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Torque and his family
- Voiced by: Michael Clarke Duncan (The Ties That Binds)
- Berserk Button: Though apparently unflappable most of the time, he gets very angry whenever his relationship with Carmen or his sons are belittled.
- But Not Too Black: It's implied Torque is of mixed race and that it caused him trouble on the streets of Baltimore.
- Cloud Cuckoolanders Minder: To Luther and Kyle, should he take the good morality path.
- Does Not Like Shoes: Travels across Carnate Island completely barefoot, having taken his shoes off during the intro. In the second game he takes and wears the boots from a dead Foundation soldier.
- Enemy Within: His inner beast, which often spurs Torque onto greater acts of violence. Blackmore also functions as this.
- Enemy Without: In the climax of the first game, Torque fights the physical recreations of himself and his inner beast that Killjoy has called into being.
- Frame-Up: In the good ending, it's revealed that Torque is innocent of the murders, which were committed by a group of Blackmore's thugs.
- Jekyll & Hyde: Torque has at least two Hydes- his inner beast and Blackmore.
- Laser-Guided Amnesia: Apart from his inability to recall what happened on the night of the murders, he also cannot remember what happens when he transforms.
- Pater Familicide: In the evil ending of the first game, he is guilty of the crimes he was accused of.
- Multiple-Choice Past: The truth of who killed Torque's family is determined by how Torque behaves during the game.
- Split-Personality Takeover: During the evil ending of the first game, Torque gives into his anger and becomes his insanity form permanently, killing the boatman who came to rescue him, and fleeing back into the wilderness in search of prey.
- In the evil ending of the second game, Blackmore destroys Torque's personality and continues expanding his empire on a full-time basis.
- The Stoic: Very rarely shows emotion. Even his display of remorse is just putting his hand on his head for a brief moment.
- Superpowered Evil Side: When pushed to the very limits of his rage, Torque has the ability to transform into a nightmarish creature powerful enough to tear Malefactors to bloody shreds with its bare claws. However, it's revealed that he technically doesn't transform at all- the monster is all in his head, and the strength is fueled by his own adrenaline.
- Unwitting Instigator of Doom: He causes the apocalypse just by setting foot on Carnate Island and he didn't have choice considering he was a prison inmate. Doesn't get much more unwitting then that.
- Voiced by: Rafeedah Keys
- Accidental Murder: in the neutral ending of the first game, she died following an argument with her husband that ends with Torque knocking her to the ground and breaking her skull in the process.
- Good Angel: Acts as this throughout both games.
- My Greatest Failure: At points in both games, she sorrowfully admits that divorcing Torque only made things worse for both of them in the long run.
- "The Reason You Suck" Speech: If Torque takes the evil path, she will hand out a lot of these.
- Voiced by: Keith Anthony
- Calling the Old Man Out: Does this quite often in both games.
- Corrupt the Cutie: In the second game, it's revealed that, in the event that the neutral ending was achieved, he was singled out by Blackmore as a means of hurting Torque. Apart from introducing Corey to drugs, Blackmore went onto continue his "tuition" long after Corey's death, encouraging him to push Malcolm's spirit into the Drowning Pool.
- Freak Out!: Caused by witnessing his mother's accidental death in the neutral ending.
- Murder-Suicide: Again, in the neutral ending of the first game, in which he drowns Malcolm in the bathtub and jumps to his death.
- You're Not My Father: "You never were my dad! Not really!"
- Voiced by: Kamali Minter
- Cheerful Child: A lot cheerier than his older brother- occasionally introduced by playing a chasing game with his father.
The Ghosts of Carnate
- Voiced by: John Armstrong
- Affably Evil: Charming, urbane and always happy to see Torque. Plus, he genuinely wants to help Torque, even going so far as to accept his temporary defeat in the boss battle as a sign that he needs to be more prompt in treating him.
