The various enemy factions that threaten the Earth and humankind as a whole around the galaxy, from alien conquistadors to fascist movements to doomsday cults, all seeking to hurt and kill innocents to further their goals.
Cycloids
A vicious alien race who have invaded Earth multiple times in the past, and seek to conquer it for reasons unknown. Duke Nukem fought them during his one-man crusade in Los Angeles, but the Cycloids have conducted other operations around the world, such as the invasion of Madagascar, where Zaxtor Znort fought them from destroying his home in a series of events known as the "Oblivion Wars." They are the first enemy faction the AMC Squad fight since their formation, when they take over an EAF military base in the outskirts of Los Angeles County, California; since then, they serve as the enemy faction for several missions in Episodes 1-3.
- Aliens Are Bastards: They're not called "Alien Bastards" for nothing, but they are even worse in this game, as they've abandoned their original goal in favor of the complete extermination of humanity.
- Dying Race: Revealed in the starting mission of Episode 3, "Assault on X64-2," where a hologram in the underground factory displays the Cycloids getting wiped out en masse by the Beyonders.
- Mooks: The standard enemies for a significant portion of AMC Squad, usually in the opening missions of the first three episodes.
- O.O.C. Is Serious Business: The Cycloids are conquistadors who give no quarter when it comes to humans, so the appearance of Cycloid forces teaming up with a doomsday cult in Madagascar prompts James to send in Zaxtor to investigate.
- The Usual Adversaries: The AMC Squad certainly think so, if their comments regarding the Cycloids' efforts in the Episodes' starting missions are of any indication.
- Villain Team-Up: In "Jungle Base," where a band of stranded Cycloids team up with a local cult to guard a base in Madagascar.
The Abyss
A strange otherworldly dimension that exists concurrently with the prime reality the AMC Squad inhabits. The Abyss began to enter the overworld early in Episode 1, when a remote mining facility on Ganymede goes quiet and the Squad follows a lead from what they found in the Megabase; since then, the Abyss has spread throughout the galaxy.
- Bloody Bowels of Hell: On occasion, the Abyss will contain fleshy towers and buildings that the player can enter. Of course, the interiors of the flesh towers pulsate.
- Eldritch Location: It's a dimension that resembles the Western depiction of Hell, and if the levels surrounding it are of any indication, it can spread out and transform any area in the galaxy into more of itself, and even possess starships.
- Fauns and Satyrs: The Satyr, a melee-focused enemy that attacks with its claws and is capable of giving chase to the player.
- Fire and Brimstone Hell: Much of the Abyss is rocky landscapes with occasional pits and rivers of lava and decorated with marble hallways and cathedrals.
- The Goomba: Converted Scientists and Shades, the basic mooks for the zombies and demons, respectively. The former shamble around and wield pistols while the latter lurk around the shadows and cast fireballs.
- Hyperspace Is a Scary Place: As the research logs on the prototype EAF airship show, the Abyss served as a slingshot dimension for routing ships and other materials to travel through, provided the method of transport involves a precognition brain. However, this comes at the risk of Demonic Possession, as the EAF airship would become host to a colossal being resembling a giant arachnoid.
- Our Demons Are Different: In this case, the demons are physical beings that attack by either casting hellfire projectiles or, in the case of the cybernetically enhanced demons, firing missiles at the player. Some of them are shadow-like beings that lurk in the darkness, others are satyr-like beings that explode in a jet of flame launched towards the player, and a few others are floating heads with tentacles jutting outwards.
- Our Zombies Are Different: The few zombie types that the Abyss has are split into two groups: shambling corpses with a hunger for human flesh and possessed humans who retain their intelligence. Most of the zombies are of the second group, mainly consisting of undead soldiers with a gaggle of undead scientists serving as backup.
Imperial Union
A fascist political movement in Russia who, just prior to the formation of the AMC Squad, have staged a successful coup d'etat on the Russian government. Since then, they have taken over the country and subjugated its citizens to harsh and unforgiving conditions, and have openly executed suspected dissenters on the streets and forced others into containment. They are the main enemy faction of the Episode 1 mission "The Revolution," where Highwire leads a rebellion against the Imperial forces in the capital city.
