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    Gallian Militia Squad 7, Reconnaisance Team 

The tropes below are more specific to the story here. For their original trope list, consult the first game's character page.

Freesia York

Squad 7 scout and member of the Gallian reconnaisance team. Tasked with forward recon and discreet maneuvers, Freesia was chosen for her exceptional coordination and reaction speed. She distinguished herself during the battle at Barious, in which she took out the Batomys' last remaining engine at great personal risk. The incident scarred her physically and mentally, though she has admitted this only to a select few.


  • Beneath the Mask: While she's not hiding who she is, she does bury her mounting stress issues and avoids talking about them with most people. Juno sees through the act, however, and she eventually is comfortable enough to talk with Irene and Preston.

  • Chronic Hero Syndrome: This began at Barious, before the story, but several times during the mission a critical action comes down to her. For all the stress it causes her, she finds she can't turn away when she's truly needed.

  • Fire-Forged Friends: Applies to the squad as a whole, but also with Preston after fighting alongside him at several points. They end up stuck in the vault complex together for the confrontation with Ballard and Garity, and she was the last one to see him before he disappeared. When interviewed she outright calls him a friend, and the ending implies they intend to keep in touch.

  • Hidden Depths: The story explores her character in much greater depth, combining her potentials with a bit of invented backstory. While she's still flashy, flirty, and relatively carefree, she's also shown to be a courageous and perceptive soldier who takes her scout training seriously. The war has left its scars, but she listens often to her conscience, even when doing the right thing is incredibly dangerous. Off the battlefield, she has a passing interest in theater and tried her hand at acting back in school.

  • Indy Ploy: Performs a rather dangerous one late in the story to save Preston by threatening to detonate an explosive trap, killing everyone. She sells the threat by channeling her very real anxieties about facing Selvaria again, which convinces Garity to back off - at first. Before they can escape, however, a soldier manages to knock the detonator out of her hands, leading to a Blast Out.

  • Let's Dance: Drops her Catchphrase before making a run at the Imperial ace tank.

  • Nerves of Steel: Downplayed. She's toughened up over the course of the first game's campaign, though there are cracks in the shell that widen during the mission. Still, she never balks at orders or shies away from responsibility, even when it requires split-second decisions.

  • Nervous Tics: She bobs her head slightly to the side whenever she's being evasive, usually when she's trying to deflect praise for a stressful action.

  • Parental Abandonment: Alluded to here and there. Ballard inadvertently touches on a sore spot when he likens Gallia to a nation of orphans, following the Valkyrur's sudden disappearance.

  • Shell-Shocked Veteran: Surprisingly. She was present at Barious when Selvaria attacked, and made a daring run at the Batomys while under heavy fire. She ended up pinned down and broke her arm, unable to retreat as the Edelweis fired on the Batomys. The events of Rhodall only furthered her stress and made her glad to put the war behind her, though she is still eager to help Irene in her investigation.

  • Think Nothing of It: Tends to downplay her heroics. This seems at odds with her attention-grabbing persona, but is used as a defense mechanism to avoid talking about risky, high-stress moments.

Juno Coren

Squad 7 scout and designated leader for the Gallian reconnaisance team. Though equal in rank to the rest of the team, at the time of the mission she is a likely candidate for officer training, making her a natural fit to command the squad. She's eager to prove herself in the eyes of her comrades, and especially Welkin, who chose her specifically for the assignment.


  • A Mother to Her Men: Juno cares for her teammates and does her utmost to keep them safe. At one point she volunteers to step out and face a potentially hostile force by herself, just in case it's a Cavalry Betrayal. Thankfully, it isn't.

  • The Confidant: For Freesia; she's aware of what happened at Barious, and seems to see through the dancer's facade of composure.

  • Hopeless Suitor: Her crush on Welkin alternates between this and Hero Worship, though she learns to stand on her own as a leader over the course of the story. Her appearance at the end with Irene takes place after the first game, at which point she's finally moved on.

  • The Leader: Levelheaded variant. She's actually equal in rank to her teammates, but she has been assigned the role and the others all defer to her decisions. Kiril temporarily joins The Squad to fix the telegram at the town hall and readily follows her orders, and even Ballard listens to her ideas when planning for The Siege.

  • Reasonable Authority Figure: While she's willing to make a difficult call, she's more likely to solicit the opinions of her squadmates and consider their input before taking action. She's also pragmatic in her dealings with the Federation, correctly realizing they're all in the same boat against the Imperials.

