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For characters introduced in Far Cry 5, see here.


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Thomas Rush's faction

    The Captain 
Thomas Rush's right hand man/woman, and, as their name suggests, Captain of Security. When Rush boarded a train headed for Hope County to provide relief to Prosperity, the Captain was right there with him, and saw firsthand just how bad the Highwayman problem was.
  • The Chosen One: According to Joseph Seed, their coming to Hope County was prophecied in a dream and they were ordained by God to be his heir in New Eden. It isn't clear how much of this is true as New Eden burns at the end of the game, but the Captain is still the ultimate saviour of Hope County.
  • Chronic Hero Syndrome: Is noted to have a knocked for helping people. This gets put to the test when the Twins force them to save a dozen hostages through a series of traps and puzzles before killing Rush.
  • Cyborg: The Highwaymen and Rex "Power" Colt outfits give them various cybernetic limbs. Purely cosmetic of course.
  • Doomed Hometown: A variation; they have been traveling and living with Rush's faction for some time and all of their comrades in said army are killed by the Highwaymen. Also despite being appointed the heir of New Eden, it's is because they were picked as the heir that Ethan has the Highwaymen burn New Eden.
  • The Dreaded: Stated over time that the Highwaymen began to fear them. The Twins are not to happy about this and try to take things into their own hands only to get a scare of their own when the Captain suddenly Hulking Out right in front of their eyes, literally breaking free of the cuffs using a straight up super strength, and beats the crap out of them.
  • Empowered Badass Normal: While they're about as capable as any Far Cry protagonist by default, after eating the apple of Eden they gain superpowers that range from double-jumping to a rage mode that lets them pulverize enemies with their bare fists.
  • Enemy Mine: The center of one. They are what bring Prosperity and New Eden to team up against the Highwaymen despite the atrocities the Project of Eden's Gate commited against the people of Hope County. The Captain ultimately becomes not only the saviour of Hope County, but is picked as Joseph's heir for New Eden, despite the latter burning.
  • Featureless Protagonist: As in 5, the character's gender and appearance can be customized.
  • Gameplay and Story Integration: The various Super Strength abilities seen in cutscene can be used at will after eating the fruit, and can be levelled up as of any perks.
  • Girls with Moustaches: You can give them a mustache and/or beard if you want, even if they're female.
  • Good Counterpart: To Ethan. The Captain is the protector of Prosperity and Hope County, while Ethan functions as the de facto leader of New Eden. The Captain cares about protecting their people and the innocent, while Ethan ultimately is a power hungry and arrogant traitor to his people when the Captain is picked as Joseph's heir over Ethan.
  • Heroic Mime: They never speak beyond some grunts.
  • Highly Visible Ninja: The game provides numerous items from Far Cry 3: Blood Dragon including its blazing-neon recurve bow, but no matter how much glowy stuff the Captain carries or wears, their stealth abilities remain unaffected.
  • Hulking Out: After eating the fruit and surviving the encounter, this ability can be used at will and plays out in a certain cutscene.
  • I Let Gwen Stacy Die: Despite struggling and going through Hell to save as many of the Twins captives as possible, they are forced to watch Rush get killed in cold blood. This makes them go berserk. They are also unable to save the populace of New Eden from the Highwaymen, provoking their final fight with the Twins.
  • It's Personal: Feels this way to the Highwaymen after they kill their old faction. And cemented when they kill Rush.
  • Mercy Kill: Has the option to kill Joseph Seed when the latter realizes that his past crimes will only bring pain and begs to be put out of his mistery.
  • The Mole: Towards the third act, they end up having to infiltrate the Highwaymen in order to get close to Mickey and Lou, including posing as a champion in a death match, a prisoner and a driver of their derby.
  • Neck Snap: Some of the possible takedown moves, this particularly almost always done to the Enforcers.
  • No Name Given: Their name is never revealed; everyone only addresses them as "The Captain".
  • Player Character: The main playable character of the game.
  • Pyrrhic Victory: Downplayed. They have managed to save Hope County from the Highwayman, defeated the Twins and killed Ethan, and can potentially kill Joseph Seed himself. However they go through a helluva lot including the death of their friend and mentor Thomas Rush, and cannot save the innocent people in New Eden from being ravaged by the Highwaymen.
  • Purely Aesthetic Gender: You can choose either a male or female character, and the only change it makes is how enemies and allies address you, and has no bearing on the plot at all.
  • Too Dumb to Live: With a heavy dose of Cutscene Incompetence the Captain willingly disarms and handcuffs themselves for the Twins to beat them to death, not even trying to ask them to free Rush first. If it wasn't for the power of the fruit they would have died there.
  • Tranquil Fury: They are for the most part calm and stoic, however whenever they preform an execution on one of the Highwaymen, there's a level of brutality which conveys the rage they feel towards them. Justified as they have been picking off the people of Hope County and have killed all but a few of their old faction.
  • Undying Loyalty: Odd for an otherwise blank slate like the Deputy, but it's fairly obvious one of the Captain's defining traits is that they're utterly loyal to Rush. After Rush is killed and the Captain blasted out a 40 foot window, the first thing the Captain does after the Twins leave is climb back up to the top of the refinery to retrieve Rush's body, doing all of this with a chest full of buckshot, and carrying him all the way back to Prosperity for burial.
  • Unstoppable Rage: While they are mostly tranquil about it, when Rush is killed by Mickey and Lou, the Captain turns into a berserker who literally tosses the twins around like rag dolls, and all being shot through a window does is knock them out.
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    Thomas Rush 
https://static.tvtropes.org/pmwiki/pub/images/homebase_3840x2160_gold_1544152360152_uwnr640_7.jpg

