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Bright Falls, Washington

https://static.tvtropes.org/pmwiki/pub/images/bright_falls.png

Appearances: Bright Falls | Alan Wake | Night Springs | Psycho Thriller | Control note  | Alan Wake II

"I forgot there will still places like this. Towns where everybody knew everybody."
Alan Wake


A small lakeside town in Washington known for its annual Deerfest celebration, though something far more sinister lies under the surface of its outwardly sleepy appearance.


    open/close all folders 

    In General 
  • Close-Knit Community: It's described as a "town where everybody knows everybody", and the locals seem to look out for each other specifically.
  • Cult of Personality: The entire town briefly becomes this from the influence of Scratch's story coming to fruition. They all become utterly, murderously obsessed with Alan Wake and his newly published novel Return, and celebrate an eternal Deerfest in his honor.
  • Dying Town: While not as severe as its neighbor Watery, the town isn't faring well in 2023, with businesses failing left and right and the younger townspeople desperate to leave due to Bright Falls picking up a reputation as a "haunted town" thanks to a string of mysterious disappearances since 2010. A late-game article notes that the FBC sealing off Cauldron Lake utterly destroyed their tourism industry.
  • Landmark of Lore: The majority of the landmarks around the town hold some form of signage for tourists explaining its prominence to the community and/or its origins early in the town's history.
  • Our Founder: A statue in the town's park commemorates the dual founders of Bright Falls as the town it is in the modern day, Hubert Biltmore and Amos Gunderson. The two fur trappers are still stood vigil over the town they formed in the late 1800s.
  • Small Town Rivalry: They have this dynamic with the neighboring town of Watery. The previous year's tourists were dominated by Watery's "Moosefest" party, which Bright Falls sought to updo with their heavily marketed Deerfest.
  • Supernatural Hotspot Town: The town is noted to be full of strange happenings that go under the radar due to their relative obscurity. While the Dark Presence has only actively threatened the town twice before Alan's appearance, its influence has caused a number of Animalistic Abominations and "ghosts" to pop up, as well as unexplained disappearances, over the decades.
  • Town with a Dark Secret: It's eventually revealed the town has its own secret codes and a small society, the Torchbearers, formed by the town's old guard as a "neighborhood watch." In the wake of the prior attacks from the Dark Presence, the town banded together to keep the town safe and off the radar. As of Alan Wake II, things have taken a darker spin with the passing of the old guard: the younger generations created the Cult of the Tree to replace the Torchbearers, masquerading as a murder cult to scare people away. Though they seem antagonistic, this is subverted again when Ilmo reveals they were only ever trying to keep people safe from the Darkness.

Bright Falls Sheriff Station

    Sarah Breaker 

Sheriff Sarah Breaker

Portrayed by: Jessica Alexandra

Appearances: Alan Wake

https://static.tvtropes.org/pmwiki/pub/images/sheriffbreaker.png

"Wake, I'm gonna trust you with this."


Former head of the Bright Falls Police Department, who is investigating Alice's disappearance and eventually joins Alan in fighting the Dark Presence. Her father was the sheriff before her as well as an agent of the Federal Bureau of Control.


  • Action Girl: In Episode 5, when she finally sees the Dark Presence herself and immediately asks Alan for how to fight it. Through most of the episode, she provides cover fire while Alan and Barry make their way through the dark streets of the town.
  • Attack! Attack! Attack!: Her AI as a gameplay companion just has her shoot away at Taken without taking off the darkness covering them first, which is left to Alan with the flashlight. This is at least mitigated by her lack of ammo cap and the fact that her shotgun can still work as a push-back.
  • Badass Normal: With nothing but her wits and shotgun, she survives several extended Taken attacks and lives to see the ending of Alan's story.
  • Daddy's Girl: Looked up to her father, Frank Breaker, growing up, comparing him to Alan's pulp fiction character Alex Casey. He also gave her loads of advice as she grew up and trained to be a sheriff, including chiding her for dismissing Cynthia Weaver as a loon, saying she shouldn't be made fun of and she just wants to tell people something important. The fact he's a confirmed FBC agent probably helps.
  • Foil: To Agent Nightingale, the other authority figure pursuing Wake throughout the game. Sarah is calm and rational, but skeptical of the supernatural until late into the game. Nightingale is loud and trigger happy, but instantly believes in the supernatural happenings in Bright Falls.
  • Friend on the Force: She is far more cooperative and helpful than Nightingale and even the rest of the Sheriff's station in working with and helping Wake on his journey.
  • Generation Xerox: Her father was the sheriff of Bright Falls before her and just as no-nonsense as we see her to be.
  • Hidden Depths:
    • She's a By-the-Book Cop in a small town, but she turns out to be an avid reader and enjoyer of the Alex Casey books, a big city thriller starring a Cowboy Cop.
    • The Special Episode cutout of her reveals she also serves as Bright Fall's librarian in her free time from being a cop.
  • Odd Friendship: She develops a genuine rapport with Barry Wheeler throughout the latter half of Episode 5. She finds his "...in Night Springs" gag funny and they were left to fight off a horde of Taken together after Sarah's helicopter goes down, quickly making them Fire-Forged Friends.
  • Put on a Bus: No longer Sheriff of Bright Falls by the time of Alan Wake II, with dialogue revealing she left the town to join up with "the Feds." The specific agency is never mentioned. Ordinarily, one would assume this means the FBI, but this could just as easily be the FBC, given her experience with the Darkness and her father Frank also having worked for the FBC before her.
  • Reasonable Authority Figure: Unlike the trigger-happy Agent Nightingale, Sarah's actually willing to listen to Alan and try to understand his weird behavior in light of the situation surrounding him, also wanting to interrogate him properly instead of just using brute force out of a personal revenge scheme like her federal "colleague" wants to do. After she finally sees the Dark Presence with her own eyes when it whisks away Nightingale, she immediately starts helping Alan and fighting the Taken herself.
  • Shotguns Are Just Better: Uses a pump-action shotgun during gameplay. It helps that, unlike Alan, she doesn't have an ammo cap and can just fire away at approaching Taken.
  • You Are Better Than You Think You Are: She ends up unintentionally doing this while flying with Alan. When the topic of his books comes up, she gives an honest, positive but critiqued review of the series. Alan notes that it's something he's literally never heard before, and seems to put some more confidence in his writing ability afterword.
  • You Have GOT to Be Kidding Me!: Her appropriate reaction when Nightingale tells her the police force she sent with him (including a helicopter) had apparently been decimated singlehandedly by the unarmed, actively fleeing civilian.

    Tim Breaker 

Sheriff Timothy "Tim" Breaker

Portrayed by: Shawn Ashmore

Appearances: Alan Wake II

https://static.tvtropes.org/pmwiki/pub/images/sherifftimbreaker.png
"You know, I've never been to New York, but I can tell you this ain't it."

"I have no idea what happened, but I'm trying to find out. Things always get better if you just keep moving forward, Alan."


Sarah Breaker's cousin, who has taken over the Bright Falls Police Department by the time of Alan Wake II. He's transported to the Dark Place by Mr. Door in order to save him from a revived Nightingale.