- Cut Lex Luthor a Check: Averted- after developing the "Rebirth Machine" as a means of curing his patients, he actually attempted to have it patented, but he disappeared before the paperwork could be completed.
- Do Not Adjust Your Set: When Torque leaves Carnate for Baltimore, Killjoy starts communicating through television sets.
- Hard Light: Played with; though he's as intangible as you'd expect, Killjoy can still manipulate physical objects by touch if he wishes. Closer examples can be found in the form of the barriers he sets up across certain entrances and exits, or the items he gives Torque.
- Mad Doctor: Good God, to say the least. Quite apart from all the experimental mayhem he's commited in the past, he also subjects a CO to electroshock therapy, has another partially devoured by rats because his body "threatened the safety of his own mind", slashes an inmate to death while giving a tutorial on lethal injection, and overdoses three heroin addicts to the point of their heads exploding!
- Mad Scientist: Modified the Slayers to become even more deadly, and built a machine that could help destroy Torque's inner demons.
- Never Found the Body: He disappeared from insane asylum on Carnate, with no one quite sure what happened to him. He lives on through television sets and camera projections, but whether he intentionally preserved himself that way or if it's a cursed placed upon him by the Island is anyone's guess.
- No Celebrities Were Harmed: Killjoy bears a startling resemblance to Vincent Price.
- Wicked Cultured: In both games, he enjoys a good Shakespearian soliloquy.
- Voiced by: John Armstrong
- Bald of Evil: If Horace ever had hair when he was alive, it was either shaved off during the lead-up to his execution, or burned off during the execution itself.
- Electric Torture: Constantly subjected to this.
- Fate Worse Than Death: His eternal tie to the electric chair.
- Good Scars, Evil Scars: The top of his head and his hands are still charred black from the shock that killed him.
- Invisible to Normals: During his final encounter with Torque, Horace's sudden appearance goes completely unnoticed by Ernesto.
- Not So Different: Frequently alludes to the similarities he shares with Torque.
- Psycho Electro: Subverted; while Horace is certainly unhinged, he's actually one of the saner characters in the game.
- The Spock: Horace tries to encourage Torque to do the right thing and help him escape Carnate, doing so as penance for his misdeeds and to prevent Torque from sharing his fate.
- Voiced by: John Patrick Lowrie
- Creepy Monotone: Speaks in a gentle monotone punctuated with long, slow breaths- apparently savouring the smell of his own gas.
- Deadly Gas: Hermes' spectral body is composed of poisonous gas; however, he notes that it's not the same gas he used in life, which was colourless and odourless. Being a sadistic bastard, he colours his gas so that his victims can see it coming.
- Enemy Mine: Grudgingly assists Torque in the final stage of his escape.
- In Love with Your Carnage: He loves watching Torque go berserk.
- The McCoy: Hermes acts as the devil on Torque's shoulder, encouraging him to give in to his killer instincts.
- Meaningful Name: His last name is pronounced "hate".
- Psycho for Hire: Averted- at least prior to his employment at Abbott, anyway.
- Punch-Clock Villain: Apparently, he actually started out as this, given that the Board of Corrections wisely rejected applicants who actually enjoyed killing. Instead, Hermes came to enjoy the role of executioner at least partly because of the congratulations he earned from his superiors.
- Soft-Spoken Sadist: Hermes never raises his voice, even during his boss battle; at times, he's almost whispering.
- To Know Him, I Must Become Him: In life, Hermes grew obsessed with how his victims felt in the days before their executions, and did everything in his power to learn, from listening to their phone conversations, to studying their bodies after he'd killed them. In the end, he decided that the only way he could possibly learn the truth was by tasting the gas...
The Three Girls
- Voiced by: Bhama Roget
- Creepy Doll: Each of them can be seen holding one of these. Their first scene reveals that it doubles as a supernatural firebomb.
- Driven to Suicide: In their final appearance in the game, the Three re-enact their suicide for Torque, flinging themselves off a cliff.
- Heel Realization: Suffered a massive one following the end of the Witchhunt.
