately titled "The Vanishing of Tyler Freeborn."


  • All of the Other Reindeer: In one of the Dragon's debriefings, Bong Cha reveals that he was never able to integrate into the Wabanaki community or become a popular New York environmentalist. He was a lapsed member of his tribe and an imperfect hipster who belonged nowhere.
  • Apocalyptic Log: Given that he spends most of his story arc mysteriously disappeared, his mission briefings are delivered in the form of recorded footage discussing his findings on the Draug, the Filth and the Fog.
  • Bold Explorer: What else can you call a man who willingly marched off into the Fog?
  • Conspiracy Theorist: Runs a blog regarding the many conspiracies centred around Solomon Island. In the aftermath of the Fog, he finds himself discovering the truth behind the conspiracies on a more direct basis than he ever imagined.
  • Dead All Along: After spending four missions following his trail- even going so far as to follow him into the Fog - the player finally finds him lying dead on the beach, having been washed back to the island not long after he discovered the truth.
  • The Determinator: He is going to learn the truth behind the Fog, no matter what. This drive ultimately concludes with Freeborn donning a gas mask and marching right into the Fog.
  • Fatal Forced March: His story arc concludes with him donning a gas mask and wading into the Fog on foot. It costs him his life.
  • Foreshadowing: During his first videolog, he wonders why the Orochi Group refuse to help anyone on the island - and speculates that the survivors might be under quarantine. Studying the Orochi Group's findings later in the mission reveals that the survivors have all been infected by an airborne strain of the Filth found inside the Fog.
  • Ignored Expert: Especially in the case of the Fog, though most of the people he tried to warn were already entranced by the siren song.
  • Information Wants to Be Free: Wants to share his discovers on the internet despite the Illuminati, the US Government, and the Orochi Group shutting down his sites.
  • Perma-Stubble: Unsurprising, considering that he probably hasn't had a chance to track down a razor in the days following the Fog.
  • Posthumous Character: "The Vanishing Of Tyler Freeborn" reveals that Freeborn was dead long before the player ever started following his trail..
  • Secret Secret-Keeper: In one debriefing, Bong Cha reveals that the Dragon have been keeping his blog from being taken down, in part because they found it interesting - and that information suppression almost never works. As an added bonus, it pisses off both the Illuminati and the Orochi Group.
  • Shout-Out: Shares a name with a member of Miskatonic University's anthropology department in The Shadow Out of Time
  • Smart People Wear Glasses: One of the cleverer conspiracy theorists in the game, and immediately distinguished by his black-rimmed glasses.
  • Tragic Keepsake: By way of And Your Reward Is Clothes; after finally discovering Tyler's body on Solomon's northern coast, the player gains Tyler's fang necklace.

Legendary Figures

    Jack O'Lantern 
We'll do this dance again...

Voiced By:

One of Kingsmouth's most persistent legends, Jack O'Lantern is said to dwell in the pumpkin patches of farmers across Solomon Island, waiting patiently for the chance to butcher unsuspecting travellers and children. Of course, given that this is a setting where All Myths Are True, Jack turns out to be very real indeed - and still active.


  • Cowardly Boss: Whenever it looks as though he might lose the battle, Jack runs off to hide in a different field.
  • Evil Laugh: It's actually one of his attacks.
  • From Nobody to Nightmare: Prior to becoming the legendary monster, Jack was just a poor Irish labourer working for the farmer-turned-magus Archibald Henderson. Unfortunately, Jack the Lad made the mistake of seducing Henderson's daughter; the resulting punishment left the itinerant fiddle-player into one of Solomon Island's most celebrated villains.
  • Glowing Eyes of Doom: Befitting his resemblance to a jack-o-lantern.
  • Plant Person: Half-man, half-pumpkin; complete with roots for arms, yellowish vegetable skin, and a head like a misshapen jack-o-lantern.
  • Serial Killer: Briefly interpreted as this by the locals after Jack murdered three girls in the summer of 2002; in order to prevent the town's many secrets from being uncovered in the manhunt, Kingsmouth's council decided to run with this explanation by framing a transient farm worker for the crimes - ironic, considering Jack's origin story.
  • Things That Go "Bump" in the Night: A common character in Kingsmouth's folklore, Jack is also a boogeyman figure to local children throughout the island.
  • Villain Decay: In-universe example. Prior to the arrival of the Fog, Jack O'Lantern was one of the most feared and dreaded creatures on Solomon Island, responsible for numerous murders that the local government was forced to pin on scapegoats for fear of exposing the awful truth. Then the Fog arrived, and Villain Decay set in hard: first of all, most of Jack's traditional prey either died or ended up fortified in the police station, well out of his reach; secondly, he was largely forgotten about when the Draug and the zombies supplanted him as the most dangerous creature in town; finally, he was reduced to skipping across private property- the only villainous thing he could do without regular prey.
  • Villain with Good Publicity: According to the Templars, Jack O'Lantern is actually something of an icon for townsfolk aware of the Secret World, and many of them go out of their way to prevent him from being hunted down, even petitioning the town council to keep him safe, "citing everything from local heritage to pumpkin purity laws"!
  • Was Once a Man: Was once Jack the Lad, impoverished Irish immigrant, roguish fiddle-player and itinerant labourer.
  • Why Won't You Die?: He's fought twice in the base game, and comes back a third time during the Spooky Stories of Solomon Island - Geary's after-action report sums it up:
    "How many times do you have to kill that thing before it stays dead?"
  • Will-o'-the-Wisp: The pumpkin patches Jack inhabits are often surrounded by flickering lights.
  • Would Hurt a Child: It's implied that he's killed quite a few in his time.