  • Agent Mulder: Has a strong open belief about the paranatural, contrasting with most of the town's residents approach to the fantastical. Of course, given the strange happenings around the town, this is justified.
  • Alternate Self: His dialogue about his vividly real dreams where everything feels real until the second he wakes up, as though he's in a different life completely, suggesting he is seeing through realities to another world. Along with the numerous small Mythology Gags, this suggests he may be a distant self to Jack Joyce.
  • Arbitrary Skepticism: He's hunting for Warlin Door, but when Alan says that he's a talk show host in the Dark Place, Tim brushes him off, saying that it doesn't sound like him.
  • Conspiracy Theorist: Openly believes in aliens and the like, and keeps a collection of books on the topic. Given the setting, he is completely right and at least one is already on earth. Ironically, things much stranger than aliens begin to upturn his life.
  • Crazy-Prepared: He puts together a fairly accurate map of the Dark Place's current form, and assembles numerous supply caches all around the area for Alan to take advantage of in his trials.
  • Dream Melody: Alan can tell he is near because he is constantly humming the theme song to Night Springs. A conversation with him reveals he is only distantly aware of the show and just feels compelled to hum it. He chalks it up to Door's influence.
  • Hidden Supplies: He's responsible for hiding supply caches around the Dark Place in Alan Wake II.
  • I Choose to Stay: Saga makes it clear to him she intends to use the page he gives her to escape the Dark Place, but Tim makes no effort to come with her and doubles down on finding Door.
  • Inexplicably Awesome: No matter what, he always ends up ahead of Alan in his journey, already with a marked up map of the location. He makes no mention of having to deal with any dangers of the Dark Place other than an inability to leave and in his last appearance, he sits outside in the middle of the city without fear, despite a Break Room being a few steps to the left.
  • Nice Guy: A helpful and courteous man who assists Saga in her investigation as well as Alan in his otherworldly endeavors, simply because it is the right thing to do.
  • Punny Name: He's implied to be an alternate counterpart of Jack Joyce from Quantum Break, and his shortened name is one letter off from "Time Breaker".
  • Psychic Dreams for Everyone: He dreams of alternate universe counterparts of himself; his "board of crazy" in the Dark Place implies that one of these counterparts is none other than Jack Joyce from Quantum Break, another role played by Ashmore.
  • Reasonable Authority Figure: He personally insists upon keeping up the Sheriff Station's good relations with their town's citizens, citing reports that communities with closer connections between cops and civilians have lower general crime rates.
  • Remember the New Guy?: Despite being old enough to be around by the time of the first game, he and the entire branch of the Breaker family he is from are never mentioned or alluded to before Alan Wake II.
  • Seeker Archetype: His main motivation is to find the location of Warlin Door and uncover who he is after years of seeing visions of Door in his dreams and being dragged into the Dark Place by him.
  • Seen It All: Takes to the existence of the Dark Place and the dangers within without much surprise. His dreams have always been pretty vivid after all, according to him.
  • Shared Dream: He is sucked into Alan's "dream" within the Dark Place at seemingly random instances, and dedicates his time to helping Alan out and recovering information for him. Based on his dialogue, this has been happening to them for a while, masked by Alan's memory loss.
  • The Sheriff: He took over the role of Sheriff of Bright Falls following his cousin Sarah stepping down.
  • Small Role, Big Impact: His appearances throughout the base game of Alan Wake II are short and sporadic in both Return and Initiation, but the last manuscript page he gives Saga is instrumental to her getting through the Dark Place, and the page even hints that Door specifically manipulated things so that this would happen.

    Deputies Mulligan & Thornton 

Deputy Mulligan and Deputy Thornton

https://static.tvtropes.org/pmwiki/pub/images/awii_dptmulligan.jpg
Deputy Mulligan
https://static.tvtropes.org/pmwiki/pub/images/awii_dptthornton.jpg
Deputy Thornton

Appearances: Bright Falls (Mulligan only) | Alan Wake | Night Springs | Psycho Thriller | Alan Wake II

Voiced by: Mulligan: Bill Buell (Alan Wake), Mark Heenehan (Alan Wake II) Thornton: Bill Lobley (Alan Wake), Todd Boyce (Alan Wake II)

Played by: Robert Peterson (Mulligan - Bright Falls miniseries)

Mulligan: "There's been all sorts of trouble this year. Vandalism, fighting, public disturbances... A lot of people gone missing, too."
Thornton: "Yeah yeah, it's — it's pretty much the, uh, usual, Pat, just, you know, a lot more of it."


A pair of Deputy Sheriffs from the Bright Falls Sheriff Station. Mulligan is an expert officer who's lived in the area most of his life, while Thornton is a relative newcomer who's lived in the town since the 90s as a dispatcher most of the time.


  • Accidental Murder: The sequel reveals they accidentally shot a civilian after mistaking her for a Taken and dumped her corpse down a well.
  • Ambiguous Situation: The sequel shows Thornton and Mulligan as a pair of xenophobic if not racist assholes and murderers, but whether this is really their true personality or a result of being marked by Scratch's manuscript of Return is unknown, as their prior appearances didn't portray them as such.
  • Arc Villain: Both become the main Taken threat and are killed by Saga after stealing the Clicker and fleeing to the second Overlap over the course of "Return 3: Local Girl".
  • Ascended Extra: They are voice-only characters in the original game who can be completely missed if certain radio broadcasts are not listened in on. In Alan Wake II, they are fairly major side characters who appear in person.
  • Asshole Victim: Alan Wake II makes it abundantly clear, especially before their boss fight, that you shouldn't feel too bad for them. To wit: they were perfectly willing to frame an innocent black couple for a murder they themselves helped commit, they show nothing but contempt for Saga and Casey, refer to "people like [Saga, Tammy, and Ed] sticking together," and were planning on mocking Saga (at least, the Saga they think they known) for letting her daughter drown. Still, this is partially an Ambiguous Situation, since it's possible that their personalities were affected by Scratch's manuscript of Return.
  • The Bad Guys Are Cops: They're secretly members of the Cult of the Tree.
  • Beware the Silly Ones: They play a comic relief role in every game they appear, but Alan Wake II shows a darker side to them, despite retaining their bumbling nature. They successfully covered up a murder prior to the events of the game, and become dangerous Taken who give Saga a harder battle than the more outwardly intimidating Nightingale.
  • Big Damn Heroes: They show up at the Cauldron Lake Lodge in the Psycho Thriller tie-in comic, saving Hartman and Nurse Sinclair from the Taken Mott and putting him down for good under Hartman's instruction.
  • Butt-Monkey: Thornton is constantly talked down to by Mulligan, and is suggested to be disliked by the rest of the town, as he is picked to be the cop in the dunk-me tank for Deerfest by town vote, which Tim suggests is the people's Revenge for a speed strip.
  • The Corruptible: Both of them steadily succumb to their dark and violent impulses enough for the Dark Presence to slowly fill them and make them Taken. This is in contrast to the Koskelas, who were the Darkness' first choice for the Huotari Well Overlap, but were able to fight off their worst impulses and keep a clear head to combat the Dark Presence.
  • Demoted to Extra: Mulligan has a physical-yet-minor appearance in the Bright Falls miniseries as he investigates the disturbance at Jake Fisher's cabin, and is the cop that Shel Dyck attacks and bites the hand of. In Alan Wake proper, he's delegated to a voice-only role with Thornton. This is averted in Alan Wake II when they become proper supporting characters.
  • Depending on the Artist: Mulligan and Thornton have some noticeable differences in appearance between the two tie-in comics, Night Springs and Psycho Thriller. In the former, Mulligan looks closer to how he does in the Bright Falls miniseries, somewhat unkempt and unshaven. In the latter, he's clean-shaven, with darker hair and a more serious appearance. Meanwhile, Mulligan in the former looks younger, while in the latter his hair is closer to grey than brown, and he's the one who seems to have stubble. They're also wearing the dark green department uniforms in the former comic, while in the latter (set only about a few hours later), Thornton is wearing a blue set and Mulligan has a brown jacket.
  • Dual Boss: Saga fights both of them during the same boss fight in the sequel.
  • Face–Heel Turn: Per Night Springs, they were originally part of the Torchbearers and were genuinely interested in keeping the town safe, and presumably joined the Cult of the Tree to keep this going after the old guard, well, got too old. Being marked by Scratch's manuscript brings out their darker impulses: feeling powerful because they are in on the secret, relishing violence against the Taken, disliking outsiders for thinking they can do better than them, and even covering up an accidental murder. Later ascends to Face–Monster Turn when they are Taken on top of this, the Dark Presence having used the manuscript to make them vulnerable.
  • Fingore: During Bright Falls, Mulligan arrests a Darkness-touched woman smashing lamps and she bites him on the hand. His next appearance shows it prominently bandaged.
  • Hidden Depths: According to Thornton, he does yoga to deal with his anger toward others, though his obviously passive-aggressive commentary toward Saga and Casey suggest it doesn't work out well for him.
  • History Repeats: Just like the historical Huotari brothers known in legend, Mulligan and Thornton are a duo who kill in the woods and dump their kills in the Huotari Well to keep their crimes a secret. This correlation between history and reality is what allows the second Overlap to open.
  • The Killer Becomes the Killed: After their murder of the young woman in the woods and their work to cover up the death, they steadily became consumed by their guilt, fear, and xenophobia. This allows the Dark Presence to easily turn them into Taken, where anything left of them are killed off by Saga in the ensuing fight in the Overlap.
  • Killer Cop: The cause of all their issues in the sequel. Their carelessness meant they fatally opened fire on an innocent young woman in the woods while on patrol.
  • My God, What Have I Done?: A manuscript page in Alan Wake II describes them shooting and killing what they believe to be a Taken, only to be horrified when they recognize the person they just killed. It's implied that the guilt they felt from this is the catalyst for them turning into Taken themselves.
  • Never My Fault: Both of them blamed each other for not realizing the woman they were killing wasn't even a Taken. In the end, they simply conceded it wasn't either of their faults and hid the body together to avoid any punishment.
  • Old Cop, Young Cop: Downplayed, Mulligan is clearly the more experienced cop of the two with Thornton as the easy-going newbie, but the latter does have years of experience under his belt and has been an acting police officer in Bright Falls at least since the 90s.
  • Police Brutality: As portrayed through a manuscript page in Alan Wake II, they feel power and thrill from their role as hidden guardians and relish the violent side of their job, and gunned down a woman walking out of the woods they thought was Taken without even trying to make certain who she was. While they feel bad about it, it doesn't change their way of operating.
  • Police Are Useless: Justified. Whenever you hear from the two in the game, they're always going to be picking up the pieces after the events are all done with, and neither of them will be much sure of what's going on in Bright Falls or how Alan is involved, meaning they're essentially minor comic relief at best. Of course, this is largely because they're chasing a tweed-wearing writer and not even considering the fact they're now part of a Cosmic Horror Story with a much bigger force at play.
  • Politically Incorrect Villain: Show some hidden prejudice against black people and/or out-of-towners, planning to pin the killing of Nightingale on the innocent Booker couple before Saga appears, and accusing her of showing favoritism to them because "their kind always sticks together."
  • Resurrective Immortality: As Taken, both of them can be killed by Saga, but the blots of Darkness scattered throughout their arena allow them to return from the Huotari Well. It's only when all the Darkness is burned away do both of them stop coming back.
  • Shoo Out the Clowns: After two games of being goofy clueless deputies, they are killed and Taken into the dual second Overlap Guardians. Downplayed, as they are also portrayed as far grimmer characters than was previously obvious.
  • Sudden Sequel Death Syndrome: They make it out of the events of the first game without a scratch, only to be Taken and made into Overlap Guardians during the events of Alan Wake II.
  • Teeth-Clenched Teamwork: Neither of them seem particularly fond of Hartman and have an idea of the Bitch in Sheep's Clothing he really is. Despite this, their duty as policemen come first and they refuse to leave him for dead when they come across each other at the Lodge, but both of them make it clear they aren't happy to be bossed about by Emil.
  • Token Evil Teammate: With the reveal of the Cult of the Tree's hidden heroic nature, the deputies' cover up of a murder, the "thrill of dominance" they get in being part of the Secret Society, and their xenophobic attitudes make them this. It's possible this wasn't always the case; Night Springs reveals they were part of the Torchbearers in 2010 and genuinely worked to keep the town safe. Scratch's manuscript presumably intensified whatever hidden darkness they had within them.
  • Unseen No More: After their only main appearance in Alan Wake had them never appear in person, they both show up in the second game, from the very beginning of Saga's half of the story.
  • Vitriolic Best Buds: The two of them are constantly arguing and snarking at each other — Mulligan toward Thornton especially — but the two are still always around each other in spite of this and work well together when push comes to shove.
  • The Voice: In Alan Wake, they don't make physical appearances. They do in the game's tie-in comics though, and Mulligan also has the extra live-action appearance in Bright Falls.
  • Those Two Guys: The two are investigating the mass disappearances around town together, as well as being included in the manhunt launched by Agent Nightingale as he chases Wake. If you hear from the two in the game, the dialogue is likely going to be comedic due to Mulligan needing to play babysitter for the excitable Thornton.
  • Why Don't You Just Shoot Him?: Unlike any other Taken encountered before, they're capable of using guns; Mulligan uses a shotgun and tries to get into close range while Thornton tries to snipe you with a rifle from the surrounding rock formations.