- Ironic Nursery Tune: In one appearance, they are seen dancing around the site of the witch-burnings, singing Ring Around The Rosie- just before they transform into Infernas.
- Kids Are Cruel: Not only did they have at least eleven people killed during the backstory, they also enjoy playing games with Torque's head, at one point sneering that he failed to protect Malcolm and Cory- assuming they aren't actively accusing him of murder.
- Perhaps surprisingly, they're much nicer to Torque if you're playing a strictly good game.
- Never Found the Body: They up and disappeared after the witchhunt ended. It's implied they committed suicide by jumping into the sea, so their bodies probably just got washed away.
- One-Winged Angel: Their Inferna forms.
Abbott State Penitentiary Corrections Officers
Warden HargraveLittle is known about Hargrave prior to the disaster, although he presumably harboured a considerable amount of hatred for the inmates of his prison. Ultimately, he used the earthquake and the infestation of Malefactors as an excuse to begin rounding up inmates and slaughtering them en mass, apparently as the prelude to armageddon.
- Bad Boss: According to some of the other COs, Hargraves was also prepared to execute his underlings if they failed in their duties or failed to "suck his dick good enough."
- Flunky Boss: During the boss battle, he sends in several teams of COs to kill you—while riddling you with bullets from a machine gun turret.
- Mundanger: Hargraves isn't a Malefactor, nor does he have the backing of Carnate Island's Ghosts, or any supernatural powers of his own. He's also managed to clean the Malefactors out of V-Block, and is using this newfound freedom to massacre the surviving inmates.
The CaptainOne of the higher-ranking officers, and the first of Torque's companions; having spent enough time killing Malefactors alone, he decides that he'd much prefer the company of "a murdering scumfuck from the row," and decides to team up with him. In the good path, the Captain ends up getting electrocuted by Horace.
- Authority Equals Asskicking: The first CO that isn't murdered in his very first scene.
- Jerk Ass: The Captain doesn't trust Torque, and makes it very clear that he won't hold fire if he needs to shoot one of the Malefactors and Torque's in the way. Then again, Torque is still an inmate, so it's kind of understandable.
- Mauve Shirt: Mauve enough to survive the first few waves of Malefactors, but too Red to live for very long afterwards.
- Not Bad For An X: The nicest thing he can say about Torque, essentially "You handled yourself alright for an inmate."
- Properly Paranoid
- Sir Swears-a-Lot: There's very little of his dialogue that doesn't include foul language.
- Voiced by: Mark Berry
- Dropped a Bridge on Him: In the good path, Luther is left in charge of the radio building, promising to keep it safe from the Malefactors while Torque goes to find whatever's interfering with the transmission. Returning hours later, Torque finds Luther slumped on the floor, dead.
- Hero-Worshipper: Upon seeing Torque defeat an entire yard of Malefactors, Luther decides that Torque must be "an Angel of Vengeance come to save us all!"
- Momma's Boy: Can be heard whimpering for his mother on occasion.
- Scary Black Man: Subverted: when standing up straight, Luther would probably be even taller than Torque, but that's about the only thing vaguely imposing about him.
- Voiced by: John Patrick Lowrie
- Irony: Sergei chuckles over the fact that he's growing enough marijuana to get himself a very long stay in prison for his troubles- even though working at Abbott Penitentiary is so horrible he might as well be an inmate anyway.
- He also notes the hilarity of coming to America "The Land of the Free" only to end up working in a prison.
- Russian Guy Suffers Most: Averted. Quite apart from being both safe and intensely relaxed, Sergei is the only surviving member of the Corrections Officers stationed at the Asylum.
- Videogame Caring Potential: You can restore power to the building for him, allowing him to listen to his music- and netting you a leg up on the Karma Meter.
- Vodka Drunkenski: Also averted, given that vodka is most definitely not Sergei's intoxicant of choice.