- The Coup: They managed to take over the Russian government in a single swoop. Lore files indicate that they exploited Russia's existing corruption to take over the country.
- Frickin' Laser Beams: Imperial soldiers wield laser rifles and use them against the rebels and Highwire. Using an MIA Gun on a footsoldier unlocks a research project that allows the AMC's soldiers to equip their own laser rifles.
- Monster of the Week: Of the Episode 1 mission "The Revolution."
Prokhor Vilmos
The leader of the Imperial Union and ruler of Russia.
- Arch-Enemy: To Highwire. Highwire despises Vilmos for ruining his home country and hurting its citizens, and seeks to depose him from power before he can destroy Russia any further.
- Dirty Coward: Never faces Highwire head on, instead retreating to his giant robosuit deeper in the bunker.
- The Generalissimo: He's dressed in a military general's uniform and leads Russia with an iron fist.
- Hypocrite: For all his bragging about how the strong should trample over the weak, he is a massive coward who refuses to fight Highwire without his giant robosuit.
- Mini-Mecha: Owns a giant robosuit, armed with dual machine guns and dual grenade launchers. It's armor makes it impervious to regular bullets, but can be damaged with HEAT rockets or sniper rifle bullets.
- Orcus on His Throne: Never does anything outside of his palace but bark orders at his soldiers while they get slaughtered by the rebels. He only springs to action when Highwire invades his bunker and hunts him down.
- The Social Darwinist: Openly believes that the weak deserve to be curbed and that strength is what matters when leading a nation.
Shadow Realm
The Shadow Realm is an otherworldly dimension similar to the Abyss, but based on demons, beings, and other forces from various Eastern mythologies. The Shadow Realm remain undisturbed until the Triads, in cooperation with the Yakuza, unleashed it to take over the city of Hong Kong; since then, they have wreaked havoc across the city and its surrounding territories. They are the main enemy faction of the early half of Episode 2, Showdown in Hong Kong.
- Giant Mook: Mamanos, large chitinous demons who smash the ground to draw their prey towards them. Since they're covered in chitin, armor-piercing rounds don't work on them, but fire makes short work of them.
- The Goomba: Triad enforcers, who serve as the basic Mooks of the Hong Kong missions. They wield MAC-10 submachine guns, but lack any form of protection aside from a basic suit.
- Monster of the Week: Of the Episode 2 missions "Big Trouble in China," "Fishing Wharf," "Island Facility," and "Tower of Life."
- Ninja: Their ranks include ninjas, hooded combatants wielding suppressed submachine guns and shuriken, and can engage in a clash of blades with a katana-wielding agent. The player can shoot them with the MIA Gun to unlock the Ninja Roll research project.
- Roar Before Beating: Rippers, large gorilla-like demons, tend to roar and beat their chest before attacking. The player can use this to their advantage to fill these demons with lead.
- Snakes Are Sinister: The Serpent God, a large four-armed snake being who guards the Shadow Realm from intruders. She also happens to be the key to leaving the Realm itself, but the person must defeat her in a Trial by Combat before they can leave.
- Shout-Out: Many of the enemies from this faction, including the Triads, are based on enemies from Shadow Warrior and its expansions.
- Smash Mook: Mamanos attack by smashing the ground and mauling their targets. The annoying thing with them is that their smashing the ground propels the player toward them, thus leaving them open to attack.
- Yakuza: They work with the Triads in their takeover of Hong Kong, and have staffed some of their areas with enforcers. The head honcho of the combined force is even a yakuza enforcer. It's implied the Ninja enemies are yakuza, specifically hired to perform wetwork on certain figures opposing their plans.
Egypt
In the vast deserts of Ancient Egypt lies the Gaza Pyramids, the site of an invasion by a race known as the Kilmaat. The Kilmaat were an ancient race of warriors that have invaded Egypt a long time ago, but were vanquished by a hero whose name was lost to time. Their forces, who originally served the Kilmaat, have stayed behind in the Gaza Pyramids, the site of the final battle between the hero and the Kilmaat, and have remained there even as the pyramids have sunken down into the earth. Now they have resurged, thanks to the efforts of Le Sang, Sang's Evil Twin who was forcefully separated from him a long time ago. The Kilmaat's forces serve as the main enemy faction of Episode 3's central story, Gaza Pyramids.