  • The Strategist: Provides The Plan at the town hall, adapting Welkin's strategy from the Kloden Wildwood mission to defeat the Imperials.

  • Team Mom: She keeps a close eye on her colleagues' emotional states and serves as a moderating influence on their behavior. This is most noticeable with Freesia, whose stress problems she tries to help with, and Alex, whose impulsiveness she keeps mostly in check.

  • Tranquil Fury: Never openly loses her cool, but has moments of intense anger, usually on behalf of her squad.

Alex Raymond

Squad 7 shocktrooper and member of the Gallian reconnaisance team. Tasked with forward recon and assault, Alex is noted for his above-average perception, particularly during a night operation. He was present at Randgriz during the attempted kidnapping by the Federation of Princess Cordelia, and personally stopped the APC attempting to escape with her.


  • Be Careful What You Wish For: Alex is eager for an open battle with the Imperials, and thinks the mission is the army pawning their grunt work off on the militia as usual. Suffice to say, he gets what he's looking for and then some.

  • Boisterous Bruiser: Being the team's point man and only shocktrooper, Alex is both well suited for and prefers being first into heavy combat.

  • Hidden Depths: He can be quite thoughtful and perceptive when out of combat, and talks Juno through a moment of doubt by sharing his own. He's also the first to step in to defend Kiril from a bigoted squadmate.

  • Hot-Blooded: True to form, Alex is impulsive and itching for a fight. Initially believing the mission to be a waste of time, he's eager to get back to Naggiar and face the Imperials head on. He's also understandably leery of cooperating with the Federation, and Ellie even nicknames him 'hothead'.

  • Hyper-Awareness: His 'Night Vision' and 'Ambush Spotter' potentials are treated like this, giving him excellent vision, hearing, and overall attention to detail.

  • Indy Ploy: Comes up with a few during the mission, particularly early on where he draws a vehicle turret's fire to give Oscar a shot at the gunner. He also plays Grenade Hot Potato effectively, while noting his training explicitly told him not to do so unless absolutely necessary.

  • The Lancer: Serves as this to Juno, following her orders without question and readily offering advice and support.

  • Neat Freak: As indicated in his potentials, Alex is sensitive to dust and dirt. This actually helps him Spot the Thread a few times, noticing where dust has been disturbed and someone else has been there before. In particular this allows the team to find the folder about vault D-02 in the town hall archives, their first clue that there's something more going on.

  • What Is This Feeling?: He notices that Juno is more receptive to compliments from perceived superiors than from him, which quietly annoys him. At one point he wonders why this annoys him, but doesn't pursue the thought further.

Oscar Bielert


Squad 7 sniper and member of the Gallian reconnaisance team. Tasked with long-ranged observation and interdiction, Oscar was selected for his precise marksmanship and familiarity with night operations, along with his good general rapport with Alex and Freesia. His first-aid training also makes him responsible for the team's medical needs.

  • Amazon Chaser: Hinted to have a crush on Jane, mentioning "women who scare me" in a conversation with Kiril.

  • Big Brother Instinct: Worries regularly about his brother Emille.

  • Closest Thing We Got: Though everyone on the team makes good use of ragnaid, he's the only one with any actual medical training making him the best to examine the body of Major Dawes. His conclusions about the murder are ultimately correct.

  • Combat Medic: Not usually while under fire, given his role, but he's often the first to respond to medical emergencies.

  • Cowardly Lion: He frets constantly about things that might go wrong, which frequently do. Still, he doesn't hesitate to follow orders, and is willing to stand up to Ellie when she criticizes his squadmates.

  • Friendly Sniper: The most accommodating of the group towards the Federation soldiers, especially getting along well with Kiril. He even earns Ellie's respect, who goes so far as to apologize for her outburst.

  • Improbable Aiming Skills: While that tends to come with the territory for a sniper, he pulls off several tricky shots throughout the mission. The most noteworthy is during the town hall battle, where he snipes a crew member of the Imperial ace tank who tries to stop Freesia.

  • Properly Paranoid: Chronic worrier that he is, he's more than justified in his concerns as the mission unfolds.

  • Target Spotter: Pulls double duty as this during The Siege, calling out targets for other units and reporting developments from his vantage point.