Harley And FriendMet only very briefly during the game, Harley is found trying to fight off several Festers while his unnamed friend tries to drag him back to safety. As Harley is fighting Malefactors with inappropriate weaponry- ie: without a fire axe or molotov cocktails- their survival depends on Torque's assistance.
- Berserk Button: By all accounts, Harley despises rats, hence his little temper-tantrum directed at the Festers.
- Voiced by: Mark Dias
- Character Development: At first, he's just a CO with a chip on his shoulder; then, it's revealed that he's fighting to save his wife and kids; then, he and Torque begin to trust one another; by the time Ernesto sees the Infernas playing with Torque's children, he's begun to wonder if Torque was really guilty.
- Fire-Forged Friends: With Torque, should you take the good path.
- Jerk with a Heart of Gold: As one of his fellow Corrections Officers notes, Ernesto can be a jackass: he's very vocal in declaring that the inmates should all die, shoves Torque in the back on the way to his cell, and spends a good deal of the escort mission flinging insults at him. However, he's also a very devoted husband and father; plus, as he spends time with Torque, he gradually begins to trust him- to the point that he starts to reconsider his opinions.
- Papa Wolf: Very protective of his children, and utterly despises abusive fathers, hence his disgust at Torque's crime.
- What Happened to the Mouse?: At the end of the escort mission, he is last seen hurrying into the town to see if his family are still alive; Torque is unable to follow, and the sequel reveals nothing of his fate.
Abbott State Penitentiary Inmates
- Voiced by: Mark Berry
- Bury Your Gays: In his tutorial on lethal injection, Dr Killjoy slashes a random inmate to death with a scalpel. It's not until Dallas joins Torque that it's discovered that the inmate was Byron, Dallas' boyfriend.
- Also, Dallas himself can be killed during the evil path.
- Cluster F-Bomb: When under stress, Dallas tends to drop quite a few of these at once, especially after being attacked by a Mainliner.Mo-ther-fucker. I grew up in Lafayette Court, and I tell ya I ain't never been so fuckin' scared! What kinda sick mutant was that thing? Fuckin' government, fuckin' experiments, fuckin' BULLSHIT!
- The Load: Up until they enter T-Block, Dallas is unarmed, and more than a bit of a hindrance.
- Prison Rape: Avoided the T-Block showers for this very reason. Of course, once the Mainliners show up, he's got even more reason to avoid them.
- Sophisticated as Hell: Dallas can be surprisingly eloquent; at one point, after suggesting that the Malefactors were created through scientific experimentation, he remarks "Didn't they ever read Mary Shelley? That shit don't ever work out!"
- Straight Gay: Very comfortably homosexual, though he doesn't have that kind of relationship with Torque.
- Took a Level in Badass: Dallas spends the first half of his time in the game unarmed and being chased by every monster that isn't interested in Torque. Then he gets hold of a pistol and becomes a lot more effective.
- What Happened to the Mouse?: In the good path, he's last seen escaping the prison alone, and nothing more is heard of him after that.
- Voiced by: Ross Douglas
- Apocalyptic Log: Most of his notes read like this.
- Badass Bookworm: Writer, illustrator, philosopher, amateur historian, and a dab hand with a molotov cocktail.
- Berserk Button: Clem hates the Festers with a passion.
- Crazy-Prepared: Clem set up numerous secret caches of ammunition throughout the island- just in case. For good measure, he gives Torque a map to them in exchange for assistance. Crosses over with Developers' Foresight, if Torque tries to backstab Clem by stealing the raft, the whole thing explodes the moment he touches it.
- Dreaming of Things to Come: His notebook reveals that he dreamed of Torque's Rage Form, and once saw a vision of Torque's dead family.
- Inferred Survival: If Torque helps him, Clem is last seen rafting away from Carnate Island; though the second game reveals that Jordan and the Foundation have had encountered him or his writing- enough to continue his tradition of documenting Malefactors, anyway- it's not mentioned what exactly happened to him.