- Elite Mook: Anubis Mummies serve as this, in comparison to the Thoths. In addition to having more HP, Anubis Mummies can throw their weapons at the agents.
- Monster of the Week: Of the "Gaza Pyramids" mission in Episode 3.
- Non-Human Head: Thoths all have the heads of hawks, which makes them resemble Horus.
- Our Sirens Are Different: Sirens appear as floating enemies in the pyramids, and later on in Elysion. They hover in the air and attack by casting curses on agents, which deprive them of their ability to heal.
- Scary Scorpions: Occasionally, scorpions will appear if the player breaks vases and attack them by stinging them. Their stings blind the player for a few seconds, but they go down in a single hit.
- Shout-Out: One of the enemies inhabiting Egypt is the Aludran Reptiloid from Serious Sam.
- Snakes Are Sinister: Giant cobras occasionally appear in different parts of the pyramids. They attack by shooting fireballs and, if the player gets too close, spitting globs of venom. However, shooting a giant cobra with the MIA Gun unlocks special snakeskin boots for Rusty, which increases his stamina.
Le Sang
- Voiced by: MajorTom2417
Sang's Evil Twin, formed when the warlock performed a ritual to free himself of evil influences. He resurfaces in Egypt when he brings the Gaza Pyramids out from the earth, which catches the attention of the AMC Squad.
- Enemy Without: He's originally Sang's evil side who influenced him to pursue his own ambitions, but the warlock forced him out of his body and soul. Unfortunately for Sang, Le Sang continued to wreak havoc across the world... until he came across the Gaza Pyramids.
- Evil Twin: To Sang. While the warlock has soldiered on and joined the AMC Squad out of his own volition, Le Sang hid in the shadows and only arose when he found himself at the site of the Kilmaat's last battle.
- Evil Sounds Raspy: Le Sang's voice is particularly scratchy, and he's the one orchestrating the events of "Gaza Pyramids."
- Knight Templar: Claims to be this, as he taunts the agents that he's keeping something at bay through his machinations. None of the agents are having it, of course.
- You Have to Believe Me!: He desperately reaches out to Sang and tells him not to trust Axon when the AMC Squad visit his library, and even tells him how to truly defeat Naaldir while the rest of the Squad speak to the enigmatic man. His actions become instrumental in the fight against Naaldir at the climax of Episode 4, as he provides Sang with information on how to destroy the Necromancer once and for all.
Other Enemies
Occasionally, the AMC Squad will encounter independent or unaffiliated enemies in the field. These enemies tend to appear either in secret areas or as optional boss fights, or otherwise serve as extra fodder for the agents to cut down.
- Attack Drone: Wasp Drones appear frequently in Episode 2's missions, primarily in Hong Kong, but also make an appearance in Arsia Mons. These drones are equipped with machine guns and missile launchers.
- Ghastly Ghost: Losts, evil spirits resembling skeletons who attack by screaming at the agents.
- Evil Spirits appear in later missions, such as the Forgotten Tomb and Guerillas in the Mist, and they attack by casting psychic projectiles at agents.
- Killer Gorilla: "Guerillas" appear as the main antagonist of "Guerillas in the Mist," and despite their name, are actually sapient gorilla soldiers decked out in armor and use guns instead of their fists.
- Spiders Are Scary: Spiders the side of small dogs appear in a few levels, such as Gaza Pyramids, Forgotten Tomb, and Winderwell Forest. They attack by either biting or spitting acid at agents, but go down in a couple hits.
- Those Wacky Nazis: Of the "doing my job" type; if the player plays as James and finds a time portal in a secret in Gaza Pyramids' Catacombs level, the player (and James) will encounter a squad's worth of SS soldiers guarding an encampment outside of the temple. They carry MP40s but have weak armor, so they tend to go down easily.