    Atlantic Federation Special Forces 

Nathan Ballard

Federation Special Forces Captain and officer in charge of Bravo Company, attached to 2nd platoon. A shocktrooper and veteran of EWI, he becomes de facto leader of the Federation survivors following the Imperial ambush.


  • Conflicting Loyalty: The crux of his character; Ballard would be a loyal Federation soldier but for the orders he's been given, especially after working together with the Gallian team. This is pushed to the brink in the third act, where he initially betrays the group to continue his secret mission of claiming the vault. Freesia and Preston manage to talk him down, however.

  • Face–Heel Turn: Occurs in the third act when all other plans have failed and his orders compel him to seize the vault.

  • A Father to His Men: Ballard is protective of the people under his command, and most of them respect him in turn. Even after his Face–Heel Turn, he takes pains to ensure neither the Gallians nor his surviving subordinates are harmed. When he finally surrenders, Lloyd salutes him one last time, indicating the respect is still mutual.

  • He Knows Too Much: Averted. In fact he's trying to get Juno and her team out so they can spread the word of what happened. During the vault confrontation, he explicitly tells Preston and Freesia he would have had them all shot above ground if that was the goal.

  • Heel–Face Door-Slam: After Preston and Freesia talk him into a Heel Realization, he attempts to surrender to Gallian custody. Unfortunately, Garity has other plans and has him gunned down.

  • Heroic Sacrifice: Detonates the trap he'd laid for Garity, killing himself in the process and buying time for Freesia and Preston to escape.

  • It Has Been an Honor: He comes to respect Juno's talents as a leader, and expresses his approval when they part ways at the town hall. Particularly notable in the climax, where he's relieved to find she didn't follow him into the trap he set for Garity. With his dying words, he wishes for more soldiers to follow her example, rather than his.

  • Just Following Orders: His argument for carrying out the betrayal at the warehouse. Partly subverted, however, in that he repeatedly aids Juno and her team in getting word back to her superiors, suggesting that he wanted the mission to fail.

  • Mission Control: Serves as this during The Siege at the town hall.

  • Noble Demon: A Federation officer who participates in morally dubious missions, but is otherwise an honorable, reasonable man who sincerely cares for the soldiers under his command.

  • Rank Scales with Asskicking: A Federation captain who's getting up there in years, yet fights capably alongside the other survivors, even proving himself skilled with a knife at one point.

  • Reasonable Authority Figure: Despite their differences, Ballard is unfailingly polite and respectful to Juno and her team, and defers to her strategy for The Siege. Even after his Face–Heel Turn, he's unwilling to have anyone killed to keep the vault's secret.

  • Redemption Equals Death: With his attempt to surrender cut short, he detonates the trap he set at the vault, giving Freesia and Preston time to escape.

  • Screw the Rules, I'm Doing What's Right!: In the face of the Imperial ambush, he's quick to cooperate with Juno's team and does his best to ensure everyone gets out alive. He also knows his orders are wrong, and tries to undermine them even through his short-lived Face–Heel Turn.

  • Taking You with Me: Sets an explosive trap for Garity in the vault complex during his Face–Heel Turn. He threatens Freesia and Preston with it at first, but eventually uses it against his intended target. Unfortunately, she survives just long enough to attack the heroes one last time.

  • Walking Spoiler: There's a lot going on with him under the surface.

  • War Is Hell: Mocks the idea that war can be conducted humanely in an attempt to justify his theft of the vault contents. He's not committed to the goal, however.

  • You Are in Command Now: Finds himself in this position while his commanding officer is out of contact. Made explicit when informed that the officer is dead, and Garity set his team up for an ambush at the hospital.

Lloyd Preston

Federation Special Forces shocktrooper and member of Bravo Company's 2nd platoon. The son of the late Ambassador Gabriel Preston, Lloyd enlisted for lack of other options following the dissolution of his family's estate. As of Irene's interview with him following the end of the war, he is the only known Federation survivor of the Rhodall Incident.


  • Amnesiac Hero: Downplayed during the mission. An accident several years ago cost him some degree of both short- and long-term memory, but he uses journal writing and abstract connections to help retain information since. However, in the present day he has no recollection of his identity or anything that happened, as he barely survived the mission and may be the only Federation soldier who did.

  • Cultured Badass: College educated and well-mannered, he's also a well-trained shocktrooper and extraordinarily calm under pressure. His knowledge of the arts actually proves vital to preserving an important clue.