- Kill It with Fire: Clem is always armed with a molotov.
- Monster Compendium: Managed to write the one for the first game, detailing every single monster he'd encountered through first-hand experience- in other words, all of them, plus the three ghosts. Far more impressively, he managed to write notes on Torque, Torque's family, Torque's Rage Form, and even the Final Boss.
- Furthermore, the one found in the second game was written in his honour.
- Sesquipedalian Loquaciousness: His speech is layered with it.
- Voiced by: Earl Alexander
- Hoist by His Own Petard: Trying to bomb Torque leaves him trapped in the cave by a collapsed ceiling; Torque himself has to decide wether or not this can lead to a Karmic Death.
- Mad Bomber: And he will not check his fire for you.
- Tempting Fate: Once they arrive in the lighthouse basement, Jimmy is very quick to claim that nothing can get in. Then Hermes wafts into the room through a grate under Jimmy's feet, suffocating him to death.
- Wrong Genre Savvy: Jimmy seems to be under the impression that he's in a strictly non-supernatural psychological thriller.
The Malefactors of Carnate
- Enemy Civil War: The Malefactors do not get along well once they're deprived of human victims. In one particularly telling cutscene, a Slayer jumps a Mainliner, and begins jabbing it painfully with its blades... only for both of them to be pounded into mulch by an angry Fester.
- Genius Loci: Believed to be the product of a particularly malevolent Genius Loci that's enjoyed a long history of pain and suffering.
- The Heartless: A history of misery, pain and death coalesced into twisted, hostile forms.
- The Legions of Hell: What some people believe them to be.
- Our Monsters Are Weird: Probably the most twisted, weirdest and disturbing monsters ever.
- Rule of Symbolism: Every single Malefactor in the first game represents a form of execution, and their design fits their origins appropriately.
SlayerThe Slayers are the first Malefactors encountered in the game, and generally the most plentiful (though stronger variants are discovered as the game continues). As the living incarnation of Beheading, their heads have been suspended above their shoulders with vice-like mechanisms, and their limbs have been replaced with steel blades; in spite of this, they can still walk and run with considerable speed. They can even leap into the air and crawl across the ceiling for stealth attacks- though the clattering sound of their blades does tend to alert people to their approach.
- Bandaged Face: Quite a few Slayers sport heavily bandaged faces.
- The Berserker: A Slayer that gets its head blown off while still alive goes completely nuts.
- Blade Below the Shoulder: Type 3, for all four limbs.
- Elite Mooks: The brown version is tougher and usually bigger than the white one.
- Fragile Speedster: The fasted Malefactors in either games, but also the most vulnerable.
- Fridge Logic: In-Universe, it's noted that there's no records of anyone ever being decapitated on Carnate. So, what creates the Slayers?
- It Can Think: Slayers tend to behave very intelligently by Malefactor standards, displaying a certain grasp of tactics which allows some of them to actually attack COs while they're reloading or from behind; at one point, a Slayer trails a wounded victim for several hundred feet until he's too tired to move any further or even fight back before it finally kills him.
- In a Single Bound: They are capable of leaping surprising distances.
- Malevolent Masked Men: Some of the Slayers wear various forms of facial masks, the creepiest being grinning metal facemasks.
- Off with His Head!: Their finishing move.
- Removing the Head or Destroying the Brain: After the boss fight with Killjoy, Slayers continuously revive if their heads are intact. To make sure they stay down, you have to put a bullet in their head once you've killed them, or manage to shoot their heads off mid-battle. However, unless they are already dead, decapitating a Slayer will not kill it, only make it go berserk.
- Ironically, if you blow off one arm, they will bleed out and die within a couple of seconds. Still need to blow off their heads after Killjoy, though.
- Shout-Out: The heads of some Slayers are studded with pins and nails a la Hellraiser.
- Sword Drag: Often, Slayers can be encountered dragging their blades along the walls and floor to intimidate opponents, producing a Sinister Scraping Sound.