A former soldier from before the Collapse who now heads up relief and reconstruction efforts along the West Coast. After hearing of Prosperity's plight, and knowing that establishing a foothold in Hope County would allow him to expand his relief efforts east over the Rockies, he gets a team together and sets out to the Holland Valley to assist, but then things go very wrong.


  • A Father to His Men: It's clear early on that he takes care of his people, refusing to leave the Captain behind when their entry to Hope County goes awry.
  • Badass Mustache: He's the Big Good, a former soldier and isn't afraid to crack some skulls when he needs to. Naturally, he has the facial hair to go with his role.
  • Big Good: Was the leader of an army faction that set about traveling America to restore order. It was this army the Captain was second in command too.
  • Boom, Headshot!: On the receiving end of this by the Twins after the Captain handcuffs themselves.
  • Disappeared Dad: A note of his reveals that he has a daughter who he sent to live with his siblings while he travels the country.
  • Face Death with Dignity: He refuses to help the twins even in the face of certain death. Luckily, the Captain manages to rescue him and get him to safety before it comes to that. He isn't so lucky the second time he gets captured.
  • Good Is Not Soft: He's ultimately trying to help rebuild America, but isn't afraid to strangle a guy if he has to.
  • The Obi-Wan: Was a friend and mentor of the Captain and brought them up to be who they are today. He gets killed by the Twins in front of the Captain.
  • The World's Expert on Getting Killed: Rush's talent in handling bandits and rebuilding civilization is pretty much an Informed Ability. When he arrives in Hope County, he does so in such a pompous way that the Highwaymen immediately ambush his train, kill almost everyone and take him hostage. Once the Captain frees him, he briefly leads the defense of Prosperity (which also gets a lot of people killed), then leaves for some scouting and... gets himself captured. Again. Then he gets unceremoniously killed via Boom, Headshot! with a shotgun, and the Captain's attempt to rescue him again almost gets them killed, too. Great job you did there, Rush.

    Garrett Barnes 

Another associate of Thomas Rush who is caught in the train attack at the very beginning of the game. After meeting back up with his boss and the Captain the trio make their way through the train wreckage until being cornered by the Highwaymen near the edge of a cliff. After a brief confrontation he is brutally murdered by Lou via having his skull caved in with her helmet.


  • Dirty Coward: Wants to get the hell outta dodge as soon as things go south and is perfectly willing to abandon the Captain or even sell out Rush if it means saving his own skin.
  • Death by Irony: His attempt to sell out Rush backfires when the twins decide to make an example of him when his boss refuses to cooperate with them.
  • Sacrificial Lamb: He is brutally killed off right at the start of the game to show that the twins are not fucking around and pose a very serious threat to the people of Hope County.
  • Too Dumb to Live: Would've been better off had he listened to any of Rush's many attempts to get him to just stop talking.
  • Ungrateful Bastard: He attempts to hand over Rush to the twins by informing them of his skill at rebuilding communities and settlements despite the fact that Rush saved his life mere minutes beforehand by preventing him from walking off a cliff.
  • We Hardly Knew Ye: He is killed by the end of the very first mission.

Guns For Hire

    Carmina Rye 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn_20190217193705.png

The daughter of Nick and Kim Rye. She seeks out the help of Thomas Rush to help bring Prosperity back from the brink of destruction at the hands of the Highwaymen, but things go... wrong, to say the least.