  • Deadpan Snarker: There's plenty of this to go around, but he stands out in that very little seems to faze him for long:
    Preston: [after falling through a window while struggling with an enemy] You would not believe the day I'm having.

  • Didn't Think This Through: Nearly signed up for the Randgriz mission just to get a chance to ask Ambassador Townshend about his father, whom he doesn't remember. He didn't know about the plan to kidnap the princess at the time, however, and freely admits he wouldn't have made any difference.

  • Easy Amnesia: Averted. Lloyd's memory loss is not acute, nor is it recovered in its entirety.

  • Fire-Forged Friends: He's on friendly terms with the rest of his squad, but he also develops this with Freesia after teaming up several times. They both get stuck in the vault complex, confronting Ballard and Garity together before escaping. Even through his amnesia, he seems able to recall select details about her, and the ending implies they intend to keep in touch.

  • Knight in Sour Armor: Shows signs of this, especially when discussing the Randgriz operation. Displayed more openly in the climax, where he challenges Ballard over their unlawful orders and acts to thwart Garity's plans.

  • Made of Iron: Withstands a considerable amount of punishment during the mission, including multiple gunshots and a vicious beating, and then survives the trek back to Federation territory, alone. This clearly takes its toll on him, however, and he's more Dented Iron by the time Irene finds him.

  • Memento MacGuffin: His journal. He's regularly seen writing and consulting it, which appears to help him remember important details. A major part of Irene's story is helping to reunite him with it.

  • Nerves of Steel: While he finds the events of Rhodall disturbing, he is one of the more calm and collected squad members throughout the mission.

  • Nice Guy: Though more emotionally reserved than Kiril, he's polite, cooperative, and concerned with the team's emotional well being. He also earnestly wants to make amends for the wrongs committed by his unit and his father.

  • Not So Stoic: He admits to bottling things up to function in combat, but his composure falters here and there, notably when he discovers his father's involvement with the vault project. In the confrontation with Ballard he all but admits that this is killing him, and he's utterly broken by time Irene finds him.

  • Riches to Rags: Downplayed. He's the son of a Federation ambassador, who died in an accident and was posthumously revealed as a participant in a major scandal. Large portions of the estate were seized in court. The remaining inheritance paid for Lloyd to go to college, but there's nothing left of it now.

  • Shell-Shocked Veteran: Following the events of the story.

  • Sole Survivor: Possibly. The fate of the rest of his squad is not known.

  • Spanner in the Works: Interferes with Garity's plan to steal the gold by changing the vault combination.

  • Vitriolic Best Buds: Trades snark with Kiril early in the mission, yet they're good friends through and through. He privately worries about the engineer following his Rage Breaking Point at the hospital.

Eleanor Salvatore

Federation Special Forces lancer and member of Bravo Company's 2nd platoon. Hailing from the far southern province of Arlen, Eleanor serves as Ballard's Number Two.


  • Battle Couple: With Kiril, though they don't often fight directly side-by-side, given their differing roles.

  • Big Damn Heroes: Comes to the group's rescue in the third act after Ballard has his Face–Heel Turn.

  • The Big Girl: The team's lancer, and a skilled one at that. Her appearance in the third act proves she's just as deadly against infantry as tanks.

  • Defrosting Ice Queen: She's openly prickly towards the Gallian team, blaming their country for staying out of the war, and for chasing out Kiril during the Darcsen purges. She softens up considerably after the town hall battle, most notably with Oscar and Freesia. The former she actually apologizes to, and the latter she gives her sidearm in the climax.

  • Eye Scream: Her face ends up with bandaging covering one eye after the town hall battle. She still proves formidable with the remaining one, however.

  • Fiery Redhead: Fits the mold to a tee. Lampshaded by Freesia, who compares her to Rosie.

  • Improbable Aiming Skills: Hits a tank at very long range from the back of a moving truck. Somewhat downplayed in that it isn't a killing blow, but it's still a good enough hit to throw off the return fire.

  • Made of Iron: Suffers badly from a close-range explosion during the town hall battle, but recovers enough to rally the survivors and come to the team's rescue at the warehouse.

  • The Nicknamer: Refers to Alex as 'hothead' and Freesia as 'princess', each meant as an insult. Over time, however, they earn her respect, and at least in Freesia's case it becomes more an Insult of Endearment.