    Deputy Grant 

Deputy Grant

Appearances: Alan Wake | Night Springs

https://static.tvtropes.org/pmwiki/pub/images/grant_2.png

"Mr. Wake, can I help you with anything?"


A deputy of the Sheriff Station who often takes the role of front desk receptionist.


  • Chuck Cunningham Syndrome: Gone from her usual post at the Station without mention by the time of Alan Wake II. Given her advanced age, she likely retired or passed away in the 13 year time gap, assuming she was never Taken herself.
  • Cool Old Lady: She looks to be the oldest member of the current staff of the Sheriff's station, but is friendly, competent, and ends up surviving the night of the Dark Presence's biggest attack.
  • Depending on the Artist: She appears in Night Springs but looks younger with browner hair, and was possibly even drawn as a man.
  • Gossipy Hens: She is stated to be this, and willingly discusses both the poor conditions of the Majestic Motel and local drunk Walter's reasons for being in the station with borderline stranger Alan Wake.
  • Older Sidekick: She's got a few decades on her superior, Sheriff Sarah Breaker, and seems to be the last holdout from the previous generation which Pat Maine and Frank Breaker also worked during.
  • Shout-Out: She's more or less a direct translation of Lucy Moran in terms of personality, appearance, and job.
  • Skeptic No Longer: She dismisses Cynthia Weaver when she comes in and raves about keeping the lights on. Psycho Thriller shows her having an encounter with a poltergeist and relating to the other deputies about the Dark Presence.

Cauldron Lake Lodge

Staff

    Dr. Hartman 

Dr. Emil Hartman

Portrayed by: Mark Blum, Bruce Katzman (Bright Falls miniseries)

Appearances: Bright Falls | Alan Wake | Psycho Thriller | Control

https://static.tvtropes.org/pmwiki/pub/images/drhartman_4.png

"Right now it's very important that you stay calm. We don't want you to have another episode."


A psychiatrist, writer and former writing assistant who owns a clinic reserved for artists near Cauldron Lake. He's also the one who convinced Alice to bring Alan to Bright Falls under the pretense of psychiatric care, although Alan is immediately suspicious of him.

For information regarding his transformed state, see here for the Thing-That-Had-Been-Hartman.