  • Action Girl: Comes with being a Gun For Hire. She rushes into battle armed with a rifle and a endless supply of dynamite.
  • Adult Fear: Zig-Zagged. Her parents don't seem to worry too much about her risking her neck against the Highwaymen, especially as a teenager. In turn, Carmina herself worries for her father and the children of prosperity. The only time her parents get really concerned for her is when she was a little kid and had an encounter with Joseph Seed. Their lack of fear is somewhat justified by the fact that Carmina is a very capable fighter in her own right, especially when paired up with the Captain, whom they trust to take care of Carmina when she's in the field.
  • The Anti-Nihilist: Despite and because she was born into the end of civilization as her parents knew it, she never felt the loss her parents of their people felt growing up. Even if it is a post apocalyptic world, she has a pretty optimistic view of it because it's the only one she knows, and she only has second hand knowledge of the old world.
  • Arch-Enemy: Seems to consider the Twins a pair of personal enemies thanks to them kidnapping her father.
  • Beware the Nice Ones: Is an innocent and optimistic teenage girl who doesn't hesitate in mowing down Highwaymen like they were nothing (and takes a vicious joy in doing so).
  • Big Sister Instinct: Is notably protective over the children of Prosperity, namely when they are being held at gunpoint by Mickey and Lou, taking a big sister-like stance towards them. Her family also helped Hurk with fatherhood and raising Blade.
  • Broken Bird: An optimistic young girl despite being born into the post apocalypse and her belief that Rush can help save her people. Then the Twins start becoming more aggressive and eventually murder Rush, then things start to take a toll on her.
  • Crutch Character: Carmina is the first companion to be acquired and a reasonably powerful one early on, enough to provide valuable backup at a game stage where the Captain is ill-equipped and low on perks. Unlocking her upgrade perks keeps her useful into the late game although she tends to be overshadowed by other, more specialized companions.
  • Daddy's Girl: She clearly is very close to both her parents, but once Nick is back in Prosperity, Carmina can usually be found sitting in his garage chatting with him instead of hanging out with her mum.
  • Grenade Spam: Once you unlock her second upgrade perk, most battles Carmina participates in turn into pyrotechnics porn the likes Michael Bay would be proud of. Only Hurk can possibly rival her in the amount of explosives they dispense.
  • It's All My Fault: Blames herself for convincing Rush to come to Hope Country via train, which gets them ambushed by Highwaymen, and later on his death at the hands of the Twins.
  • It's Personal: Towards the Twins for kidnapping Nick. She admits it's a big part of the reason she sought Rush out in the first place.
  • Jack-of-All-Stats: She has average health, solid damage output with her assault rifle, and decent crowd control and anti-vehicle abilities with her endless supply of dynamite, but her lack of specialization means there's usually someone better for any given task, be it stealth, hunting or all-out warfare.
  • Large Ham: Can get pretty over the top in her combat and killing taunts against the Highwaymen. Jess Black would be proud.
  • Mixed Ancestry: Half-white, half-Japanese.
  • Stuff Blowing Up: Her upgrade perks let her throw dynamite sticks to supplement her assault rifle, starting with a single stick and progressing to three sticks in rapid succession.
  • Tomboy: She's never seen doing or wearing anything traditionally feminine despite being an adventurous teenage girl. Justified of course by the postapocalyptic setting - in a ruined world overrun by hostile wildlife and murderous bandits she neither has the freedom nor a lot of opportunities to be a girly girl.
  • We Named the Monkey "Jack": A variation; Nick named her after his plane.
  • What Beautiful Eyes!: Her eyes are among the most impressive features of her Mixed Ancestry. The combination of her mother's Asian shape with her father's light blue color makes for an exotic and quite lovely sight especially in cutscenes.
  • You Killed My Father: The Twins had taken her father months prior to the game, prompting her quest to find Thomas Rush and save Hope County from the Highwaymen. Mercifully subverted as Nick turns out to be alive and is reunited with his family. However, it can be inferred that she ultimately saw Thomas Rush as a secondary father figure, and unfortunately Rush is killed by Mickey and Lou.

    The Judge 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn_20190217193717.png

Joseph Seed's personal Enforcer. This enigmatic figure silently watches over New Eden in Joseph's stead, answering only to him and his own blood—that is, Ethan. When Joseph finally returns to New Eden, he gives charge of the Judge over to the Captain. They have little to say, but, according to Joseph, the only language they speak is violence, and actions always speak louder than words when it comes to the Judge. As for just who they are, they certainly aren't telling, but many survivors hint that the Judge has a much deeper connection to Hope County than it seems...