- Wall Crawl: They frequently go skittering around the roof to ambush you or to try and outmaneuver you.
- Weakened by the Light: Slayers go out of their way to avoid light, actively shying away from torches and flashlights, and dying instantly if caught in the beam of a spotlight.
MarksmanFirst encountered among the relics of Fort Maleson in the prison basement, the Marksman appears mainly human except for its oversized frame, the blindfold of flesh over its eyes, and the bagpipe-like cluster of rifles on its back; these rifles are its chief weapon, making it one of the most common ranged-attackers in the game. As both its appearance and Clem's notes indicate, the Marksman is the incarnation of a military firing squad; it's also the first Malefactor to have a direct origin story: the execution of three innocent soldiers during World War II, during Carnate Island's brief stint as a POW camp.
- Disability Superpower: Due to the blindfold of flesh, Marksmen are very adept at detecting their opponents without having to actually see them.
- Do Not Run with a Gun: Marksmen have to hold still in order to open fire on a target.
- Emergency Weapon: Variant- if it's being attacked at close range and the assailant is out of its rifles' reach, it can launch chunks of shrapnel from its wounds.
- Ironic Hell: If the Marksmen are the reincarnation of the firing squad that was used at Fort Maleson, then they clearly have been made to suffer just as much as their previous victims; not only are they blinded, but they also emerge from the ground tied to stakes, and close examination of their bodies show numerous bullet wounds.
- More Dakka: They can fire their rifles in either a gatling-like sequence or in a single, shotgun-like burst.
- Shot at Dawn: Their origin story.
MainlinerA personification of the Lethal Injection, the Mainliner is a small, froglike creature with stunted limbs and a back that has been embedded with dozens of syringes. In sharp contrast to the apparently painless nature of the execution, it's in constant pain from the chemicals rushing through its bloodstream, and can be heard screaming and moaning in agony whenever it appears. In spite of their apparent weaknesses, Mainliners are still dangerous, because their syringes are still filled with lethal fluids, and can be thrown with lethal precision; furthermore, they can teleport across Carnate Island via bodies of still liquids- blood, stagnant water, anything not disturbed by motion- and ambush their prey in large numbers.
- Bloody Murder: Their blood is still very toxic even after death.
- Body Horror: Let's just say that the Mainliners are screaming in pain for a very good reason, and leave it at that.
- Eye Scream: Their eyes have been replaced by syringes as well.
- Personal Space Invader: If close enough, a Mainliner will leap at its target and attempt to stab them in the neck with a syringe.
- Portal Pool: How they travel around the Island.
NoosemanA very obvious incarnation of hanging, the Nooseman is little more than a skinned legless body dangling from a noose; its single mode of attack is to drop from puddles of blood on the ceiling and strangle unsuspecting passers-by to death. According to Clem, the skinless nature of the Nooseman is due to it being inspired by a prison riot in the 1950s, during which five COs were lynched, skinned alive and hanged for leaving inmates to die in a quarry cave-in.
BurrowerArguably the least human out of all the Malefactors, the Burrowers appear to represent live burial, having been stuffed into a burlap sack and wrapped in chains at some point. Travelling across the island by burrowing and moving more like snakes than anything else, they emerge from the ground to lash at their victims with their chains, occasionally constricting them to death. Clem's notes detail that they were likely inspired by an accident at the Carnate Island quarry, where several inmates were trapped by a cave-in and left to die by the guards.
- Achilles' Heel: Because Burrowers leave holes in the ground when they retreat from battle, the easiest way to kill them is to drop in a stick of dynamite into one of the holes and let the explosion do the rest. More conventionally, every attack except their random flailing attack leaves them vulnerable for a second before retreating, allowing you to capitalize with melee weapons.
- Combat Tentacles: Their chains function as these.
- Wormsign: The Burrowers produce very obvious trails in the ground as they move, which can be nerve-wracking before their introduction, as they don't attack you or even emerge from the ground until them.