  • And I Must Scream: He is eventually Taken by the Dark Presence when he went scuba diving in Cauldron Lake, reasoning that he had nothing left to lose.
  • Asshole Victim: Alan locks him inside his own office when the Dark Presence starts invading Cauldron Lake Lodge. Given all the things he's done to his patients, Wake and Thomas Zane, the proud grin on Alan's face as he walks away is warranted.
    • In Control it's revealed that he was arrested by the Federal Bureau of Control for the way he treated his patients and for essentially causing an Altered World Event. While they let him go, it was only done after they confiscated his life's work, causing him to sacrifice himself to the Dark Presence out of desperation. By the time he is encountered in-game, he has been warped into a horrifying Humanoid Abomination as the result of two malevolent paranatural entities fighting to possess him.
  • Be Careful What You Wish For: Aims to control the Dark Presence. Control reveals that it controlled him in the end; he actively gave himself over to the Dark Presence after the FBC essentially liquidated his career and assets, losing his own body to the thing he wanted to have power over to begin with.
  • Big Bad Ensemble: Shares the role of Big Bad of Alan Wake with the Dark Presence and Agent Nightingale, but his interaction with the latter is barely even a plot point. Instead, it's recorded in one of his tapes.
  • Big Bad Wannabe: Despite his attempts to take control of Alan to have the narrative under his command, he is only a threat for an early portion of Episode 4 before the Dark Presence attacks and Alan leaves him to its mercy. Even his attempts to continue his work with Cauldron Lake afterward only results in his death.
  • Blatant Lies: Although it's slightly subverted because everything he says does make some logical sense, so it rings as truthful as possible to both Alan and the player as he tries to manipulate them. Of course, remembering that this is a horror game with supernatural elements quickly brings his cascade of self-aggrandizing BS back to this trope.
  • Disney Death: He looks to be Killed Offscreen in the first game when Alan locks him in with the Dark Presence. Psycho Thriller reveals he survived and regrouped from there, which is followed up on in Control.
  • Dr. Jerk: Alan knows Hartman is a terrible doctor with a smug smile on a magazine front cover but he's even worse than average corrupt doctors; he treated his patients like test subjects to turn artworks into reality and caused the Dark Presence to go free, turning many residents of Bright Falls into Takens.
  • Evil Counterpart: His history with Thomas Zane makes him one to Barry Wheeler. While Hartman was Zane's assistant instead of his agent, he still acted like one to try and get him to produce stories so the Dark Presence would bring them to life, proving Hartman's theories. He essentially takes the agent role in the present through his psychiatric sessions with the patients at his lodge, encouraging them all to create so he can test which kind of medium better resonates with the Dark Presence's powers, and wanting Alan to do the same through his writing. Except Barry, despite thinking about money, is Alan's closest friend and wants to help him above all else, while Hartman is an exploitive monster who is so power-hungry he willingly allowed an evil Lovecraftian entity to regain power in a futile attempt to harness it for himself.
  • Evil Is Not a Toy: Emil sincerely believes he can control the reality-warping powers of the Dark Presence and Cauldron Lake, going out of his way to attempt this through manipulating Zane and Wake’s connection to it for his own ends. It ends up costing him the lives of some of his staff and nearly his own the first time when the Dark Presence comes knocking. Completely ignoring this brush with death, he still tries to make one last, vain effort to control the powers of Cauldron Lake despite the FBC pulling the plug on both his career and his research in the wake of the incident, by diving into it. It really, really doesn’t end well for him.
  • False Friend: In the past, he was this to Tom Zane as his writing assistant, nominally working for Zane's "best interest" while he really only wished to learn more about the mechanics of Cauldron Lake. He is also this to varying success with his patients, as Alan and the Andersons can see through him rather easily but the rest seem to think he genuinely works to help them.
  • Faux Affably Evil: He never drops the pleasant, affable tone of speaking towards others even as he manipulates them to his own ends.
  • A God Am I: He admits in an excerpt in his book that he sees creators themselves as gods in their ability to create something from nothing. Even more so, as a creator looking to influence and control what other creators produce, he wishes to place himself at the top of the creation pantheon.
  • Greater-Scope Villain: Writing Barbara Jagger back to life was an idea he proposed to his then-boss Thomas Zane, which makes him indirectly responsible for giving the Dark Presence an avatar and enough power to break free, and he was also the one who asked Alice to take Alan to Bright Falls, which sets off the events of the main game.
  • Hate Sink: He was the one who caused the Dark Presence to be released back in 1970 by manipulating his "friend" Thomas Zane into writing a manuscript where his wife is resurrected, with horrific consequences, out of petty ambition. Even discounting the fact that he's arguably responsible for several of Bright Falls' residents dying by being Taken, the man is simply rotten and unlikable to the point many players will rejoice when he finally does get a taste of his own medicine.
  • It's All About Me: His only real concern in life is finding a way to harness the Dark Presence for his own personal ends.
  • Jerk with a Heart of Jerk: At the end of Psycho Thriller, he begins to muse on his deceased friend Thomas Zane and notes how if he knew before what he knows about the Dark Presence, he might have been able to save him. His brief moment of humanity is made hollow when he changes his tune immediately afterward and notes:
    Hartman: Still, better him than me.
  • Just Think of the Potential!: He urges Alan to do this in regards to the reality warping powers of Cauldron Lake. Alan is hardly in the mood to listen after everything Hartman pulled to try and get Alan under his thumb.
  • Killed Off for Real: After miraculously escaping his fate, he decides to dive into Cauldron Lake, since despite it resulting in everyone else being Taken, he would be strong enough mentally to take it. He was instantly corrupted into a Taken and even his monstrous form would eventually be killed off in the halls of the Oldest House.
  • The Man Behind the Man: He was Mott's boss ordering him to stage the "kidnapping" plot with Wake, and was also the one who suggested the idea of writing Barbara back to life to Thomas Zane.
  • Manipulative Bastard: He's dedicated his career to manipulating others and convincing them his methods are in their best interest. His work with psychology helps him understand how people tick and how to use that to get them working for his interests, least of all his employees. Mott was so obsessed with making him proud as a pseudo-father figure that even as a Taken he retained his sanity just to find Hartman.
  • Meaningful Name: The name "Emil", is derived from the Latin "aemulus". This roughly translates to imitate or rival, which fits his attempts to be a replacement for Thomas Zane in taking control of the Dark Presence.
  • Morally Ambiguous Doctorate: A doctor of psychology who utilizes his talents and abilities to manipulate mentally ill creators within his clinic.
  • Nasal Trauma: Alan socks him in the face when they first meet, and he is shown wearing a splint for the rest of the game. According to a manuscript page, Alan managed to get another hit in before one of his sedations between Episode 3 and 4.
  • Nerves of Steel: To put credit where it's due, when his life is personally put on the line, he proves to be no coward. He openly laughs in the face of the Taken Mott and calmly finds a way to dispose of him, even actively putting himself in his line of fire to make sure he doesn't escape to be a problem later.
  • Not-So-Well-Intentioned Extremist: He talks about utilizing the powers of the Dark Presence for the altruistic reason of making the world a better place. The way he goes about trying to take control of the entity makes it clear that even if he did want to change the world for the better, he would only allow it if he was the one in control of it all.
  • Pay Evil unto Evil: He saves Nurse Sinclair from the Taken Mott and later kills off Mott during the events of Psycho Thriller. Given how much of a petty thug Mott was throughout the game, it's one of the few things he does that can be considered positive throughout his appearances.
  • "The Reason You Suck" Speech: The Alan Wake Files reveals he gave one to Nightingale when he came knocking for Alan. He condescendingly, but accurately talks down to him about his alcoholism and general uselessness during his investigation, before bluntly refusing him entry to the Lodge.
  • Smug Snake: His default expression is a smug, condescending smile plastered on his face, which is also on the cover for his own book. Alan even notes at one point that just seeing his face on the cover is enough for him to want to punch Hartman, which speaks levels on how unbearable this guy is. He's so self-centered and focused in his own objectives that it doesn't seem to occur to him that maybe the Dark Presence is more powerful than he's giving it credit for.
  • Suicidal Overconfidence: He incorrectly thinks he can expertly manipulate and keep Alan under his thumb, even when the man is holding a gun to his head. To more fatal results, he also goes diving into Cauldron Lake with no means to defend against the Dark Presence.
  • Too Dumb to Live: In Control, it's revealed that he dove into Cauldron Lake despite knowing what's down there and what happens to people who touch what's down there. Despite his complete confidence to the contrary, he lasts no longer than any other Bright Falls citizen.
  • Unexplained Recovery: An official post-game comic shows that Hartman come out alive and well after his encounter with the Dark Presence in the Cauldron Lake Lodge. It's never explained why he was spared, though the comic is presented as part of Alan Wake's manuscript, suggesting he made it happen.
    • As Control reveals, he was still himself, but the FBC took all of his research on the Dark Presence and left him with nothing. The only way he could continue his research was to dive into Cauldron Lake himself to research it up close and personal, so he did, confident that he could emerge unscathed. He was Taken immediately. Then when he came back out the FBC pretty much immediately snatched him up and locked him in a cell to study. Then the Hiss got him. So anyone who felt he didn't get enough comeuppance can now rest easy.
  • The Unfought: Despite all the harm he's caused, you never fight him in the main game after the Dark Presence corners him at his lodge. The closest you get to fight him is during the DLC Special "The Writer", when the imaginary Barry sends a Taken Hartman after Alan, but that's still part of Alan's nightmare. It takes an entirely different game to finally face Hartman as a boss.
  • Unwitting Instigator of Doom:
    • He's indirectly responsible for everything that happens in the game. After Barbara Jagger's death, he was the one who encouraged Thomas Zane to use the powers of Cauldron Lake to resurrect her, which woke the Dark Presence from its slumber.
    • More directly, he invites Alan to Bright Falls through Alice, leading to the events of the game directly when Barbara intercepts them.
  • Villain Protagonist: He serves as the main protagonist and narrator of Psycho Thriller despite being just as villainous in his actions as he was in the main game.
  • Villainous Valor: He does prove to be quite independently resourceful (though completely ruthless) when left to his own devices to survive. He keeps ahead of the Taken Mott and sacrifices Rudolf to buy him time before the authorities arrive and convince them to gun him down before the sun rises.
  • Walking Spoiler: It's impossible to talk about Hartman at length without giving away major reveals about the nature of the story and backstory.
  • You Have Outlived Your Usefulness: He used Rudolf as his most talented conduit toward the Dark Presence as a painter. When Mott comes after them, he has Rudolf wear his sweater and leaves him for Mott to find to buy him and Sinclair time to escape.

    Ben Mott 

Ben Mott

Portrayed by: Jason Muzzo

Appearances: Alan Wake | Psycho Thriller

https://static.tvtropes.org/pmwiki/pub/images/mott_1.png

"Stop talking to the law. You'll do exactly what I say if you want to see your wife again."


The "kidnapper" who contacts Alan claiming to have his wife and offering her in exchange for the manuscript pages of Departure.