    The Black House 
Ravaged by fire thirty years ago, it hunches in blackened, twisted agony, charred like an ant husk under the searing sadism of childhood. The house is quiet, an ugly aftermath. But we can read the writing of scars.
The Buzzing

Externally, the Black House is little more than the charred remains of a long-abandoned two-story home on Solomon Island's coast; however, to anyone who steps over the fence and approaches the building itself, the Black House is haunted - to the point of having a personality of its own. Little is known about what exactly happened to its original owner or how the house was burned in the first place (Kingsmouth's inhabitants refuse to speak of it to outsiders) and very few people have been willing to enter the ruins and discover the truth for themselves...

  • All of the Other Reindeer: Carrie Killian, the owner of the house, was subjected to increasingly shoddy treatment from the people of Kingsmouth. At least part of this was due to a smear campaign by the the local Illuminati, who didn't appreciate the fact that she was operating independently.
  • The Cameo: Mentioned in The Park, being maligned as "The Devil's Whore" in graffiti around the abandoned amusement park.
  • Being Good Sucks: Oh so very much; having dodged an employment offer from the Illuminati, Carrie then came to Solomon Island to try and help the townsfolk. Quite naturally, this resulted in her having to endure bullying, exclusion, ostracism, and finally murder from the Ungrateful Bastards she was trying to help.
  • Bullying a Dragon: What most of Kingsmouth ended up doing to Carrie; the result was a permanent landmark that demolition crews are too scared to approach.
  • Bury Me Not on the Lone Prairie: As detailed in her will, Carrie's last wish was not to be buried in the soil of Solomon Island, but to scatter her ashes into the ocean. Quite naturally, her murderers decided to bury the urn containing her ashes under a cheap tombstone right behind her house.
  • The Dreaded: The Black House is regarded with pure fear by the residents of Solomon Island. Even John Wolf finds the place frightening, and this is a man who stared down a monster of pure Filth and banished it with a single spell.
  • Genius Loci: Rather than manifesting as a traditional spectre, the ghost inhabiting the House simply operates as a general presence spread across the building.
  • Haunted House: Second only to the Franklin Mansion in this regard.
  • Hero with Bad Publicity: Carrie Killian honesty wanted to help the people of Kingsmouth, even turning down the overtures of the Illuminati to do so. It backfired on her, horribly so.
  • Kill It with Fire: How the original owner met her death - after an angry mob burned her house to the ground.
  • Lonely Funeral: True to form, no mourners showed up at Carrie Killian's funeral.
  • No Good Deed Goes Unpunished: In this case, it was the Illuminati delivering the punishment.
  • Not Evil, Just Misunderstood: Every single aspect of Carrie Killian's personality, whether living or dead, was misinterpreted. When she was alive, she was believed to a Satanist and a threat to the local children, when she was actually a fairly benevolent witch that could have helped the townsfolk if they'd let her. Following her death, she was believed to be a malevolent spirit infesting the house; in reality, she was simply raging over the fact that her murderers had descended to the level of ignoring her will, trapping her soul in the house in the process.
  • Nothing Is Scarier: Past the fence around the Black House, sound is almost completely muted; no monsters dare trespass upon the property, and the owner's ghost doesn't manifest as a spectre unlike most of the other ghosts in the game. And somehow, this just makes it all the more chilling...
  • Trauma Conga Line: Slandered, bullied, ostracised, falsely accused of murder, and then died horribly when a gang of ignorant hicks burned her house to the ground. And it didn't stop there: not only did everyone involved with Carrie's death get away scot-free and manage to pass off her death as a suicide, but her final wishes were ignored, resulting in her spirit being trapped on Solomon Island- the area she'd come to despise - for all eternity... at least until you manage to release her.

    The Bogeyman 
Don't fear the dark. Fear me.

Voiced By: André Sogliuzzo (The Secret World) Andrew Kishino (The Park)

The only "living" inhabitant of the long-abandoned Atlantic Island Amusement Park, the Bogeyman is one of the more modern additions to Solomon Island's bestiary, having only emerged following the park's closure in the 1980s. An emotion-eating monster, he possesses an impressive array of magical powers that allow him to maintain his dominion over the derelict amusement park even with the Draug conquering the island - and with the Phoenician warband currently scouting the area. The origins of this particular Bogeyman remain a mystery, though many suspect he has some ties to the origins of the park - and whatever the Phoenicians are hunting for...