  • Ambiguous Gender: Those few who refer to them do so as "they" instead of "him" or "her." The Judge themself doesn't speak at all, their only vocalizations being their raspy breathing, and their entire body is obscured under a thick leather hunting coat and a wooden mask. This is all likely because they're the Deputy, who was a player-created character. The reasoning behind hiding their gender and identity is out of shame at not being able to protect Hope County from the Collapse.
  • The Atoner: Their servitude to Joseph, and subsequent work with the Captain, is implied to be motivated by guilt over their previous failures in Protecting Hope County.
  • Darth Vader Clone: Is the former hero of the previous story, who was Demoted to Dragon and enforcer to the Big Bad. Also wears a dark outfit and a mask to impose a menacing figure and and ultimately redeems themselves.
  • Earn Your Happy Ending: After failing to defeat Joseph; witnessing the nuclear attack on Hope County, years of imprisonment, guilt and servitude afterward; all their efforts seeming to have been all for nothing...yet they can still help the Captain save Hope County, they reunite (albeit slowly) with their old friends, and with New Eden in ruins, Ethan dead and Joseph potentially dead (or broken) it's implied the Judge will ultimately join the people of Prosperity.
  • Face–Heel Turn: It's revealed they're the Deputy, having ultimately broken down from Joseph's manipulations. Downplayed since, this time around, they're still your ally, just completely loyal to New Eden and Joseph.
  • Fallen Hero: Given that they're the Deputy from 5...yeah.
  • My God, What Have I Done?: Implied through notes left in the bunker that a big part of turning to Joseph Seed's side was because the guilt at failing to protect Hope County drove them to insanity.
  • My Greatest Failure: Being unable to take down Joseph Seed and protect Hope County. They have been driven to serve New Eden out of Stockholm Syndrome and implied guilt over this failure. As a Gun For Hire, they can however be granted a chance to redeem themselves by saving Hope County along with the Captain.
  • Previous Player-Character Cameo: They're actually the Deputy from 5.
  • Stockholm Syndrome: Their notes show they underwent this in their time in the bunker with Joseph, gradually coming to the conclusion they are a prophet of God and are now willing to serve him. Over time, it's implied the Deputy still has their senses and is gradually coming to them as they interact with their old friends.
  • The Straight and Arrow Path: They use a bow as their weapon, as per the New Eden tradition of avoiding "old world" technology. Unlike other New Edenites, however, they're not above driving a vehicle or jumping on a turret.
  • Unusually Uninteresting Sight: When they reunite and interact with their former comrades, they don't make a big deal about seeing their old friend and hero again, although a passing mention implies that it's common knowledge to the people who the Judge really is and they know who they were for years.
  • The Voiceless: Their only vocalizations are raspy breathing and crying.
  • Suspiciously Similar Substitute: Mechanically, they're a replacement for Jess Black.
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    Gina Guerra 
https://static.tvtropes.org/pmwiki/pub/images/gina_6.PNG

A former Highwayman soldier who ended up becoming the mother of Hurk's child. Truth be told, she would have been perfectly content sitting this fight out and watching from the sidelines, but then the Twins made the unfortunate mistake of trying to take Gina's baby from her, and then tried to have her killed in a race to the death. Now, she's pissed, and she's going to see the Twins burn for that they did.


  • Action Mom: She is the mother of Hurk's son Blade.
  • A-Team Firing: Her marksmanship isn't exactly stellar (which is probably why she wields a fast-firing machine gun in the first place). However, her gun hits hard, and a sustained burst can drop even an Enforcer in two seconds or less.
  • BFG: She carries an LMG as her primary weapon.
  • Blood Knight: She's only happy in battle. Stop fighting and she'll start complaining.
  • Bottomless Magazines: Her first upgrade perks gives her infinite ammo.
  • Heel–Face Turn: A Highwayman soldier who ended up joining with Prosperity.
  • Sour Supporter: She only fights for Prosperity because they share a common enemy in the Twins. Apart from that she's a Highwayman at heart, so unless you're currently killing or destroying something, prepare for an endless barrage of complaints about your current location, the weather, Prosperity, or pretty much everything else that comes to mind.
  • Mama Bear: One of the reasons she turned against the Highwaymen was because they threatened her baby.
  • Stuff Blowing Up: Her second upgrade perk gives her explosive ammo that shreds body armor and vehicles alike. It also has a small blast radius that may damage multiple targets at once and rarely set the environment on fire.
  • Token Evil Teammate: Played with. She genuinely wants her baby to have a safe and peaceful life, but she still retains a lot of Highwayman notions.
  • Unwanted Assistance: When Cap helps Gina win the race, she's at first angry with him because she wanted to win the race to stick it to the Twins - though she does admit they probably saved her life.

    Nana 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn_20190217193722.png

An elderly, possibly senile, sniper. The Captain finds her having set up a shooting range at an old grain silo. Impress her, and she may just join your crew.


  • Boom, Headshot!: She exclusively aims for her target's head, which is what makes her so lethal against Level I and II Highwaymen. Sadly it also means she runs into trouble once most enemies start wearing bulletproof helmets.
  • Cool Old Lady: Good old Nana must be pushing one hundred, but she's just as fit and agile as any other human GFH. She also boasts incredible marksmanship skills which she is more than happy to put to use against a massive army of violent psychopaths. Doesn't get much cooler than Nana. Even the Twins agree.
  • Dark and Troubled Past: She notes that she doesn't remember much of the Collapse, only that she may have had a daughter and a husband. She figures there's a good reason her brain blocked that part of her memory off, so she leaves well enough alone.
  • Friendly Sniper: She's a cheerful old lady who happens to be an excellent shot.
  • Glass Cannon: Very powerful while out of harm's way, very fragile if enemies catch up to her. Justified of course - for all her sniping skills, she's still an old woman.
  • Laser Sight: A bright green one to tell her apart from Highwaymen snipers.
  • Never Mess with Granny: She is a former extreme tourism guide turned sniper.
  • Only Known by Their Nickname: Nana is so far only known as Nana.
  • Only the Worthy May Pass: She wants to stick it to the Highwaymen even before you show up to recruit her, but you must first prove your marksmanship to Nana before she agrees to join your crusade.
  • Screw Politeness, I'm a Senior!: Having lived to be near a hundred, possibly lived through or born in the aftermath of WWII as a child, and survived a nuclear apocalypse, Nana has pretty much had enough of proper decorum and politeness and will act as she damn well pleases, thank you.
  • Suspiciously Similar Substitute: She's essentially this game's replacement for Grace Armstrong (justifiable, seeing as Grace was rendered blind by the events of New Dawn), with the main difference being that her rifle is silenced.
  • Worthy Opponent: After recruiting her, Mickey makes an announcement on the radio expressing disappointment that she's chosen to fight the Highwaymen, as she's "one cool old lady."