  • Ain't Too Proud to Beg: When Barbara gets her hands on him at the lookout, he starts begging for mercy, which she is in no mood to give.
  • Alas, Poor Villain: His final death in Psycho Thriller is this. The narrative plays up Hartman's manipulations of him and the past that made him such an easily manipulated brute. In the end, he dies screaming as Hartman manipulates him one last time and forces him to his knees in submission.
  • Arc Villain: He's portrayed as the main threat of Alan Wake in Episodes 2 and 3 with his unknown machinations and capture of Alan's wife. He's then killed off by the Dark Presence and it and Hartman replace him for the remainder of the game.
  • Badass Normal: Does remarkably well fending off the Taken. Indeed, he's well-versed with their weaknesses, and is entirely unphased with fighting them (so much so that he has absolutely no problems setting up his meetings with Alan to take place in the middle of the night deep in the Taken-infested woods).
  • Bait the Dog: When he shows up in the woods, he comes across as a complete badass, taking down three Taken back to back and striding in to save Alan. Then Alan recognizes his voice and his demeanor shifts to condescending and aggressive as he forces Wake into danger without even a gun.
  • The Cameo: Shows up in the Oh Deer Diner (according to IMDB), sitting with an unnamed older man, in the first episode of Bright Falls, and even sings Happy Birthday to Jake with the rest of the diner patrons.
  • Chekhov's Gunman: First seen on the ferry at the beginning, leering at Alan from the backside. Try to approach him and he'll audibly complain about the "yuppies" visiting town. There's a solid chance you might not even notice since you don't have to interact with him at all to progress.
  • Conspiracy Theorist: He genuinely believes in government conspiracies such as fluoride being used to control the masses. As a Taken, other than his obsession with Hartman, it's all that remains of his former personality.
  • Disney Villain Death: The Dark Presence forms a tornado, picks him up and launches him into the lake.
  • The Dragon: To Dr. Hartman, not that he thinks Mott is all that capable.
  • Escort Mission: Played with. At the mid-point of Episode 2, Mott actually escorts Alan after seizing his gun and keeping him with only a few flares handy to keep himself in power during "negotiation" as the Taken attack. Problem is, Mott is a lousy shot and will miss constantly, endangering the player even further.
  • Everybody Calls Him "Barkeep": He's never referred to as anything but "the kidnapper" in dialogue. His name is identified only by the manuscript pages, and even then refers to him only by his last name.
  • I Have Your Wife: Kidnaps Alice near the beginning of the game and threatens her death if Alan doesn't comply with his demands. Except not really. It was a ruse to get Alan to finish the manuscript for Dr. Hartman.
  • Inferiority Superiority Complex: To someone like Mott, Alan Wake is someone who has everything; smarts, money, and a beautiful wife. When faking Alice's kidnapping, Mott expects Alan to beg him but instead, Alan fights back. Because of his ego, Mott decides to give Alan two days to complete the manuscript, which ruins his boss' plan. Apparently this is how he is all his life, which Hartman uses to control him.
  • It Can Think: After being turned into a Taken, Mott seems to have significantly more going on upstairs compared to the others, retaining a fairly large degree of his former self despite being reduced to a psychotic thrall of the Dark Presence.
  • Jerkass: Being a supposed kidnapper will do that. Especially when he gives a writer only 3 days to finish an entire manuscript. Even in his appearance much earlier in the game he'll grumble and complain about Alan and Alice within earshot.
  • Manipulative Editing: By using an edited recording of the call Alice made to Hartman, Mott is able to trick Alan that he had Alice.
  • A Tragedy of Impulsiveness: The two-day limit he imposes on Alan finishing the manuscript is something even he realizes is stupid, but he panics while trying to remain in control of the conversation and simply says the first thing he thinks.
  • Unexplained Recovery: In the tie-in comic Psycho Thriller, he's somehow survived his fate in Alan Wake, albeit as a Taken with higher function than most, and goes on to hunt Hartman at the Cauldron Lake Lodge before being killed for good by Hartman and Deputies Mulligan and Thornton.
  • Villainous Rescue: Rescued Alan in Episode 2 after he lost his gun. Downplayed, however, in that he still keeps Alan relatively unarmed and only gives him flares, since he knows he needs to have the power in that situation.
  • You Have Failed Me: One manuscript page reveals that Hartman was incredibly frustrated that Mott gave Alan only 2 days to finish his manuscript instead of the full week Alan wanted. Unlike most examples of this trope, Mott doesn't get killed until the Dark Presence comes along.

    Nurse Birch 

Nurse Birch

Portrayed by: Andrew Totolos

Appearances: Alan Wake

"Hey, Wake, why don't you humor Doctor Hartman and give writing a shot, huh?"


A towering goon who serves as Hartman's muscle within the Lodge, threat of his involvement being used to keep the patients under control.


  • Black Eyes of Evil: Sports them as the visual indicator he has been Taken by the Dark Presence.
  • The Brute: He is a tall, intimidating man who works under Hartman and does all of his dirty work behind the scenes, assuming more of this role than Mott did during his time as The Dragon. Alan even bluntly calls him Hartman's "gorilla" when he wakes up at the Lodge in Episode 4. Tellingly, when he's Taken, he becomes an Assault type instead of a Tele-Flanker like the last two named victims in the game.
  • Flat Character: He shows no hidden depths or deeper characterization than to be Hartman's additional hired muscle who keeps the patients under control.
  • Flunky Boss: He has hordes of Ravens swarming you while you fight him in tandem with his own attacks.
  • King Mook: He is one of the strongest Assault Taken in the game, with his powerful strikes and quickly regenerating Darkness shield.
  • Large Ham: As is standard for the Taken, what he says before and during the fight are loud, over the top, and completely without context.
  • Screw This, I'm Out of Here!: When Tor came knocking with a real hammer, he boarded himself up in a storage room and waited for them to leave. He evidently didn't make it far when they did.

    Nurse Sinclair 

Nurse Sinclair

Portrayed by: Shari Albert

Appearances: Alan Wake | Psycho Thriller

A control freak and Birch's associate within the Lodge.


  • Action Survivor: She turns out to be this by Psycho Thriller, being able to survive the Dark Presence's attack on the Lodge and Mott's hunt of her and Hartman afterward.
  • A Lighter Shade of Black: She is fully compliant with Hartman's creator-manipulating schemes and isn't particularly pleasant. That said, she has far more of a conscience and quits by the end of the night after seeing just how quickly Hartman turns to disposing of his former patients.
  • Take This Job and Shove It: Quits her role at the Lodge after the events of the game, not that Hartman cares for her services after that point.
  • Tap on the Head: Tor beats her over the head with a hammer to knock her out. When she comes to, she is perfectly able to move around quickly and shows no sign of injury.

Patients

    Rudolf Lane 

Rudolf Lane

Appearances: Alan Wake | Psycho Thriller

"Oh, hello! I've painted you."


One of the creatives housed in Hartman's lodge, a painter struggling to find a subject matter for his works.


  • And I Must Scream: In Psycho Thriller, being so close to the Dark Presence causes him to begin painting uncontrollably. He tells Hartman he tried to leave with Tor and Odin, but he physically couldn't stop himself from continuing to paint.
  • Mad Oracle: The work of art he made prior to the game were portraits of Taken and environments shrouded in darkness. Amplified in Psycho Thriller, where he paints direct events of the game with what is implied to be his own blood.
  • Pushed at the Monster: During his escape from Mott, Hartman runs into Lane. He uses his opportunity to give Lane his sweater and keeps moving without him as Mott crashes into the room. Mistaking Lane for Hartman in the moment, Mott (seemingly) kills him while the doctor makes a clean getaway.
  • Too Good for This Sinful Earth: From what little we see of him, he's a nice guy who simply wants to repursue his passion of painting. Dr. Hartman doesn't hesitate to use him as fodder when push comes to shove.
  • Unexplained Recovery: In Psycho Thriller, he was stabbed by Taken Mott, seemingly fatally. However, Control indicates he survived, as the "Hartman Arrest" collectible lists him as one of Hartman's victims who was cleared but is being monitored by the FBC.
  • Unwitting Pawn: He seems to genuinely believe Hartman has his best interests at heart and wishes for him to start painting as he pleases again. Ultimately, he was just another experiment into how the Dark Presence can manipulate and be manipulated, and quickly discarded when a more promising candidate appears.

    Thomas Emerson 

Thomas Emerson

Portrayed by: Mike Doyle

Appearances: Alan Wake | Alan Wake II note 

"Yeah, you'd like me to go away so you won't be scared. But you can't just decide what kind of dream you have or when you have it!"

A disturbed video game developer who is tolerated among the residents of the Lodge.