  • Ambition Is Evil: Nathaniel Winter wanted to become the greatest magus in the world, and when the Illuminati refused his overtures, he was prepared to do anything to seize the power he wanted - even if it meant abandoning his family and sacrificing the lives of countless hundreds of workers, customers and children.
  • Amusement Park of Doom: His home, the Atlantic Island Park, which holds the rare distinction of being a menace at almost every stage of its existence. Having been built on Archibald Henderson's cursed farmland, its construction was interrupted by countless fatal accidents; once it was opened, scarcely a day went past without someone being fatally wounded by the rides or murdered by psychotic park employees... and now that it's closed, it's haunted by the Bogeyman.
  • Black Bug Room: Appears to temporarily imprison Lorraine in one of these during the finale of The Park. In her case, it's a constantly-repeating recreation of her home and all its depressing contents, each of them growing more disturbing with every iteration; it's so traumatizing that Lorraine is reduced to tears by the realization of just how badly she treated Callum.
  • A Chat with Satan: The Bogeyman isn't one for conversation, preferring to stick to the shadows unless directly challenged, usually restricting himself to whispered taunting... right up until the events of The Park, when he finally decides to sit down for a chat with Lorraine. True to form, the Bogeyman knows more about Lorraine's dark side than even she does, and spend most of the discussion sneering at her for her failure to look after Callum.
    Lorraine: Just... just leave me alone...
    The Bogeyman: Fool. You always were.
  • Creepily Long Arms: Easily recognized by his impossibly long, skinny limbs, which tend to give him a very distinctive silhouette, especially when combined with his ringmaster's garb.
  • Creepy Long Fingers: It's no surprise that the Bogeyman has some decidedly spidery fingers to match his long arms. However, that's only on his left hand: his right hand is just a single finger. For good measure, it's not only longer than the rest of his other fingers, it's also about as thick as the rest of his arm, leaving him with a long, fingernail-tipped tentacle instead of an ordinary limb.
  • Danger Takes a Backseat: Lorraine's ride on the rollercoaster begins with the Bogeyman unexpectedly appearing in the seat directly behind her. For good measure, he spends most of the ride gripping the railing in front of her, caging her in with his arms, while at the same time keeping the rest of his body out of view.
  • Dark World: As if living in a ruined amusement park wasn't bad enough, the Bogeyman spends most of his time waiting inside a pocket dimension accessible via the Ferris Wheel; it resembles the amusement park, but it's always night and tinted a vivid array of lurid colours.
  • Emotion Eater: Preys upon the emotions of his targets, most commonly fear and joy. Assuming his victims don't express either while aboard the various rides of the park, he also has the capacity to provoke it directly through magic.
  • High-Class Glass: Outfitted with a monocle which you steal after his death, using it to decode his/Winter's will.
  • Humanoid Abomination: An insane, hideously deformed Emotion Eater with a depraved sense of humour, Nathaniel was once fully human before his desire for greatness overtook his senses and led him to siphon the emotions of everyone who entered his park into himself, transforming into the disfigured monstrosity you run into.
  • I Just Want to Be Special: A very dark case; while still human, Nathaniel Winter grew obsessed with gaining magical power, at one point attempting to buy his way into the Illuminati for the chance to learn. After being turned down, he eventually devised a scheme to imbue himself with magic: it involved buying a design for an Anima Capacitor from a legendary architect, building an amusement park based on the blueprints, and allowing the rides to harvest magical energy from the fear and joy of children and channel it into him. Unfortunately, though it gave him magical powers and a form of immortality, it also transformed him into the Bogeyman.
  • Immortality Immorality: Though it wasn't the possibility of eternal life that originally drew Winter to the anima capacitor, it definitely made the opportunity more attractive; if anything, it made him even more determined to continue construction, even in the face of the mounting death toll. As the Bogeyman, he continues this tendency by flat-out murdering children in his attempts to sustain his immortality.
  • Ironic Nursery Tune: During the climax of The Park, he can be heard singing a stanza of "Five Little Ducks" as he creeps into the House of Horrors. A little while later, he can be heard singing a duet of it with Callum during Lorraine's extended hallucination sequence; disturbingly enough, Callum's voice peters out during the last few lines, allowing the Bogeyman to gleefully finish the rhyme.
  • Kick the Dog: Arguably, his role in The Park consists of one long, uninterrupted spree of vicious dog-kicking against both Lorraine and Callum. Because their emotions make them unsuitable for the Bogeyman's appetite, he isn't doing this for the sake of eventually feeding on them, but for sadism's sake. Over the course of the game, he torments Lorraine with horrific visions, gleefully taunting her for her failures as a parent; towards the end, he uses his powers of illusion to trap her in a nightmarish reincarnation of her own house, bombarding her with traumatic stimuli until her mind's on the verge of snapping. As if this wasn't bad enough, just when it looks as though Lorraine might be able to rescue Callum, the Bogeyman seizes control of her and forces the young mother to stab her child to death with an ice-pick.
  • Karma Houdini Warranty: After decades of tormenting and killing everyone who crossed his path, the player character finally puts him down after a grueling fight at the end of A Carnival Of Souls quest.
  • Laser-Guided Amnesia: Early in The Park, a note by the League of Monster Slayers claims that anyone the Bogeyman kills is essentially erased from human memory, with only children being able to remember that the victim ever existed. Though the writer suggests that this could just be a tall tale spun by the Innsmouth Academy kids to frighten townies, it might explain how the Bogeyman has survived for the last thirty years without being investigated by other Secret Worlders. It also might explain why nobody knows exactly what happened to Callum.
  • Mind Rape: His powers of illusion allow him to inflict these on his victims - as Lorraine finds out the hard way after being shunted right into the middle of her Black Bug Room. Unfortunately for him, the player's much more resilient than most visitors to the park.
  • More Teeth than the Osmond Family: Especially in The Park, where his teeth appear so massive and so numerous that they actually seem to be forcing his jaws apart.
  • Nightmare Face: With a goitre-swollen neck, an impossibly wide grin, and a pair of mad, unblinking eyes, the Bogeyman's face is only vaguely human at best. If anything, his appearance in The Park features him with an even more disturbing appearance: his mouth is even wider than before, held open by a set of teeth that wouldn't look out of place on an angler fish.
  • Powered by a Forsaken Child: The Bogeyman feeds off the fear and joy of his victims, most commonly children, though he's not exactly choosy about his victim's ages - or how he feeds: if he doesn't get the chance to harvest these emotions from patrons riding the octotron and the rollercoaster, he's more than happy to attack his prey head-on, often killing them in the process. This trope was also the centrepiece of Nathaniel Winter's plan to gain magic power: he used the rides as siphons for the laughter of children, channelling the extracted energy into him and transforming him into a powerful magical spirit. In exchange, the park's creation and continued existence required the deaths of hundreds of people.
  • Refused by the Call: When he was still human, he tried to buy his way into the Illuminati, but money buys neither sanity nor talent.
  • Rich Recluse's Realm: The Park started out as the passion project of millionaire construction tycoon Nathaniel Winter; he took to spending more and more time at the park as the years went by, devoting huge sums of money to ensure it continued to follow his designs, even bribing government officials to ensure it remained open spite of the growing death toll. In the end, Atlantic Island Park was permanently shut down, and Winter retreated into the park full-time, never to be seen again. In reality, the park was his effort to achieve immortality by using Human Resources harvested from guests; having managed to finally get this method to work, he now rules over the abandoned park as the immortal Bogeyman.
  • Sanity Slippage: Visitors to Atlantic Island Park tend to suffer a great deal of this as the effects of Archibald Henderson's curse and the Bogeyman's emotion-draining powers start to distort their minds. Some, like the surviving construction workers, were lucky enough to escape with only a crushing sense of disquiet that lasted until they left the grounds; others, like Chad the Chipmunk and Lorraine Maillard, were permanently distorted by their time at the amusement park, descending into insanity, murder, and even suicide. Nathaniel Winter himself began experiencing this as the Anima Capacitor began to transform him into a monster, going from an overambitious plutocrat to a ravening monster as the redirected energies start to alter his body. Even Nicholas Winter finds himself slowly giving up any plans of selling the park, ultimately resolving to stay and follow in his father's footsteps.
  • Supernatural Fear Inducer: Can induce fear (or joy) through magic.
  • Things That Go "Bump" in the Night: A bogeyman by name and nature, though he disparages the traditional Bogeyman hunting grounds in favour of an abandoned amusement park. Richard Sonnac indicates that he's just one of an entire breed of monsters subsisting on children - fortunately a dying race by now. He doesn't mention if all the Bogeymen were once human like Winter, though the Halloween 2014 mission indicates that Winter's transformation can be replicated.
  • Tickle Torture: A note in The Park indicates that he attempted to directly harvest the laughter of a kidnapped child by tickling him - killing him in the process when the victim's lungs gave out under the strain.
  • Was Once a Man: More specifically, Was Once Nathaniel Winter.
  • With Great Power Comes Great Insanity: If Nathaniel Winter had any humanitarian goals in mind for his newfound power, the sheer influx of energy pretty much obliterated any desire to use it for good.
  • Would Hurt a Child: The Bogeyman doesn't have any qualms about harming children over the course of his harvest. The Park gives him an opportunity to prove this by tickling one Innsmouth student to death and manipulating Lorraine into stabbing Callum to death.