FesterMassive, bloated corpses lashed together with the very manacles they use to attack their victims, and eaten from the inside by rats, the Festers are first encountered blocking Clem's escape via the beach, but soon afterwards it's found all over the island. Its origins are rooted in the wreck of an 18th century slave ship grounded on Carnate's northwestern shore: when the ship first ran aground, an entire consignment of slaves was abandoned in the hold by their masters, on the grounds that they would rebel if any rescue attempt was made; the slaves either drowned or were consumed by rats. Almost three hundred years later, the Festers rise from Carnate's waters...
- Epic Flail: Their weapon of choice is a ball-and-chain.
- Immune to Bullets: Bullets just bounce off.
- Ironic Hell: Clem notes that the Festers are far too pale-skinned to be the slaves who were drowned and devoured in the hold of the ship, so in all likelihood, the slavers are currently living out the nightmare they inflicted on their cargo.
- Kill It with Fire: As Clem notes following their introduction, an ideal way of dealing with them is to burn them alive with either a molotov or a flamethrower. This makes the rats in their bellies die prematurely.
- Nigh Invulnerable: It is literally impossible to kill the Festers without a fire axe, a molotov cocktail, or dynamite.
- Respawning Enemies: Until you set fire to the wreck of the slave ship, the Festers will not stop respawning, and even once you do that, there are still a few hanging around the island, just waiting for you to arrive.
- Walk, Don't Swim: Given that they're much too heavy to swim, they are seen walking out of the ocean, having marched across the sea-bed from the slave ship to get there.
- Voiced by: Bhama Roget
- Ironic Hell: Though they don't appear to suffer as a result.
- Resurrective Immortality: Unlike most of the Malefactors, the Infernas are not replaced by new Infernas after their deaths; they simply arrive back in reality, apparently unscathed by the previous encounter. For good measure, to finish them off, their ashes have to be scattered as soon as they die, or else they regenerate.
Residents of Baltimore
- Voiced by: Arif S. Kinchen
- The Bartender: Before he went to prison, Miles was the owner and bartender of a small underground den called "The Underground."
- Disney Death: Gets shot in the chest by Copperfield, only to return a few levels later.
- Killed Off for Real: Ends up getting killed by Blackmore after he learns the truth about Torque.
- Non-Action Guy: Miles isn't a big fan of physical violence, and prefers to help Torque from afar.
- O.O.C. Is Serious Business: It's easy to tell that something's very wrong when Miles is seen holding a gun... and pointing it at Torque.
- Sophisticated as Hell: Frequently alludes to classical mythology, even alongside his frequent uses of slang and expletives.
- What the Hell, Hero?: Flings a barrage of these speeches at Torque when he learns the truth about him and Blackmore. Eventually, this leads to his death when Blackmore takes over Torque's body and beats him to death.
- Voiced by: Keith Ferguson
- Badass Preacher: "And the Righteous shall put down the devils!"
- Crazy-Prepared: Hejira is probably the only person in the entire game fully prepared to deal with the situation at hand.
- Good Is Not Nice: Undoubtedly standoffish and dour, but clearly well-meaning. He sensibly agrees to work with Torque regardless of whether or not he killed his wife, stating that Torque "need only fear the judgement of Allah."
- What Happened to the Mouse?: Assuming Torque doesn't abandon or kill him, Hejira is last seen outside the soup kitchen, waiting for his friends to arrive; nothing more is seen or heard of him after that (with the possible exception of the review in "The Greatest Story Never Told")
- Voiced by: Scott Menville
- Inferred Holocaust: His part in the game ends with him finally tracking down his friend's stash of heroin and giving himself another dose; Torque isn't encouraged to stick around to see what happens next, but given that Kyle's trapped in a crackhouse infested with Mainliners, the odds of his survival are slim.
- Morality Pet: Dr Killjoy interprets Kyle as having some "therapeutic benefit" to Torque, and spares his life for this very reason.