  • Cloudcuckoolander: Goes into winding, unhinged rants about nightmares, the creative process, and "Mullet Time", doing karate all the while. It all serves to establish why Hartman's attempts to recruit other artists have failed to yield any meaningful results.
  • Creator Career Self-Deprecation: A loony video game developer within a video game. Hartman openly talks down on the profession as trash, suggesting it only allows a "small creative effort" compared to the written word or paintings. Then again, Hartman is supposed to be a Hate Sink, so this could instead be an inversion of Damned By a Fool's Praise.
  • Guest Fighter: Appears a guest racer in the Remedy-developed Death Rally (2011), along with Barry Wheeler.
  • Leaning on the Fourth Wall: In the middle of a lengthy Motor Mouth rant, he disparages characters who are made by the writers to always talk all about how they feel and never know when to stop talking.
  • Paper Tiger: Tries to talk a big game as a danger to Hartman, but a single sharp admonishment from the doctor causes his confidence to crumble.
  • Sanity Strengthening: By the time of Alan Wake II, he is lucid enough to have been appointed a major member of the Bright Falls Film Society and give lectures about the history of the Zane the Finnish Filmmaker.

Valhalla Nursing Home

Staff

    Rose Marigold (Unmarked Spoilers) 

Rose Marigold

Portrayed by: Benita Robledo (Alan Wake), Merette Bartles (Bright Falls minisseries), Jessica Preddy (Alan Wake II)

Appearances: Bright Falls | Alan Wake | Alan Wake II

https://static.tvtropes.org/pmwiki/pub/images/awii_rosemarigold.jpg
Click here to see her in Alan Wake

"Welcome to the Oh Deer Diner!"


The waitress at the Oh Deer Diner in Bright Falls, and one of Alan's biggest fans. She becomes an incidental character during the game's events as she hopes to see him more often, but it ends up being to her detriment...


  • Ambiguous Situation: In the sequel, she states that she has gained all her knowledge about how to fight the Dark Presence and advice on things to do (such as steal Cynthia Weaver's angel lamp and put it in a shoebox and throw it in a lake, which ends up being critical for Alan's success in the Dark Place when it reaches him) from various messages that Alan has been sending her in her dreams, on the radio, in the clouds, etc. When Alan meets her at the end of the game, he is very confused by her claims as he states he hasn't been sending her messages of any kind. Did the messages come from Alan in a past loop he doesn't remember? A future loop he hasn't experienced yet? Did they come from someone else entirely? Or does Rose just coincidentally happen to be crazy in the most convenient way possible?
  • And I Must Scream: When she is touched by The Dark Presence and unable to control her actions as she drugs Alan and Barry under its command. It's heavily implied she knows exactly what she's doing but is powerless to stop it.
  • Be as Unhelpful as Possible: She's been convinced only the "hero" of the story Alan is writing should know about the Dark Presence and its effects on the town. This means she flatly denies any of the paranatural happenings around her and Saga, no matter how blatant they are, until the FBI agent is able to convince Rose she is Wake's hero.
  • Break the Cutie: Being used by the Dark Presence sours her cheerful demeanor very quickly, to say the least. When Alan comes to in her trailer, she's cradling herself and rocking back and forth in a state of shock, repeating her waitress routine in monotone. Finally, we only see her again in the ending with a lantern on her hands and a grim expression, implying she's become the new Lady of the Light.
  • Chekhov's Gunman: She assists Alan in a critical moment during the climax of Alan Wake II, claiming her loopy behavior was just an act so she could evade notice until she could help Alan in his moment of need.
  • Cloudcuckoolander: Becomes "spacey" in the same way as Cynthia after her exposure to the Dark Presence, knowing things with so much additional context she simply comes across as completely insane to an outside observer.
  • Crazy-Prepared: As Cynthia's replacement, she has been helping Alan's future hero by preparing lunchboxes containing scraps of manuscripts and leaving them throughout the area, even coordinating with Mandy-May to mark the areas with knitwork trails around the stashes.
  • Creepy Monotone: While under the influence of the Dark Presence, which makes her repeat her typical workplace phrases similarly to the Taken.
  • Crouching Moron, Hidden Badass: In Alan Wake II, she is the same obsessive fangirl she always has been toward Alan, and seems to be going steadily insane. Despite this, she runs two jobs without issue on top of hunting Taken in the night, all the while keeping off both the police and the Cult of the Tree's radar and hiding her lunch boxes around the woods.
  • Cute Bruiser: In the second game, her bubbly disposition returns and we see she adorably Thinks Like a Romance Novel in her fanfiction pages. She also regularly goes on lone Taken hunts with Vlad's rifle, and she successfully stays one step ahead of the entire Cult of the Tree despite prowling the same woods.
  • Dark and Troubled Past: One passage of the Departure manuscript implies that life's been pretty rough on her in general, and another passage implies that she was in an abusive relationship at one point. Things go From Bad to Worse for her, unfortunately.
  • Dissonant Serenity: By the time of the sequel, she is blasé toward the Taken at best. She casually locks up anyone at Valhalla at the first sign they are being Taken, hunts Taken around the wilderness without much concern, and a note in her office at the Oh Deer Diner brings up Cynthia being Taken with all the importance of a particularly inconvenient chore.
  • False Memories: The first person in Bright Falls we see to be affected by the changes the Return manuscript writes into reality. The moment she sees Saga, she suddenly has known her from years back before she moved away when Logan drowned.
  • Green-Eyed Monster: Implied, but in Episode 3 of Alan Wake, despite being under the influence of the Dark Presence, when Alan asks her if she has the manuscript pages, she'll strike a pose and comment that Alan "needs a muse to inspire him", hinting at some possible jealousy towards Alice Wake. This isn't helped by the fact she has an actual mini Stalker Shrine (although thankfully it's just publicity photos) dedicated to Alan in her bedroom. A similar event occurs in Bright Falls, where she seems to react jealously when she hears that Jake Fischer, whom she also seemed to admire due to his being a "creative," is meeting his ex-girlfriend.
  • Guest Fighter: She's playable in Dead by Daylight as a Legendary Skin for Alan.
  • Hair of Gold, Heart of Gold: She has dirt-blond hair and is genuinely a nice girl, both to the townsfolk and Alan, just wanting to help. It's heartbreaking when the Dark Presence utterly destroys her mentally.
  • Her Code Name Was "Mary Sue": The fanfiction Saga can find in the Alex Casey lunchboxes portrays herself as the protagonist. While her many levels in badass have a basis in reality, she also portrays herself as an expert mycologist and the one true love of Alan Wake. It's all so out of touch with reality the Dark Presence can make no use of it despite it nominally being a creative's work.
  • Hero-Worshipper: Obsessed with being of service to the "Hero" of Wake's new story. Most of her lunchboxes offer sugary words of support or advice, and she instantly kowtows to all of Saga's requests when she identifies herself as the hero.
  • Heroic Willpower: She is the only person in all of Bright Falls and Watery who is not affected when Scratch uses the Clicker to enact the finale of Return, spreading the Dark Place to the rest of the world. Even Ilmo, who previously resisted the Dark Presence's attempts to turn him and his brother into Taken, is put under Return's spell, but Rose fully keeps her faculties and even saves Alan in a pinch when he is being hunted by the Dark Presence.
  • Hidden Supplies: She's the one leaving the collections of Alex Casey lunchboxes filled with manuscript scraps throughout Washington for "the Hero" to find.
  • History Repeats: Like Cynthia Weaver before her, Rose is a bystander who harbors a personal crush on a famous writer who's already with someone else, and ends up touched by the Dark Presence and traumatized into staying in the light. The ending implies she'll essentially take Cynthia's place as the "Lady of the Light", especially with the comments Cynthia often makes about being tired of the role and not being able to keep it up forever.
  • I Just Want to Have Friends: A manuscript page reveals she's very insecure under her smiling work persona, and ultimately just wants to be friends with Alice and Alan, even if it's implied she harbors a genuine crush on the latter.
  • I'm Your Biggest Fan: Is a die-hard fangirl for Alan, having a cardboard cutout of him propped up at the Diner. She still has it in the sequel, displayed prominently in her office at the nursing home.
  • Innocently Insensitive:
    • Begins her conversation with Saga by acting like she already knows the federal agent and "telling her" about her daughter dying long ago. This notably disturbs Saga, despite Rose treating it like casual conversation. As it turns out, Rose's memory about Saga has been altered by Scratch who incorporated the latter into his story.
    • One manuscript page describes how she stole Cynthia's Angel Lamp and sent it to Alan. She thought nothing of doing so because Cynthia has so many other lights, and the page goes out of its way to describe how happy she was with doing it... completely unaware that she was depriving Cynthia of the one thing she had left of her beloved Thomas Zane, causing her to cross the Despair Event Horizon and become vulnerable to being Taken.
  • Last of Their Kind: With Cynthia and Frank dead, Pat and the Andersons retired, and the rest of the people who knew about them deciding to radicalize themselves into the Cult of the Tree, Rose can be considered the last of the Torchbearers.
  • New Job as the Plot Demands: In addition to running the Oh Deer Diner, she's also the main nurse and caretaker at the Valhalla Nursing Home in Alan Wake II.
  • Nice Job Breaking It, Hero: In order to help Alan (and with the Return manuscript's influence), Rose stole Cynthia's prized Angel Lamp and sent it to him. Without the lamp, Cynthia becomes distraught and is ultimately Taken by the Dark Presence.
  • Passing the Torch: Implied to be the new Lady of the Light after Cynthia, if the ending scene of her holding a lantern while being peered on by an implicitly-possessed Nightingale is any indication. The sequel confirms this.
  • Single-Target Sexuality: Always ignores the subtle signs of Rusty's attraction to her due to an obsession with Alan. This dedication is still going strong in the sequel, where she ships herself with him in her fanfiction, and even makes a Love Triangle between her, Alan, and a bad boy twin of Alan in a leather jacket.
  • Stronger Than They Look: Most people touched by the Dark Presence either become a Taken or go insane. Rose... well, she's not Taken at least. Her sanity remains in question, but she's still on the side of good.
  • Took a Level in Badass: In the sequel, she has come to take role as the Lady of the Light very seriously and spends evenings taking out Taken all by herself. As she states, the hardest part is hiding the bodies. At the end of the game, she and the rest of Bright Falls have been transported into the Dark Place but she manages to keep her sanity in check again, with the only other person being Ahti and that's because the latter is implied to be a god while Rose is a normal human.
  • Trust Password: No matter how blatantly weird things are getting, she denies all evidence of the paranatural to Saga, knowing only "the Hero" should know these things. It takes Saga Profiling her to learn and say a phrase Rose expects the Hero to tell her to get Rose to finally begin cooperating.
  • Walking Spoiler: In the second game, her importance to the story and hidden actions protecting Bright Falls as the new Lady of the Light are kept obscured until the endgame.