    Old Man Henderson 
"You've defiled my farm, boy. You've spilt your seed where only mine should grow. Now you'll reap what should have grown.

Voiced by: N/A

The oldest of Solomon Island's legendary figures outside of the Wabanaki tradition, Archibald Henderson was a farmer living on the Savage Coast during the early 20th century; however, he soon became known as more of a sorcerer, and became infamous for terrorizing the inhabitants of the island though hideous magical atrocities, the effects of which can still be seen today. Outsiders regard such wild tales with skepticism, particularly the locals' reluctance to demolish or even approach the decaying remains of his farm. However, the Illuminati confirm that "Old Man Henderson" was real - and one of their alumni.


  • The Arch Mage: One of the most powerful students ever admitted to Innsmouth Academy, and one of the most terrifyingly powerful magi in history to operate without actually being implanted with a Bee. Over a century after his death, the curses and atrocities he inflicted upon the island are still in effect, and even the Illuminati can only marvel that he's still surprising them in the 21st century.
  • Call to Agriculture: Much to the Illuminati's disappointment, Archibald Henderson didn't seem to be interested in joining their ranks after mastering his powers, instead opting to marry, settle down and spend the rest of his days as a farmer on Solomon Island. Unfortunately, he couldn't keep his hands out of magic.
  • The Dreaded: Decades after his death, the people of Solomon Island are still terrified of Henderson. Even the realtor attempted to talk Nathaniel Winter out of buying the old farmland - not that he listened.
  • Driven to Suicide: After his last surviving child was murdered by one of the scarecrows that Henderson had built to protect her, the sorcerer slit his own throat with a razor.
  • Evil Old Folks: Apparently got up to the worst of his crimes well past middle age, hence his popular moniker of "Old Man Henderson."
  • Evil Sorcerer: Dear God, to say the least. Over the course of his time on the island, he summoned revenants to spread disease among the Wabanaki, he created Jack O'Lantern, he discovered the emotion-siphoning process that became the basis for Atlantic Island Park, and he built the animated scarecrows.
  • Knight Templar Parent: After losing his wife, his son and his eldest daughter to various calamities around the island, Henderson became insanely overprotective of his last surviving daughter, Samantha, and often quarreled with her over the lengths he would go to keep her safe. After catching her having sex with one of the farmhands, he flew off the handle and transformed the unfortunate young man into Jack O'Lantern. Then, he went so far as to murder several unsuspecting passers-by in order to harvest their organs for use in his animated scarecrows, just so he could have a tireless security force to protect Samantha. Tragically, he failed to take into account that his creations might want revenge against him, and they eventually went on to murder Samantha just to get at him. The discovery drove Henderson to suicide.
  • The Man Behind the Monsters: The original leader of the Scarecrows and Revenants haunting Solomon Island turned out to be a relatively ordinary old man.
  • Politically Incorrect Villain: Reportedly summoned Revenants to spread plague among the local Wabanaki.
  • Posthumous Character: Dead for over a century by the events of the game, though few people know why or how he actually died. The Buzzing reveal that he killed himself.
  • Sanity Slippage: The death of his wife and son hit him very hard, eventually driving him to increasingly irrational extremes to protect his surviving family members from harm.
  • Scary Scarecrows: One of his most noticeable creations are the animated scarecrows scattered around the island.