- No Peripheral Vision: Played straight in his final scene, and justified due to his addiction; when he finally tracks down the box of heroin his friend was keeping, it takes him a while to actually notice that his friend is lying dead just a few feet to his left.
Warden Elroy Jr.
- Voiced by: James Patrick Stuart
- Enemy Mine: Teams up with a group of inmates towards the end of his time with Torque; after some initial hostility, they eventually manage to get to Teeth-Clenched Teamwork levels of cooperation, enough to escape the prison altogether.
- Glass Cannon: One of the weakest characters in the game, but comes equipped with a very powerful 45. magnum.
- Inferred Survival: Assuming that he and the other inmates survive their encounters with Torque, it's entirely possible that Elroy Jr can escape Baltimore alive with the team he's managed to gather. Alone, though...
- Sins of Our Fathers: Elroy Sr was despised by the inmate population, and for good reason- sabotaging the machine shop to burn several prisoners to death, subjecting other prisoners to months of solitary confinement, and using armed response teams as an easy way of ending minor rebellions. Naturally, Elroy Jr ends up universally loathed because of this: the guards think that he's a pussy because he's much more liberal than his father, the inmates think that he's just as bad as his father but too cowardly to show it, and both sides end up regarding him with considerable distrust after the outbreak.
- Voiced by: David Markus
- Driven to Suicide: He's evidently tried to slit his wrists in the past, and judging by the fresh bandages around his neck, he's also tried to cut his throat.
Copperfield the Slave Hunter
- Voiced by: Bob Papenbrook
- The Beastmaster: When he was alive, Copperfield trained bloodhounds to hunt down escaped slaves, often letting them tears them to pieces. During Baltimore's cataclysm, Copperfield is the master of a dog-like malefactor the Mauler (the physical embodiment of the horrors of slavery Baltimore has experienced) who then turn on him and maul him when he is defeated.
- Hunting the Most Dangerous Game: He would hunt runaway slaves with his bloodhounds and his hunting rifle.
- Voiced by: S. Scott Bullock
- Private Military Contractors: Most of their soldiery is comprised of mercenaries, some of whom go out of their way mention sordid campaigns in third-world countries during the Scenic Tour Level.
- Redshirt Army: Most of the Foundation troops end up as this when faced with Malefactors.
- Voiced by: Michael Clarke Duncan
- Affably Evil: Calm, polite, genial, and ruthless beyond measure. He treats his henchmen generously- provided they obey his orders without question. He even goes out of his way to offer Torque "friendly advice." But should Torque disregard it...
- Beard of Evil: Sports a goatee.
- The Chessmaster: As well as being a strategist at heart, he likes making references to games, including chess.
- Cruel Mercy: The reason his troops spared Torque's life after killing his family in the good ending of the first game."He said to leave you alive. Only you. Enjoy your new life."
Blackmore: "I never said to do THAT!...Now they're gone!!
- However, if you started the game with the good ending from the first game, a flashback reveals that he had ordered his men only to scare Torque's family, but when finding out that they went above and beyond those instructions, he reacts with genuine horror.
- Evil Mentor: To Torque. The finale reveals that he also acted as this during Torque's childhood.
- Good Scars, Evil Scars: There appear to be several old scars on his cheeks.
- Imaginary Friend: Blackmore started out as this to Torque.
- Jekyll & Hyde: Hyde to Torque's Jekyll.
- Parental Substitute: To Torque- or at least he likes to think so, judging by all the times he refers to Torque as "My little one." Flashbacks during the endgame reveal that he was a more concrete example during Torque's years in the orphanage.
- Split-Personality Takeover: Should Torque take the good path, Blackmore will be purged from his mind once and for all; on the other hand, at the end of the evil path, Blackmore will simply destroy Torque's personality and take over.
- Split-Personality Merge: At the end of the neutral path, Torque and Blackmore learn that they are unable to destroy one another, and are forced into an uneasy truce.