    Vlad Blum 

Vladimir "Vlad" Blum

Portrayed by: Alec Newman

Appearances: Alan Wake II

Rose's coworker at the Valhalla Nursing Home, who handles the residents' visits to town and technical issues.


  • Butt-Monkey: None of the nursing home's residents bother to give him any respect and at least one of them regularly pranks him by misplacing his things. Tor and Odin regularly sneak off when he tries to keep an eye on them, Mandy-May looks down on him for being Russian, and Ahti regularly steals his janitor's uniform to wear.
  • Early-Bird Cameo: While it is nearly impossible to identify him even after the first playthrough, he is the cultist in the prologue who first spots Nightingale and audibly freaks out as he runs off to tell the others.
  • Egomaniac Hunter: Hunting is a major hobby to him and even writes to Rose about it, considering his skill at it one of his best traits. He keeps several trophies in his office at the Wellness Center, as well as a gun cabinet containing a Hunting Rifle for Saga to take. The rifle is actually Rose's (in one of his notes, he admonishes her poor gun safety in just leaving it around wherever she pleases and says he's locking it up), but the fact that the cabinet is there implies he's kept his own rifle in the office on occasion.
  • False Memories: Like all residents of Bright Falls and Watery, his memory is rewritten to believe Saga has been a member of the community for years. He is one of the first people she can discover this from when she meets him in Watery.
  • Funny Foreigner: The only Russian immigrant in Bright Falls, who is a comical character with his slightly broken grasp of English and self-aggrandizing tendencies.
  • Killed Offscreen: Saga finds him in the basement of Valhalla with a knife through his head, having been killed under unclear circumstances before Saga arrived at the building.
  • Stock Foreign Name: The only Russian in the game, with the common stock name of Vladimir.
  • Tempting Fate: After he is inducted into the Cult of the Tree, Saga can find notes where he talks about how great his life is and how excited he is for the future. The very same night he wrote these notes, he is killed under unclear circumstances.

Residents

    Pat Maine 

Pat Maine

Portrayed by: R.J Allison (Alan Wake), James Carroll Jordan (Alan Wake II)

Appearances: Bright Falls | Alan Wake | Alan Wake II

https://static.tvtropes.org/pmwiki/pub/images/aw2_patmaine.png
Click here to see him in Alan Wake

"Now, let's go to the phones. Caller, you're on KBF-FM."

A retired cop who is now the host of a late night radio program popular in the Bright Falls area. Alan first meets him on the boat into town where he asks him to stop by later for an interview.
  • Ambiguous Situation: During Alan Wake II, Pat is under the belief that his biggest sponsor is the locally-run "Davis Family Beef Jerky", and is trying to promote samples given to him recently by the owner, Wendy Davis. However, several people (including her disgruntled widower, who insists that the jerky company doesn't even exist) point out that Wendy went missing in 2010 and was found dead later. Despite all this, Pat remains insistent that he had seen Wendy that Sunday, and believes the whole thing to be a practical joke. While Pat's behavior throughout the radio show points to senility or dementia, it's entirely possible that Wendy's death is caused by "Return" affecting reality, and that Pat's memory hasn't been fully rewritten.
  • Boring Broadcaster: What he has devolved into by the time of Alan Wake II. His topics are mundanities such as park bench rankings and new jerky flavors, and his only consistent guests are usually his neighbors in Valhalla.
  • Cool Old Guy: It may not be obvious the first time you meet him, but he is definitely more awesome than he first appears. Even as a spacy, far older man he possesses a polite wit and charm he extends to Saga.
  • Excellent Judge of Character: He claims to have this while talking with Nightingale, and from what we see it's accurate. He notes he only knew both Nightingale and Wake for a short time, but from he determined of their character, the "danger to the town" is the raving madman with a gun, not the nervous author politely asking for his help.
  • Gosh Dang It to Heck!: His years of work on a public radio channel have dampened his vulgarity. Nightingale shooting at Alan only a few feet away elicits nothing more than a surprised "Judas Priest!"
  • I Reject Your Reality: No matter how many people tell him otherwise, he maintains he is seeing the deceased Wendy Davis from the supposedly nonexistent Davis Family Jerky Company in Alan Wake II.
  • Mr. Exposition: If you wait around in the radio station instead of going right in, he'll start to give a rundown on Alan's life and history as an author.
  • Nice Guy: He's very pleasant to everyone he meets. The exception is Agent Nightingale, whose violent and reckless attitude outright offends him.
  • The Night Owl: He's always up and talking as the host of the night time radio show, and we only ever see him during the day twice, at both the start and tail end of the game. He notes in one conversation this is not entirely from his job, as he doesn't particularly enjoy trying to fall asleep every night.
  • The One That Got Away: He reflects on love with Dr. Nelson during a radio call and mentions how he thinks he had already found "the one". Unfortunately, they drifted and Maine's had nothing but his work since.
  • Only Sane Man: By the time of Alan Wake II, his guests on the talk show are so unfocused and weird he takes this role by default on air. This ends up being gradually subverted as his own madness around Wendy Davis takes over.
  • "The Reason You Suck" Speech: The Alan Wake Files reveals he gave one to Nightingale between Episodes 3 and 5, lambasting him for his idiotic way of going about his investigations and his general attitude issues toward the entire town.
  • Retired Badass: He's a former police officer, and is on the list of people Sheriff Breaker gives to Barry to call with the message "Night Springs", which tells us he knows something about the town's Dark Secret and is prepared to fight it. This might even be the reason he runs an all night radio program. Sadly, by Alan Wake II he's simply become too old to keep it up.
  • Ripple-Effect-Proof Memory: In Alan Wake II Pat seems to land on a sliding scale between this and senility, with the scale sliding further toward senility as the plot progresses. He remembers Wendy Davis alive and handing him jerky samples while Wendy's widower calls in saying she died in 2010. It's not made clear if the new reality Scratch is creating rewrote Wendy to having been drowned in 2010 with Pat remembering the true reality, if Pat is slowly becoming senile, if the new reality asserting itself is making him senile as a way for Scratch to spite another one of Alan's allies in Bright Falls, or some combination of the therein.
  • Sanity Slippage: In the second game, he develops an unbreakable belief the deceased Wendy Davis is still alive and visiting him to hand out new jerky samples, no matter what his listeners try to tell him. Considering the rest of the weirdness surrounding Bright Falls, it's entirely likely Wendy Davis was alive until recently and Scratch rewrote reality so that she drowned in 2010, but the contradicting realities cause Pat to become rapidly more senile and confused until he's barely able to work out his own radio console.
  • Scatterbrained Senior: He was already getting on in years during the first game, but in the sequel thirteen years later he's still running his radio show out of the Valhalla Nursing Home on a much smaller scale and definitely doesn't sound quite as collected as he used to. Gets much worse as he continues fixating on the whereabouts of Wendy Davis, to the point of probable dementia.
  • Snarking Thanks: In an uncharacteristic bout of sarcasm, he "thanks" Lorna Miles for a compassionate viewpoint after she goes on a rant about police resources being wasted on the people of a trailer park instead of normal citizens.
  • Too Desperate to Be Picky: An early sign of his show's declining quality in the second game. He reached out to a local meteorologist for an opinion on the weather... and she never got back to him. He instead tries to make do with her insane uncle Tapio, whose only commentary on the weather for the next few days ends up being "rain" before he loses focus.