Visitors

    Jack Boone 
Don't worry, kid, you haven't gone back in time. I just happen to be the last of the cowboys. Got your Southern welcome right here: mesquite beans, Texas style. Good oughta face evil on a full stomach.

Voiced By: Steve Blum

A seasoned monster hunter stationed on the outskirts of Kingsmouth. Representing a "higher authority" in their investigation of the disaster that has struck Solomon island, Boone is happy to help players of all allegiances - one of the reasons why he's camped so close to the Agartha portal.


  • Adventure Duo: With Wolf, though they are rarely seen together.
  • Cowboy: In his own words, he's the last of them.
  • Friendly Sniper: Remains amiable with you even while scoring headshots on distant zombies.
  • Red Oni, Blue Oni: Of the two, Boone is clearly the most emotional; jolly and warm-hearted, he also demonstrates a pronounced dislike of necromancy, and strongly advises you to "bring a reckoning" to those who brought the Fog to Solomon Island. He'd be a Boisterous Bruiser if he weren't so laid-back.
  • Southern Gentleman

    Sandy "Moose" Jansen 
I’ve spent the better part of two decades on the road, my friend, and I’ve learnt that there’s not a loose bolt these hands can’t tighten, not a broken transmission they cannot fix. You give me a handful of nails and some wood, and I’ll build you a house.

Voiced By: André Sogliuzzo

A biker and part-time Secret Worlder, Moose is currently serving as a mechanic at the fortified police station, repairing weapons and building explosives for the besieged survivors to use.


  • All Love Is Unrequited: In regards to Moose's crush on Gardener. Even Moose doubts he'll be able to win him over.
  • Badass in Distress: Unlike most of the survivors, Moose wasn't in a safe position to ride out the Fog; entranced and minutes away from the sea, he would have been killed and transformed into a zombie had Gardener not saved his life.
  • Beware of Hitchhiking Ghosts: In the Halloween 2013 event it turns out that during his arrival in Kingsmouth, Moose had a run-in with a vanishing hitchhiker; naturally, this quest ends with you tracking down and destroying said hitchhiker's murderer.
  • Conscience Makes You Stay: Well-acquainted with the secret roads, he could easily have left Kingsmouth at any time he liked. However, admiration for the survivors (plus a crush on Andy Gardener) kept him from making his escape.
  • Gadgeteer Genius: Best showcased in "The Uncertainly Principle."
  • Genius Bruiser: A tough, worldly biker with an amazing gift for engineering, to the point that he even plays a role in the construction of the Quantum Gauntlet.
  • I Owe You My Life / Rescue Romance: Has this kind of relationship with Andy Gardener.
  • MacGyvering: Most of his explosives and experimental weaponry are made from some of the most improbable materials, including orange juice and kitty litter.
  • Walking the Earth: After giving up his miserable office job and apartment, Moose has turned this into a lifestyle, biking from town to town and enjoying his freedom as much as possible.
  • Weirdness Magnet: If the Dragon debriefing to one of his missions is to believe, occult things tend to happen around him.

    John Wolf 
Human life is like the dew of morning. The body of man is like a flicker of lighting, existing only to return to nothingness. But that doesn't mean that we won't take up arms when that infinite darkness comes to claim us.

Voiced By: Brian Bloom

Boone's partner and fellow monster hunter. Stationed on Solomon Island's coast, Wolf is his counterpart's exact opposite in many ways - stoic where Boone is friendly, vigilant where Boone is laid-back, philosophical where Boone is down-to-earth; as such, he takes a more direct role in investigating the area. He also collaborates with you in many missions, studying the Ak'Ab infestation, the Phoenician agents scouring the area, Jack O'Lantern's current activities, the Black House, and the source of the Fog itself.


  • Adventure Duo: With Boone, though they are rarely seen together.
  • Battle Trophy: The monster-fang earrings and necklace he wears.
  • Big Damn Heroes: Has to play this part during the story mission, rescuing the player from a Guardian by bombarding it with fireballs.
  • Canine Companion: While at his station on the Savage Coast, Wolf is often accompanied by (appropriately) a large wolf.
  • Foil: To Boone, of course; as well as being more contemplative and melancholy than his counterpart, Wolf himself notes the differences in their work:
    He gets the cushy assignment up by the doorway, holding the hands of rookies; I get deadwood here. He has a waterproof tent and hot food; I get dank cellars and animal crackers.
  • Good Smoking, Evil Smoking: Smokes a pipe.
  • The Philosopher: Can often be heard relating koans on the nature of the secret world and his understanding of it.
  • Playing with Fire: One of the spells he's been able to master - though it took him at least thirty years.
  • Tattoo as Character Type: Tattooed on both forearms with wolf tattoos.
  • Warrior Poet: A skilled monster hunter with a habit of getting philosophical at times. As in, pretty much every time you speak to him.

    Nicholas Winter 
Even if I knew how to escape gravity, even if... even if I wanted to... something tells me I shouldn't. I don't know what'll happen to this place - and the world - if I do.

Voiced By: André Sogliuzzo

Son of billionaire Nathaniel Winter, Nicholas originally arrived at Solomon Island to sell off Atlantic Island Park - the only property he inherited from his father. Unfortunately, the Fog closed in shortly afterwards, and he ended up getting trapped at the very park he'd hoped to get rid of; with nothing else to do but seek shelter in his car and wait for rescue, he's been growing increasingly obsessed with the decaying amusement park his father spent his fortune on...