- Unique Enemy: Several of these unaffiliated enemies only appear once in the game.
- The Guerillas only appear in "Guerillas in the Mist".
- The aforementioned SS soldiers appear only in a secret area in Gaza Pyramids' Catacombs, and only if James discovers a time portal outside the temple.
- Slimes, acidic puddles who crawl to the player's feet to damage them, only appear in Pipedream.
- The Shambler appears in a secret in Zeta Base, behind a door with a blood sigil on it.
SPOILER FACTIONS
These factions that the AMC Squad encounter are Walking Spoilers, so tread carefully here.
Paradigm Eschaton
A massive Apocalypse Cult formed on Mars' Arsia Mons colony, suspected to be made up of vampires. Led by a figure known as Trenton Solari, the cult is utterly devoted to spreading their "message" wherever they go.
- All Your Base Are Belong to Us: The Paradigm invade the AMC's headquarters shortly after the Squad returns from Egypt, destroying everything they come across and killing everyone they fight against. The Squad only manages to fend them off by setting off the on-site nuke, and considering that they won't stop until they've finished their mission, this was the only way to be rid of them.
- Apocalypse Cult: The Paradigm Eschaton is this, as their methods of heralding "their" arrival involves massacring innocent people and rapid takeovers of critical junctions in Arsia Mons.
- Big Bad Ensemble: Trenton Solari is working alongside Dr. Jekyll and Magnus Giesler to deliver his "message" across the galaxy. That message? Total extermination of humankind except for those who join the Paradigm Eschaton.
- Elite Mook: Paradigm Elders, masked cultists who use highly-damaging meson cannons and can cast illusions of themselves to confuse their enemies.
- Evil Wears Black: The Paradigm's forces all wear black uniforms, complete with baggy trenchcoats and helmets. Their overall appearance is a Shout-Out to the Tetragrammaton Sweepers from Equilibrium.
- Faceless Goons: The Paradigm's troopers wear helmets that conceal their faces, while their superiors, the Elders, wear intimidating masks.
- Kill All Humans: Their goal is to kill everyone who don't heed their call, which is to say anyone who isn't working for them.
- Knight of Cerebus: The cult's existence causes the game's story to shift to a much darker tone, as their first appearance shows them gunning down civilians while a mysterious voice takes over the PA system and demands survivors to worship their leader, Trenton Solari.
- Leave No Survivors: The Paradigm wants to ensure that everyone out there is dead, no ifs, ands or buts. Paradigm troopers and Elders may even shout this trope's name out while in combat.
- Master of Illusion: Paradigm Elders often send out illusory forms of themselves in combat in order to trick the player into shooting them. Should anyone fall for it, the illusion is dispelled and the Elder will respawn elsewhere and follow up with a taunt.PE Elder: "So easily fooled!"
- Oh, Crap!: Paradigm troopers may yell out a loud "OH SHIT!" when they see the AMC's agents slaughter their comrades.
- The Sociopath: Trenton Solari, who not only forms a doomsday cult with a superfluous goal, but thinks that the only way to achieve said goal is to wipe out humanity. So much that Mikko Sandt, who isn't exactly a saint himself, sees Solari as a worse figure than anyone else he's faced.
- With Us or Against Us: As far as the Paradigm's members are concerned, there's only two groups: those who have witnessed "them" coming (read: joined the cult) and those who are ignorant of "their" existence (read: those who haven't joined the cult). The Paradigm seeks to purge the latter group entirely.
Majestic 12
A clandestine organization dedicated to researching paranormal and extraterrestrial threats to the United States. Led by Magnus Giesler, their efforts have unveiled the existence of a strange race of powerful beings, and their leader has taken an interest in them.
- The Anticipator: Magnus has eagerly awaited for James' arrival on the space station orbiting Mars.
- Big Bad: Magnus Giesler is the one who is orchestrating the events of AMC Squad behind the scenes, and is always anticipating future events if it means he gets to study the Beyonders even more.
- Big Bad Ensemble: Magnus Giesler, in tandem with Dr. Jekyll and Trenton Solari.