  • Stuff Blowing Up: Part and parcel of fighting enemy armor.

  • Tragic Keepsake: Carries Kiril's scarf. Dialogue with Oscar hints that letting her keep it means more to him than the scarf itself does.

  • What Happened to the Mouse?: Last seen leading the survivors away from the warehouse covering D-02. Their fate is unknown, but Preston found Kiril's scarf in a field not far from where Gallian soldiers were burning bodies.

Kiril

Federation Special Forces engineer and member of Bravo Company's 2nd platoon. A migrant Darcsen, he escaped Gallia's Darscen hunts and found a home in the Federation military.


  • Amazon Chaser: Subtle, but expresses sympathy with Oscar's draw towards intimidating women. His relationship with Ellie likely falls under this.

  • Badass Bookworm: A brave, competent soldier on top of being a skilled engineer. When it's revealed that Ballard and what's left of Bravo company may have walked into an ambush, he doesn't think twice about going to rescue them.

  • Battle Couple: With Ellie, though they don't often fight directly side-by-side, given their differing roles.

  • Beware the Nice Ones: Easygoing and talkative, he's fully capable of scolding Ellie, a woman almost twice his size, into backing off from Oscar. His behavior at the hospital, and later during Ballard's Face–Heel Turn suggests a lot of bottled anger that he tries to keep in check.

  • The Engineer: His role in the team, and routinely tasked with repairs and expert opinion about mechanical devices.

  • Guest-Star Party Member: After The Siege, he's temporarily assigned to Juno's team to fix up an old telegraph and send a message back to the Gallian field headquarters. He's with them for most of the second act, directly taking orders from Juno, until reunited with his Federation cohorts some time later.

  • The Heart: By far the friendliest and most irreverent of the Federation survivors. Even as the situation worsens, he's the first to crack jokes and try to defuse tension.

  • Nice Guy: Kiril is sweet, supportive, and easily gets along with both his teammates and the Gallians. In the aftermath of the town hall battle, he is seen personally tending to Ellie's wounds.

  • Rage Breaking Point: Finally loses his temper at the hospital and points a gun at a captive traitor, demanding answers.

  • Tank Goodness: Pilots one for The Siege at the town hall, affectionately named Lulubelle. Based on his behavior, he's quite fond of them.

  • Universal Driver's License: Is shown handling a jeep, hotwiring a cargo truck, and driving a tank.

  • What Happened to the Mouse?: Last seen fleeing with the survivors from the warehouse covering D-02. Their fate is unknown, but Preston found his scarf in a field not far from where Gallian soldiers were burning bodies.

  • Vitriolic Best Buds: Snarks early on with Preston, but they're on good terms and he's one of the few that Kiril trusts when they're betrayed by Garity's men.

  • You Can't Go Home Again: Implied to have fled Gallia during the Darcsen purges.

Patricia Garity

Federation Special Forces Lieutenant, scout and leader of Bravo Company's 4th platoon. Secretly a Deep Cover Agent that answers to OSSRID, the Gallian intelligence outfit that orchestrated and maintains most of the country's secrets.


  • Affably Evil: Is courteous and professional with the Gallian team, and willing to work with them to defeat the Imperial threat. The 'affably' part falls away when she appears much later in the story, revealing her true allegiance as a Deep Cover Agent.

  • Agent Provocateur: Secretly provided key Federation officers with information about the vault, convincing them to bypass the chain of command and try to seize the gold within. All this was in service to Gallia, with the aim of both taking the gold for themselves and getting Imperial and Federation forces to destroy each other.

  • Chessmaster Sidekick: A capable strategist and manipulator for General Damon, her actual commanding officer.

  • Chronic Backstabbing Disorder: Solely focused on the mission and attempts to dispose of anyone that is no longer needed. Fitting, given that she's a Deep Cover Agent.

  • Combat Pragmatist: Relies on disabling blows and strikes at vulnerable spots in her fight against Preston. She also opened the ambush on Preston and Freesia by shooting at them until her gun jammed, and only then closing the distance for hand-to-hand combat.

  • The Dragon: Nominally Ballard's subordinate, she actually answers to General Damon and does most of the dirty work.

  • Final Boss: Attacks Preston and Freesia one last time after escaping D-02, nearly killing them.

  • Greater-Scope Villain: Both works for one, the Sinister Spy Agency covering up Gallia's history, and is one, having tricked the Federation into trying for the vault in the first place.