  • Freudian Excuse: As much as Nicholas tries to deny it outside his cutscenes, it's pretty obvious that being abandoned by his father had a pretty devastating effect on him.
  • Jerkass: As a result of his exposure to the sanity-eroding effects of the park, Nicholas slowly grows more and more unpleasant as his missions continue, to the point that his first dialogue option concludes with him calling you a "fucking parasite."
  • I Need a Freaking Drink: Takes a heavy belt from a hip-flask in the opening cutscene to "Gravity." Somewhat justifiable, considering he's been trapped on a monster-infested island for the last few weeks, having had to seek shelter from the Fog atop the park's Ferris Wheel, been forced to rifle through the pockets of his chauffeur's decaying corpse, and been exposed to the brain-warping atmosphere of the park.
  • Like Father, Like Son: Despite his best efforts, by his final mission, Nicholas ends up getting just as obsessed with the park as his father was. Thankfully, you wreck the Anima Capacitor before he gets any ideas of becoming the next Bogeyman.
  • Meaningful Echo: In his first mission, "Theme Park Tycoon," upon realizing that you're not the security team he called to rescue him, Nicholas warns you that you're trespassing on private property - though he decides not to press the matter, considering how little he cares for the property anyway. Later, in "A Carnival Of Souls," he angrily snaps at you to leave him alone, remarking "this is private property, you know," indicating that the park he's tried so hard to dispose of is slowly beginning to seduce him.
  • Parental Abandonment: Had to endure this when Nathaniel Winter decided the amusement park was worth more than his family.
  • Perma-Stubble: Justified; he hasn't had the time or the means to shave since the disaster.
  • Sharp-Dressed Man: Still wears the snappy suit he arrived in, despite the fact that he's been trapped in a car park for god only knows how many weeks have passed since the Fog's arrival.

    Daniel Bach 
Call me whacked, everyone does, just don't call me a thrillseeker. No, no, no. Perspective: car surfing's a thrill, sprinting across railway bridges is a thrill. War reporting isn't a thrill. It's an assignment, it's a duty. It's why they don't hand out Pulitzers for base jumping.

Voiced By: Michael Yurchak

A bitter but determined reporter who followed the trail of a hell-seeking occultist to Solomon, specifically to the Overlook Motel where a literal Hell on Earth is happening just down the beach. He recruits players in his search for the truth, though he admits it probably won't be a pleasant truth.


  • Bottled Heroic Resolve: Downs pills as an alternative to breakfast.
  • Going for the Big Scoop: His usual position.
  • Intrepid Reporter: The Hell Dimensions not only fail to faze him, he actively looks for places where they cross over into our reality.
  • Jerkass: The game's website describes him as "an asshole with a death wish" and Bach firmly agrees with it.
  • Motor Mouth: Even if you did speak in the game, you probably wouldn't be able to get a word in edgewise once Bach starts ranting.
    Even my ADD has ADD.
  • Sunglasses at Night

    Sam Krieg 
I've been writing about your world for decades, and the secrets speak to me, torture me, in my dreams. My only relief was with the keyboard. Or a bottle. But the madness would always catch up with me, always pull me back, and I don't have the capacity for ignorance.

Voiced By: Skip Stellrecht

A prolific and best-selling horror novelist who came to Solomon Island to get over a bad case of writer's block. Currently holed up in the lighthouse on the Savage Coast, he now spends his time either writing his next novel, drinking heavily, or taking potshots at any zombie unlucky enough to be in range.


  • The Alcoholic: To the point that he was actually booked into a rehab clinic for it. The Dragon decided that Krieg was too important to spend his life in sobriety and had him replaced with a lookalike for the duration of his stay. Needless to say, even with his supplies limited to what little the other survivors can deliver to him, Krieg hasn't considered sobering up at any point.
  • Attack of the Killer Whatever: Many of his books seem to use this plot.
  • Cold Sniper: Often amuses himself by shooting zombies from atop the lighthouse, and is easily recognized by his cold and antisocial demeanor. In fact, other survivors have become a bit wary about him because of this and worry that they might end up getting shot the next time they attempt to deliver supplies to the lighthouse.
  • Deal with the Devil: According to the Halloween 2013 mission, "The Death of Dr Armitage," Krieg is revealed to have made such a bargain with the supernatural being of the same name many years ago; in return for giving him inspiration and popularity, the entity wanted to be written into one of Krieg's stories. After accepting - and watching Armitage getting hit by a truck - Krieg spent many years grappling with the temptation to fulfill his end of the bargain, before ultimately giving in.
  • The Eeyore: Krieg is a very, very cynical man, and makes sure that everyone within earshot knows to some extent or another.
  • Hope Spot: Is fond of these in his novels. They always end badly.
  • I Have Many Names: Has used quite a few pseudonyms over the years, including "Stephen Bachmann" and "Jack Fatuus."
  • Jerkass: Sam Krieg doesn't appear to like anyone in any way, shape or form; publishers, fans, locals, visitors - just about everyone seems fair game for insults in his book, including the player characters. He doesn't even seem to like himself all that much, at one point remarking that he probably got exactly what he deserved by visiting Solomon Island.
    Nobody could ever accuse me of empathy, of genuinely caring for people. In fact, they'd probably say that Sam Krieg is a cold son-of-a-bitch. And they'd be right. People don't interest me.
  • Mad Artist: Borderline example, in that he's cynical, curmudgeonly, morbid, alcoholic, tormented by dreams of the Secret World, and edging steadily closer to homicidal tendencies: in one letter, he openly fantasizes about murdering one of his more obsessive fans, and he's gotten into the habit of shooting at unwanted visitors - zombie or not - with a sniper rifle. The 2013 Halloween event reveals that he's also under the influence of a being that might be connected with the Filth.
  • The Muse: "Dr Armitage," an enigmatic and possibly Filth-connected entity that perpetuates his existence through the works of numerous authors - one of them heavily implied to be H. P. Lovecraft. Those who accept his deal are blessed with inspiration and success; in return, they write Armitage into one of their stories.
  • No Celebrities Were Harmed: He's basically Stephen King.
  • "The Reason You Suck" Speech: Delivers a doozy of one in the opening to "Life Imitating Art."
    You know, you're just like one of my characters: you love evil. You don't run from it, you don't try to avoid it; you welcome it, you crave it. You invite the pain and cherish the suffering. You dive right into the Filth and you make no attempt to wash it off, and when you finally climb back out, it doesn't matter how bad it smells, how the stench and the taint cling to you, you just can't wait to dive back in. Like a dope fiend hankering for a fix, you don't want it to ever end. You need it. Your entire identity, your raison d'etre is at stake. Think about it: who would you be, what would you be, without this- without your precious war on evil, without your Secret World, without your sacred brotherhoods, your ranks and titles and rituals? You'd be just another rat stuck in the race with a dead-end job, living for a paycheck and the weekends, one long booze-soaked downhill slide towards the dark and cold grave. But you probably believe in what you do, believe it's right, that it's good. You soak in it so others don't have to. You take one for the team, you bend over and spread your legs and let the darkness inside... and somehow you justify it all with utilitarian pragmatism. You're a bona fide American hero!
    Get the hell outta here. Go find an abyss to jump into, go soak yourself in Filth! Maybe it'll be different this time: maybe you'll save 'em all, maybe you'll finally find some goddamn peace... some closure.
    You're just like every single character I've ever written:
    Fucked from page one.
  • Silly Rabbit, Idealism Is for Kids!: Already deeply cynical by nature, Krieg will often take the time to berate you for what he perceives as gross idealism, mockingly offering to write you an autograph for "Christ Almighty" as a result of your apparent messiah complex, and even bombarding you with the aforementioned speech. How much of this is accurate depends entirely on the player, of course.
  • Tomes of Prophecy and Fate: Any book he writes seems to come true in some fashion, apparently due to the influence of Dr Armitage.
  • Unwitting Pawn: Of the Dragon, who engineered his rise to popularity and his eventual fate by ensuring he made contact with Dr Armitage.