- The Chessmaster: Magnus is always in the background manipulating events to ensure that there will always be some form of chaos in the universe, and therefore prompt the AMC Squad to jump into action.
- Evil Wears Black: MJ12 troopers wear black uniforms and gas masks and are some of the more psychopathic enemies in the whole game.
- The Sociopath: Magnus. He's charismatic and smart enough to lead Majestic 12, able to manipulate them into obsessing over a race of Eldritch Abominations, and is completely off his rocker in his belief that said abominations will usher in a new age for mankind by wiping them and all sentient life out. He even tries to perform a Colony Drop on Arsia Mons after he finishes watching James' fight against PATCOS, purely for his amusement.
- Sociopathic Soldier: MJ12 soldiers are a solid Type 2. Shown in the "Triton Facility" mission, where they try to kill Snowfall after he wakes up from his cryosleep and finds himself in the ruined complex.
- We Can Rule Together: Magnus has tried this to James in the past, in the climax of Imagination World 2's fourth episode, where he promises James to lead him to a better future in a post-apocalyptic Earth. James had none of it and shot Magnus in the head before leaving.
The Beyonders
A mysterious race of creatures who possess extreme intelligence, but lack any form of sapience. These things appear when there is sufficient damage to the universe's fabric of reality, where they respond by wiping out any and all forms of sentient life in the universe.
- Achilles' Heel: As unbelievably powerful they are, they cannot attack anyone who has any form of anti-psychic resistance. Snowfall possesses an experimental device called the "Vajra device," which is capable of tuning out even the Beyonders' psychic screeches, during his escape from Poseidon Facility.
- Eldritch Abomination: Sentient floating heads of supreme intelligence, but lack consciousness. Their awesome power is enough to destroy even the Cycloids and the Engineers. An apt way to describe the Beyonders is that they're essentially the universe's antibodies, sent in to clean up the body of diseases (in this case, sapient life).
- Hell Is That Noise: Beyonders emit a shrill, yet powerful scream that rends apart a person's existence. In-game, it deals staggering psychic damage to the player character, similar to a Lost's attack.
- No-Sell: The Beyonders cannot be damaged easily by conventional weaponry. Slightly downplayed in that they can still be killed, although the player will have to throw everything they have just to kill a single Beyonder.
Cassandra
A mysterious woman from a distant future where the Beyonders have ravaged all but one remaining settlement on Earth. She's sent by Axon to help out the AMC Squad by any means possible.
- In the Hood: She wears a hood that conceals the upper half of her face.
- Mysterious Benefactor: She's the one who helps out the AMC Squad during critical moments; specifically, she saves Micky from the exploding power plant in Arsia Mons and is the one who stabilizes James and gives him a parachute on the Majestic 12 space station above the colony.
- Mysterious Waif: All we know about here is that she's from a Bad Future where the Beyonders have killed everyone in the universe, save for the remnants of civilization in the settlement that she calls home.
The Engineers
A long-dead race of aliens who have manufactured several ring worlds in a pocket of the universe, including Elysion. They were responsible for the creation of life on Elysion, and have left many hints as to what they were trying to do in the universe.
- Abusive Precursors: They weren't exactly the nicest of folks in the world, let alone the universe, since they have left humanity on Elysion in a Medieval Stasis for a very long time, and their efforts in creating and fostering life across the universe were the results of a selfish desire to cheat death.
- Advanced Ancient Acropolis: Many of their facilities lay beneath the ground of Elysion, several of which are still functional, albeit in an advanced state of disrepair. Micky and Snowfall visit two of these facilities on their missions across the Wetlands of Rowgar and Picbonear Reservoir, respectively.
- Ancient Astronauts: Of a sort, since they're the ones who fostered the creation of life across Elysion.
- Attack Drone: The Conservators, who are sentry robots designed to protect areas from intruders with a pair of crystal machine guns and a heavy laser beam.
- Gemstone Assault: Of a sort; their submachine guns fire bullets made of crystal, and these crystal bullets are capable of penetrating enemy armor. The player can research the Engineer SMG for future use once they've collected a specific research project in Picbonear Reservoir.