  • My Country, Right or Wrong: Played straight. There's nothing she wouldn't do for her country which turns out to be Gallia, not the Federation.

  • Walking Spoiler: Seemingly a junior Federation officer, Garity is directly connected to the plot and secretly set most of the events in motion.

  • Well-Intentioned Extremist: Believes right to the end that the gold reserve in the vault is necessary to win the war.

  • Xanatos Speed Chess: Is quick to adjust her plans in the face of the Imperial threat. Namely, by murdering Major Dawes when he arrives at the town hall, and using his 'absence' to lure Ballard's men to the hospital, where she'll need to Destroy the Evidence.

Ethan Dawes

Federation Special Forces Major and commanding officer of the detachment sent to Rhodall.


  • Dead All Along: The Federation survivors attempt to rescue him from the hospital only to find he was never there. Alex and Oscar find him in the mayor's office, having been murdered at some point during the opening battle.

  • General Failure: Not an actual general, but the highest-ranking officer involved in the ultimately disastrous operation. He leads his men into an ambush, insists on making a stand at the town hall, and ends up the only surviving member of the platoon he was with.

  • Small Role, Big Impact: Though in charge of the Federation commandos, he doesn't actually appear in the story until the discovery of his body at the town hall. He was also the point of contact between the Federation military and Gallian intelligence, acting through Garity.

  • Unwitting Instigator of Doom: During Act 2, it is revealed that he bypassed the chain of command and convinced his general to authorize the mission, against the advice of Federation intelligence. Later revelations confirm that Garity manipulated him into doing so, with the aim of getting the unit wiped out and allowing Gallia to seize the vault instead.

Parker

Federation Special Forces Corporal and member of Foxtrot Company's 5th platoon. Highest ranking survivor of Foxtrot Company following the Imperial ambush.


  • The Cavalry: Arrives at the town hall with the rest of Foxtrot Company, just in time to end The Siege.

  • Drowning My Sorrows: Found this way at the warehouse, having discovered an unsent letter which reveals The Conspiracy. He realizes that those involved will silence them all.

  • Rank Scales with Asskicking: Downplayed, but proves capable in a firefight when his team is ambushed at the warehouse, though he ends up as the Sole Survivor.

  • Sanity Slippage: Is initially a somewhat flat character who serves as The Cavalry in the first act. By the time he appears again his composure is broken, having discovered The Conspiracy and suspecting they'll all be killed.

  • Uncertain Doom: Though heavily wounded, he's still alive when Ellie, Kiril, and the rest make their escape. Given their fate is questionable at best, it's likely he didn't make it out.

     Other Characters 

Irene Koller

GBS radio correspondent and investigative journalist, formerly attached to Gallian Militia Squad 7. The research for her book "On the Gallian Front" led her to discover conflicting testimony about the Rhodall Incident. Thus, her current project is an effort to understand what happened, and hopefully bring the full story to light.


  • Famed In-Story: Her efforts documenting the war, chronicled in "The Writing On the Wall", earned her recognition even outside of Gallia. The clerk at the Shelway train station recognizes her by her maiden name.

  • Guile Hero: Though she's not put in any physical danger, Irene relies on a mix of persuasion, investigation, and friends in high places to get to the truth.

  • Intrepid Reporter: More of a Tagalong Reporter in the game story, here she's actively digging into a mysterious mission and the coverup surrounding it.

  • Married to the Job: Hinted at near the end, with a line implying that work has kept her apart from her husband for a while.

  • Now What?: Has a moment of this once the Vault has been opened in the present day, where she is briefly intimidated by the work that now lies ahead of her. Juno is there to provide some perspective, however.

Leonard Baines

Senior psychiatrist at Wellington Memorial Hospital in Shelway, and Irene's contact that puts her in touch with Preston, the sole Federation survivor from Rhodall.


  • Nice Guy: Befitting an experienced psychiatrist, Baines is a gentle, compassionate man who sincerely cares for the well-being of his patients.

  • Screw the Rules, I'm Doing What's Right!: Does everything he can to keep Lloyd from being cut loose after he's discharged from the army. Eventually his hand is forced, however even then he makes up an excuse to supply Lloyd with money, clothes, and a lead on a veteran work program.

  • The Shrink: While he laments the current state of the Federation's mental health system, Baines is knowledgable in his field and understands the sensitive nature of trauma cases.

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