    Karen Olson 
I'm sorry, this area falls under the jurisdiction of the Department of Homeland Security. I'd suggest finding another place to play. Somewhere with more bees?

Voiced By: Catherine Taber

An agent of Office of National Paranormal Security Management and Intelligence and official Homeland Security coordinator to the paramilitary unit responding to the crisis on Solomon Island. Fully aware of the Secret World, Olson is prepared to collaborate with you - for the moment.


  • Bitch in Sheep's Clothing: She might seem cordial and polite, but under her smiling exterior, Olson is a coldhearted bureaucrat with little regard for human life - and strong ties to the Illuminati; for good measure, she's also on the island to assess whether the situation should be resolved by a nuclear bomb.
  • Motor Mouth: "Enemy Of My Enemy" kicks off with Olson appearing at your ear and immediately bombarding you with a long string of greetings, credentials, advice. Even outside cutscenes, Olson has a gift for rattling off terminology and directives at a thousand miles an hour; about the only thing that can convince her to fall silent is a pep-talk from Sarge.
  • Non-Action Guy: Olson was specifically assigned to coordinate, advise and apparently nothing else, which can be a bit of a problem when trying to convince the much more action-oriented Sarge of a particular course of action.
  • Teeth-Clenched Teamwork: With both Sarge and the big factions involved in the Solomon Island incident. One of the first missions in the Blue Mountain area involves her coming up to the player and cheerfully telling them that while she's happy to see allies in the area, she won't tolerate interference and politely suggest that you leave everything to the military and go to Egypt instead.
  • Villains Out Shopping: According to Kirsten Geary, she routinely shares lattes with Olson.

    Sarge 
I've got scars all over, and I'm not just talking about the ones that bleed. But if I've learned one thing in the past forty years it's that they bleed, too. Every single one of 'em.

Voiced By: Tom Kane

Head of the US paramilitary unit investigating the disaster on Solomon Island, Sarge frequently clashes with Olson over how to handle the situation. He also ends up providing mission briefings, if only because he happens to talk loud enough for the player to eavesdrop.