Fangs For Hire

    Timber 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn2019_2_11_13_29_8_e1550086918623.jpg

A dog rescued from becoming a Highwayman's meal. Loyal to the Captain and ready to fight by their side, he is highly effective at scouting and sniffing out enemies.


    Horatio 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn2019_2_10_20_39_22_e1549918106720.jpg

A very large boar that the Captain can befriend after rescuing it from Highwaymen. He's fairly tame...if you're not a Highwayman.


  • Foe-Tossing Charge: His opening move in any battle is to charge the closest enemy for massive damage and a virtually unavoidable knockdown effect. It also knocks Brawlers' shields from the grasp by default. His second upgrade perk turns the whole ability Up to Eleven.
  • Full-Boar Action: A massive boar who can maul your enemies for you.
  • Heroic Second Wind: His first upgrade perk lets him auto-revive after a very short time if someone or something actually manages to bring him down, making him practically immortal and arguably the most broken companion in Far Cry history.
  • Large and in Charge: He can scare off packs of regular boars by pummelling one of them into the ground until it submits. All bets are off if you interfere, though.
  • Lightning Bruiser: Horatio is fast, extremely durable and packs an enormous wallop. Fully upgrade him and he can solo entire outposts no matter their difficulty.
  • Made of Iron: Far and away the toughest companion you can bring along. A fully upgraded Horatio requires absurd amounts of firepower to defeat... and then he'll just get back up again to continue mauling Highwaymen to death. The only things that can reliably stop him are RPGs, mortars and other heavy explosive ordnance.
  • Oh, Crap!: Even Enforcers start panicking when they see Horatio charging their lines, and for good reason.
  • One-Man Army: A Highwaymen note found in his recruitment mission mentions that Horatio gored six of them before they managed to trap him in a shed, and he hasn't a scratch on him when you free him. He's just as powerful as your ally, capable of wiping out whole squads of Highwaymen with little trouble and clearing outposts on his own.
  • Suspiciously Similar Substitute: For Cheeseburger, in essence, who, like Boomer, is long gone.
  • Unusually Uninteresting Sight: Friendly and neutral NPCs that spot a boar normally run like hell or open fire if they can, but twice-as-large-as-normal Horatio never draws more than some cursory comments from the same people. Cheeseburger had an excuse for this kind of behavior by being a local celebrity. Horatio doesn't.

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Specialists

    Bean 
https://static.tvtropes.org/pmwiki/pub/images/fcnd_bean.jpg

The scoutmaster who runs Wiki-Bean-ia. Plucky, but a bit...ignorant of more adult topics, his lifelong goal is establishing a worldwide information sharing system, starting right here in Hope County. While the "worldwide" part is a bit out of reach for the moment due to the lack of internet or any sort of long range communication, Bean and his scouts are more than willing to help map out Hope County for Prosperity and provide much needed information for their survival against the Highwaymen.


  • Information Broker: His scouts tell the Captain of missions to check out.
  • Manchild: Despite being intelligent enough to run an information network in a time without any sort of electronic data infrastructure whatsoever, he's shown to be absolutely clueless to more mature topics, such as what an 'orgasm' is and often mixing up metaphors and sexual innuendo. Several characters specifically call him a "late bloomer."
  • Metaphorgotten: "You reach around my back, and I'll reach around yours!"

     Roger Cadoret 
https://static.tvtropes.org/pmwiki/pub/images/fcnd_roger_cadoret.jpg

A Canadian helicopter pilot who offers his services to Prosperity and the Captain. In an age where someone having a working aircraft, let alone a helicopter, is a rare sight indeed, Roger (pronounced "Ra-jee") is an ace at the controls of his chopper, "La Grosse Patate". Along with ferrying the Captain across Hope County, he also offers to take the Captain on expeditions, risky operations to rob the Highwaymen of their bounties at faraway locations and make off with some valuable loot.