  • Attack! Attack! Attack!: Unfortunately, Sarge's current strategy is currently fixated on the offensive, with very little room for negotiation or improvisation. Though this evidently worked well enough for Sarge in the past, this is most likely because he was up against enemies with finite numbers: in Solomon Island, the Draug spawn in their thousands to replace lost troops, the Ak'ab hives continue churning out hatchlings, and the zombies just get back up again - making the "mano-a-mano testosterone-fuelled battle royale" (as Olson calls it) a recipe for stalemate at best and a guaranteed defeat at worst. Coupled with the fact that they are cut off from reinforcements, and Sarge's men are fighting a losing battle.
  • Badass Boast: Lets off one of these in the intro to "Enemy Of My Enemy."
    You got... what is it that you got? Magic wand? Voodoo? Well, we got guns, guns with special bullets. Bullets that open you up from the inside out. Bullets that bring on pain and fire and darkness. Magic bullets, straight outta the Pentagon's darkest dungeons!
  • Eyepatch of Power: Naturally sports a black eyepatch to cover one of his many scars.
  • Fantastic Racism: Doesn't care for the Sasquatch, or most of anything supernatural. This appears to be a relatively recent development, since he mentions that he was willing to negotiate with supernatural entities, but as of late they can't reason with many of the creatures they could once talk to. As a result, he now assumes anything supernatural is dangerous.
  • Hold the Line: As all three faction contacts observe in the aftermath of "Homeland Insecurity," Sarge and his men were trained to do exactly this under any and all circumstances. Unfortunately, this is one of the many reasons why the base camp in the foothills is the only secure location under Sarge's control, all others being overwhelmed or destroyed when their defenders refused to back down in the face of worsening odds.
  • Mildly Military: Sarge and his soldiers are very threadbare poorly-disciplined for a US military operation, and many of the soldiers aren't wearing any branch uniform or wearing regulation hair - which makes sense, as many real-life special forces units intentionally avoid wearing identifiable uniforms or haircuts to hide themselves.
  • Noble Bigot: Despite his vocal prejudices, Sarge at least realizes the fact that the Sasquatch can be relied on as allies in the struggle against the ak'ab.
  • Noodle Incident: His war stories usually provide just enough information to get the audience's attention before he clams up, making him a wellspring of these moments. Even Kirsten Geary gets in on the act:
    Tell Sarge to go fuck himself. No, seriously. I nearly wore out a pair of kneepads trying to smooth over that shit he pulled in Khartoum.
  • Old Soldier: Sarge has been in the military for over forty years and has acquired a ton of experiences to go with it. For good measure, he's often bemused at the much-younger player characters who arrive at the base camp.
  • Redshirt Army: Sarge is essentially in command of one, though he doesn't realize it. Several missions result in you finding the remains of his troops, who were wiped out fighting against the hordes of Draug and Ak'ab. Sonnac notes that while they are very well-funded and armed with cutting-edge technology, the soldiers themselves aren't well-trained enough to properly use their gear to best effect, and being cut off by the Fog, they can't call for air support, reinforcements, or resupply.
  • Scary Black Man: Easily the most intimidating figure in the unit; even Olson seems a little nervous when trying to discuss the mission with him.
  • Sergeant Rock: Though his rank is actually Captain.
  • Victory by Endurance: Currently under the impression that he can manage one of these... against the Ak'ab, the Draug, the zombies, and every other threat the island has to offer. As the faction contacts note, this plan is not working.

    Marianne Chen 
Behind this very expensive official government suit, I'm just a normal gal. Hopes, dreams...ambitions. Faith in my superiors, in my government. I had that. Before the fog. Before I saw the Filth. Before I realized why they sent us here in the first place.

Voiced By: Stephanie Sheh

A member of a CDC research team dispatched to Solomon Island to investigate the Filth and assist the Orochi Group in their own investigation. Unfortunately, by the time you find their encampment up on the Blue Mountain, the emergence of the Fog and exposure to the Filth have killed most of the team, leaving Marianne the only survivor. Worse still, she's been abandoned by her superiors, leaving her effectively trapped on the Island- just a few metres from the Filth-bog where most of her team died.


  • The Atoner: Halloween 2013 reveals that she's harbouring a lot of guilt over her part in covering up The New Orleans Incident, to the point that the spooky story collected from her is titled as a "confession."
  • Break the Cutie: Marianne has endured a lot by the time you meet her. In one of her more light-hearted moments, she admits that she could use a hug - only half-jokingly.
  • Deadpan Snarker: It's been buried under several days of psychological trauma, but she does have a sarcastic streak.
  • The Faceless: She never takes off her helmet in any of her scenes.
  • Hazmat Suit: She's still wearing one, partly out of protocol, mostly because she's too scared to take it off. Of course, it's not as if it'll do any good if a Filth creature actually decides to attack the camp: exploring the Moon Bog reveals that CDC Hazmat suits are ineffectual against the Filth, most of Marianne's team having succumbed to infection.
  • Hero-Worshipper: Marianne is in considerable awe of you and the other magical prodigies (or "The Bees," as the CDC call them).
  • I'm Not a Hero, I'm...: Her response to being told "It's Up to You" by her superiors.
    "You're on your own, Marianne," that's the only reply I get from Atlanta. "Hold tight, sport! The President's counting on you!" Really? The President? How dumb do you think I am? No, I don't think there'll be a medal waiting for me when I get home... if I get home. And I don't care: I'll be happy to just put my feet up and watch some TV. I don't want to be the kind of person the president has to count on in a situation like this...
  • No One Gets Left Behind: Horribly averted; Marianne is quite clearly on her own, and nobody among the US forces stationed on the island has any interest in saving her.
  • Obstructive Bureaucrat: In her first scene, she tries to act like this in an attempt to control the situation. It very quickly breaks down once she notices that you don't seem very impressed.
  • Organ Theft: It's revealed that Marianne had a run-in with a group of Orochi organ harvesters during a mission to New Orleans; though she was spared, the group "harvested" her partner and forced her to keep quiet about it. Later in one of the Halloween 2013 missions, you end up having to track down and kill the now-Filth-infected harvesters.
  • Properly Paranoid: With "The Vanishing of Tyler Freeborn" revealing that the Fog is an airborne strain of the Filth, Marianne's refusal to take off her hazmat suit proves to have been an even wiser move than she thought. There is a good chance that she is the only person on Solomon Island who isn't infected with the Filth.
  • Sad Clown: Clearly traumatized and almost at the end of her psychological tether, she has a habit of making jokes and smart-alec remarks to relieve the tension.
  • Sole Survivor: Of the CDC team in the Blue Mountains. On a broader scale, her suit protecting her from infection by the airborne Filth may eventually leave her as one of the only people left alive on Solomon Island period, with the possible exception of the Wabanaki.
  • 24-Hour Armor: Played realistically; because she's too scared to take off her suit, Marianne has spent days wearing it- even sleeping in it. As such, she often mentions how uncomfortable this is - and Hazmat suits aren't very comfortable to begin with.
  • Wide-Eyed Idealist: Prior to the arrival of the Fog, Marianne was this.

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