  • Ace Pilot: He doesn't really get into any fights, but he does transport the Captain across miles and miles of deadly wasteland to hit several Highwaymen bases, some of which are located all the way on the other side of the country. He also manages to rescue the Captain safely once the shit hits the fan and the Highwaymen start throwing all they've got at them.
  • Canada, Eh?: He's quite proud to be Quebecois.
  • Gratuitous French: He throws in various French words into his sentences. Hardly surprising, given he's from Quebec.
  • Gunship Rescue: While his chopper doesn't have guns, having it pick you up while hordes of Highwaymen are barreling down on you is still a welcome sight to end expeditions.
  • I Call It "Vera": His helicopter is named "La Grosse Patate" ("The Big Potato")

     Selene 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn_settlers_selene_1200x450_6.jpg
Pronounced "Like 'Felony'", Selene is Prosperity's resident medical expert. She was a medical student, but couldn't complete her degree before the Fall—likely due to her clear fondness for psychedelic drugs. Regardless, her all-natural concoctions keep you and the other residents from dying of infections from minor wounds, and even more serious ones from bullets and the Highwaymen.
  • Cloudcuckoolander: Has numerous moments of strange and flighty behavior, probably because she spends most of her time about high as a kite or two.
  • New-Age Retro Hippie: She has numerous mannerisms of hippies, from her hairstyle, the healing crystal hanging from her neck, and her speech, most notably her referring to the Captain as "My dude", regardless of gender.
  • Spice Rack Panacea: Her specialty. A necessity, in that modern pharmaceuticals are all but impossible to manufacture now.
  • The Stoner: She's a big fan of medicinal herbs. What kind of medicinal herbs, exactly? The kind that work obviously. A note from her at Prosperity even claims that she hasn't been sober since the Collapse, 17 years ago.

The Highwaymen

Leaders

    Mickey and Lou 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn.jpg

Twin sisters and leaders of the Hope County chapter of Highwaymen. They believe that trying to restore society is a useless gesture, and so they devote their time to ransacking other survivors for resources and killing anyone who gets in their way.


  • Angsty Surviving Twin: Mickey can become this if you chose to spare her.
  • Authority Equals Asskicking: When faced in battle, they make for a tough fight.
  • Axe-Crazy: Lou's default solution to any problem is violence, even when it's counterproductive. Case in point, she tries to interrogate prisoners by cutting out their tongues, completely disregarding that people who can't talk can't give information.
  • Bait-and-Switch: When the Captain infiltrates the feast of the Highwaymen leadership after winning the Derby, Lou immediately points at them and goes "Hey! I know you!", probably giving most players a mild Oh, Crap! moment because the Captain is supposed to be incognito under their helmet. After a tense second or two, Lou then breaks into a smile and simply identifies you as the derby winner.
  • Bare Your Midriff: Lou's armor doesn't cover her belly button.
  • Berserk Button: They hate being seen as weak since it goes against their whole life philosophy about power being the only true currency left in the wasteland and being shown up repeatedly proves to the other Highwaymen that they lack control over the situation. After the player keeps resisting them and ruining their plans they kidnap about a dozen Prosperity survivors, including Thomas Rush, and attempt to murder them all in front of the Captain, who manages to save them all except for Rush himself. Later, during the Derby, Lou nonchalantly kills a fellow Highwayman chapter boss in front of the others just because he implied that Mickey and Lou were becoming unfit to lead as Vince had.
  • Big Bad Duumvirate: They are the primary antagonists of the game.
  • Color-Coded for Your Convenience: Mickey's sniper rifle has a blue laser sight to set her apart from regular snipers (red) and Nana (green) in her chaotic Boss Battle.
  • Color Motif: Blue for Mickey, pink for Lou, which appears on their clothing. They even begin their fight with the Captain by throwing down blue and pink smoke grenades, and Mickey's sniper rifle mounts the only blue Laser Sight in the entire franchise.
  • Dark-Skinned Blonde: They've both bleached their hair blonde and happen to be dark-skinned black women.
  • Dual Boss: They fight you together.
  • Even Evil Has Loved Ones: The only thing they care about is each other, and at least in Mickey's case their mother, who they left a long time ago to join up with their father as children.
  • Evil Is Petty: Following series tradition, they love to key up on the radio just to threaten you and others who happen to piss them off.
  • Faux Affably Evil: Mickey may seem reasonable in comparison to her sister, but she's clearly just as bloodthirsty.
  • Flunky Boss: During their fight they're constantly calling down reinforcements.
  • Heel–Face Door-Slam: Mickey starts to realize what a monster she's become after the death of Lou and asks the player to spare her, hoping to seek out and find her mother. Of course, the player is free to cut her off at any point with a shotgun blast to the face.
  • How Dare You Die on Me!: After their boss fight, Mickey says this when Lou dies first, wanting to have been the one to do so since she's the older twin.
  • I Gave My Word: The twins, Mickey in particular, never actively deceive or mislead the player, and attempt to carry out everything they promise to do, whether it is burning down Prosperity or leaving the County. Key word here is attempt, since it's in your best interest to make sure they can't carry out most of the promises they make. Notably, Mickey completely loses her will to fight when she realizes she broke the promise she made to her mother to not become like Vince.
  • Identical Twin ID Tag: Mickey's the one in the blue shirt while Lou's the one in the pink armor.
  • Mixed Ancestry: Based on one of the graffitis, Lou and Mickey are biracial.
  • My God, What Have I Done?: After Lou is killed by the player character, Mickey regrets her actions and wishes that she listened to her mother's advice and not become a monster like her father.
  • Only Known by Their Nickname: Their real names are Michelle and Louise, but nobody ever uses them. The only time someone calls them that happens in a flashback to when they were little.
  • Patricide: Killed their father in order to become the new leaders of their Highwaymen chapter. It is implied through local graffiti and the words of another chapter boss that Vince had begun losing his sanity in his old age, and the Twins had killed him when he became unfit to lead.
  • Red Oni, Blue Oni: Lou is the red, being more impulsive and happening to wear pink, while Mickey is the blue, who on top of wearing the color happens to be the more level-headed of the two.
  • Terms of Endangerment: Refer to their enemies as "rabbits".
  • Together in Death: Even though Mickey offers to leave Hope County after you've defeated her and her sister, you can play this trope straight by finishing her off.
  • Villains Want Mercy: After their boss fight, Mickey begs the player to spare her and promises that you'll never see her again. It's up to you whether or not to let her go.
  • With Us or Against Us: In their eyes, if you're not with the Highwaymen, you're either a resource to be ransacked (problem solver) or a threat to be eliminated (problem maker), and likely both.
  • Weapon of Choice: Lou enjoys beating people to death with her helmet. During their boss fight, Mickey uses a sniper rifle while Lou uses a flamethrower.
  • Would Hurt a Child: They have no problem holding children hostage and making one hold a primed grenade, though they at least have the "decency" to give Captain the grenade pin so that they can disarm it.

    Vince 

Father of the twins and founder of the Highwaymen. Not much is known about him or the kind of relationship he had with his family but he drives much of the plot forward even in death due to his past actions and the way he raised his daughters.


  • Blood Knight: He was a very brutal and violent man.
  • Boom, Headshot!: It's implied this is how he was killed.
  • Even Evil Has Loved Ones: Despite everything it's implied that he really did love his family. Both Mickey and Lou talk about him fondly and still follow his mentality long after his death, suggesting his murder was more of a simple power grab rather than any sort of actual malice or hatred on their part.
  • Even Evil Has Standards: Gina says the Highwaymen were much less cruel and wild under him. The Twins likely came up with the neon paint and murder party on their own.
  • Hoist by His Own Petard: His ideology of the world being filled with only "problem-solvers" and "problem-makers" comes back to bite him when his own daughters see him as a problem that needs to be solved.
  • Sanity Slippage: One of the Highwaymen bigwigs mentions that Vince became "soft in the head," and it is implied that this was the main reason why Mickey and Lou offed him, as he had become mentally unstable and no longer fit to lead the Highwaymen.
  • Pet the Dog: Most of the information the player gets about him paints him as a murderous psychopath, but he did seem to have a few sympathetic traits as well. The twins state in a recording that they loved their father and its been said that the whole reason he formed the Highwaymen in the first place was to provide a better future for his family. He definitely wasn't a saint, though his love for his daughters and desire to give them an easier life seems to have actually been genuine.
  • Posthumous Character: He's long dead but his legacy has a large impact on the plot through his daughters, gang and core mentality.
  • Pragmatic Villainy: It's mentioned that the Highwaymen used to be less sadistic under his rule, killing only when necessary to send a message to their enemies.

Notable Members

    Irwin "Little Fucker" Smalls 

A high ranking member of the Highwaymen who becomes an unlikely ally to the Captain in their mission to stop the twins. Most of his goals and motivations are self-serving, but he is genuinely helpful and (reasonably) respectful towards the Captain, making him a powerful and useful friend.


  • Bald of Evil: Downplayed since he's on the side of the player, but he's still an amoral and selfish man who has the Captain do a lot of his dirty work before giving them a shot at the twins.
  • Beard of Evil: Which goes very well with his bald head of course.
  • The Dragon: He claims to be the twins right hand man and seems to have at least a few big connections to back this up, though anything he says should probably be taken with a grain of salt.
  • Embarrassing Nickname: "Little Fucker" apparently. (Though that's still probably better than "Lollipop" at least.)
  • Miles Gloriosus: He talks about how he killed 17 guys in the arena and even punched one so hard he farted his own brains out, yet when the chips are down he decides to get the hell out of dodge and lay low for a while.
  • Mission Control: Serves as this for the player for most of act 3 where the Captain attempts to infiltrate the Highwaymen to get closer to Lou and Mickey.
  • Token Good Teammate: He's no saint and has the player kill a few of his enemies and rivals for personal gain, but comes through for them in the end and helps them stop the twins for good.

    Frank 

The new warden of the Hope County Jail who uses slave labor to manufacture bullets for the Highwaymen soldiers to use. He is killed by the Captain so that they can take his place in the upcoming derby and get close enough to the twins and other Highwaymen VIPs to assassinate them.


  • Asskicking Equals Authority: When encountered by the player he turns out to be a high level Highwaymen warrior.
  • Backstab: He's found overlooking the prison courtyard with his back turned on the only access ladder you can use to reach him, and if you make it through the prison without being spotted, chances are he'll end up the victim of a takedown from behind.
  • Badass Driver: He was about to take part in a deadly race with live weapons after all.
  • The Rival: Irwin considers him this, claiming that Frank took the position of favor by the Twins' side from him. However, considering all the other crap Irwin keeps feeding you, Frank probably doesn't even know he exists.
  • Wardens Are Evil: He uses the prisoners the Highwaymen capture as slave labor to make bullets for his comrades.
  • We Hardly Knew Ye: He gets killed off in his introductory mission by the Captain so that they can steal his identity and race in the derby in his place.

New Eden

    Ethan Seed 
https://static.tvtropes.org/pmwiki/pub/images/nkv2tpyhiixjx3oxbnhhop.jpg

Joseph's only begotten son. When Joseph disappeared into the north, he was left with the burden of keeping New Eden together. He believes his father has died, but the people of New Eden refuse to accept this until they have proof, and so Ethan tasks the Captain with venturing northward and finding proof of Joseph's demise.


  • Alas, Poor Villain: Joseph clearly cares about and sympathizes with his son, especially in the face of all he has done (such as selling out his home and people out of spite and a power grab). Probably helping is the fact that Ethan dies remorseful for what he's done.
  • Baleful Polymorph: Eating the apple of Eden with his soul being so blackened turns him into a terrible monster.
  • Big-Bad Ensemble: While the Twins and Highwaymen are the main threat, Ethan has his own schemes in order to gain power he believes is rightfully his. He forms a Villain Team-Up with the Twins in order to gain access to the sacred fruit and destroy New Eden.
  • Creepy Child: During a flashback he mentions that he is just gonna wait for his father to die and then eat from the forbidden tree. His dad saw him as too corrupted by evil to eat the fruit even before that.
  • Dying as Yourself: Turns back to normal as he dies following his boss fight.
  • Entitled Bastard: Believes he is entitled to the power of Eden and true heir of New Eden by virtue of being Joseph Seed's son. There's also the fact that Joseph and Ethan's mother Megan never married. Admittedly, as he dies, he does learn his mistakes.
  • Even Bad Men Love Their Mamas: Was close to his mother, and years after her death still writes loving letters to her. Joseph believes he can reach out to Ethan by talking to him about his mother. Ethan ultimately shows he cares about his father too, but it's too little too late considering he realizes this while on death's doorstep.
  • Evil Counterpart: To the Captain. Ethan’s duty as the de facto leader of New Eden mirrors the Captain’s role as protector of Prosperity, and to add further he is immensely resentful of how Joseph gives the Captain the apple of Eden he has personally desired for so long. This motivates him to betray his community so he can eat the apple himself, but unlike the Captain who cleanses their soul and is rewarded with the apple’s true power, Ethan’s darkened soul twists him into a literal monster.
  • Freudian Excuse: Bastard child of a cult leader left in charge of the post-apocalyptic community when his dad seemingly die up North, he has pretty big self-esteem issue.
  • Green-Eyed Monster: Aside from his father issues, he resents the fact that the Captain was chosen as New Eden's herald over him enough that he gives the Twins New Eden's location so that they can burn it down in return for also getting the chance to partake of the apple of Eden.
  • Instantly Proven Wrong: Claims that Joseph is never coming back...right before the Captain brings Joseph to speak before everyone.
  • It's All About Me: Seemingly everything he cares about is maintaining and gaining power over New Eden, even if he has to throw it under the bus and get it razed by the Highwaymen. The keyword being "seemingly" as he at least realizes his mistakes as he dies.
  • Jerkass Has a Point: He was the one keeping New Eden together when the Highwaymen attacked and Joseph left for years. He has a pretty good reason to feel betrayed when Joseph comes back and names the Captain his true heir with everyone agreeing out of blind faith.
  • Obviously Evil: He's first introduced wanting to manipulate the Captain, and has a giant temper tantrum over the hero being better than him. His betrayal is a matter of how and when, not if. And he does eventually betray New Eden to the Highwaymen.
  • My God, What Have I Done?: When fatally wounded by the Captain, Ethan feels remorse after witnessing the power his sin had over him and dies asking Joseph to forgive him.
  • Parental Abandonment: A note in the Abandoned Barracks reveals that his mother was a woman named Megan who had apparently had him with Joseph some time before the Collapse, but she fled the cult after finding out about Joseph's "Faith", leaving Ethan behind to find Joseph himself.
  • Psychopathic Manchild: His motivation amounts to a childlike tantrum out of believing his father doesn't love him.
  • True Final Boss: He's the final boss of the game after the Twins are dealt with.

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