    Cynthia Weaver 

Cynthia Weaver / the Lady of the Light

Portrayed by: Linda Cook (Alan Wake), Linda Marlowe (Alan Wake II)

Appearances: Alan Wake | Night Springs | Alan Wake II

https://static.tvtropes.org/pmwiki/pub/images/cynthiaweaver.png

"Young man. I've been waiting for you. For a long time."


The "town eccentric" of Bright Falls, who is obsessed with making sure all the lights in the town are working properly. There's a very good reason for it.


  • Arc Villain: The main Taken threat of "Return 5: Old Gods", brainwashing Tor and dragging him into the third Overlap at Valhalla.
  • The Atoner: She protects Bright Falls in remembrance of Tom, who she feels she let down in the past.
  • The Cameo: Appears in the background of Night Springs, first silently observing Wake taking the Clicker, and then Frank and Sarah's reunion in the Well-Lit Room following the events of Episode 6.
  • The Cassandra: Despite her warnings to keep the power on and lightbulbs maintained, along with the strange happenings around Bright Falls, many of the townsfolk simply see her as the local crazy lady. This dismissal gets several people Taken when the Dark Presence starts cutting power to the town.
  • Chekhov's Gunman: Among all the Bright Falls residents Alan meets at the Diner, she is easily the most vital to the plot, but the game still frames her as just another kooky bystander.
  • Crazy-Prepared: Guess who left all of those safe havens and supply caches for Alan to conveniently find. Not to mention the Well-Lit Room (which is the absolute end all of crazy, but is completely necessary and useful) and her underground tunnel (lit the whole way) that goes right to it.
  • Deadly Bath: Made emotionally and mentally vulnerable after (as dictated by the manuscript) Rose steals Tom's lamp from her to send to Alan, Scratch wastes no time in dragging her into her tub and drowning her in it.
  • Expy:
    • She has quite a lot in common with the Log Lady from Twin Peaks. An elderly lady seen as the weirdest resident in a small, weird town, who constantly cradles an object associated with their nickname and obsession (the log of the Log Lady, Cynthia's lanterns).
    • As a Taken, the initial portion of her boss fight mimics the Kaernk (aka the "Water Monster") from Amnesia: The Dark Descent, with her hiding under the dark water and ambushing Saga by following her movements while in it.
  • Glass Cannon: Her wave attacks pack a punch and will come quickly at Saga, but her actual health is negligible and she only has a Darkness shield while on the ground, leaving her exposed to being shot down quickly.
  • History Repeats: Just like the urban legend spread of a teenage girl drowning in a flooded military bunker near the Valhalla Nursing Home, Cynthia is an innocent woman who drowned on the grounds of the Valhalla Nursing Home. This correlation is what allows the third Overlap to be opened.
  • Honey Trap: After becoming Taken in II, she tries charming Tor in order to acquire one of his records in order to bring him into the Overlap.
  • Intrepid Reporter: Her occupation years before, as an editor of the Bright Falls Record newspaper. She supposedly quit after her encounter with the darkness.
  • It Runs in the Family: Supplementary materials suggest this may be the case for the Weaver family. It goes into the career of her ancestor Bartholomew, an architect who steadily went mad trying to rebuild a large manor on the outskirts of town despite heavy financial burden. Given the home's proximity to Cauldron Lake, it is also a possibility multiple generations of the Weavers ended up "touched" by the Dark Presence.
  • Making a Splash: As a Taken, she can shoot blasts of water at Saga while levitating, likely in reference to how Scratch killed her by drowning her in a bathtub.
  • Mysterious Protector: She is the Lady of the Light mentioned in the song written by the Anderson Brothers, and has left a bunch of supply caches around Bright Falls precisely so Alan or someone else fighting the Taken could use them.
  • Noodle Incident: How exactly she was "touched" by the Dark Presence after Zane's disappearance is never specified.
  • Properly Paranoid: A timid-looking old woman who carries a lantern and is afraid of the dark? Well, there's a good reason...
  • Ripple-Effect-Proof Memory: She still remembers Thomas Zane and his works, despite Zane writing both them and himself out of existence. It's implied he deliberately left her memory intact so she could help the next person to fight the Dark Presence. In the second game, she is one of the few people who remember him as a poet instead of the filmmaker the imposter Zane made him between games.
  • Room Full of Crazy: During Episode 3 of Alan Wake, Alan can find the ruins of an old house in the woods, presumably where she used to live before moving into the power plant. The basement walls are absolutely covered in graffiti that alternates between professing love for Thomas Zane and cursing his name, when it's not just writing out "TOM" multiple times. Smack dab in the middle of it all is a giant heart with "CW + TZ" written inside.
  • "Shaggy Dog" Story: The poor lady never caught a break in her life. The love of her life loved someone else, she lost them both to the Dark Presence and was made into the town loony keeping all the lights on to defend herself, only to die a horrible death 13 years later and be used by the darkness she fought against as another one of its puppets.
  • Sudden Sequel Death Syndrome: Her role as the Lady of the Light protected her well during the first game, but losing the title left her exposed at her own home to Scratch's will, getting her killed and Taken as a result.
  • Tragic Keepsake: The second game reveals one of her lamps is uniquely this among the many she owns, as she recalls it as belonging to Tom before he disappeared. It proves to have been essential to her declining mental health, as when Rose steals it to send into the Dark Place for Alan, Cynthia instantly succumbs to despair and loses track of herself long enough for Scratch to make his move.
  • Tragic Villain: Compared to Nightingale and the two deputies, Cynthia's fate as a Taken is a lot more tragic. She dedicated the majority of her adult life to keeping the Darkness in Cauldron Lake at bay. In her old age however, she became frailer and demoralized over time at her eternal work. And when Rose takes Zane's lamp from Cynthia's collection (to give it to Alan), this breaks Cynthia's spirit enough for the Dark Presence to finally possess her.
  • Went Crazy When They Left: The impetus of her mental state shattering completely was the disappearance of her unrequited love Tom Zane. While she distracts herself for a time with her obsession with bringing light, with nothing to do at Valhalla, she quickly turned to senility and obsessed over him until her own death.
  • What the Hell, Hero?: As much as she loves Zane, she is also furious at him for cursing her to a decades-long mission and messing up her mind. There are several light-sensitive texts in Alan Wake that read "I curse you Thomas Zane".
  • Yandere: Judging by the above, Cynthia has bi-polar feelings for Zane, loving him from afar but at the same time hated him for making her help him. In the second game, the Dark Presence takes advantage of her complicated feelings on him as it makes her a Taken, twisting her mind to think she's simply getting ready to join Zane and carry out his work.

Other Townsfolk

    Thomas Zane 

Thomas "Tom" Zane / Thomas Seine / the Diver / the Poet

Portrayed by: James McCaffrey, Ilkka Villi (Alan Wake II)

Appearances: Alan Wake | Control note  | Alan Wake II

https://static.tvtropes.org/pmwiki/pub/images/tomzane.png

"Beyond the shadow you settle for, there is a miracle illuminated."


A poet and apparently bestselling author (or rising auteur filmmaker) who lived in and around Cauldron Lake in the 1960's, and was in love with a woman named Barbara Jagger. He disappeared one day due to mysterious circumstances, and so did his works, with only a few people remembering him, either truthfully or as a local legend.


  • Ambiguously Human: In the present day, it is left vague how much of him is still human within the diving suit, and how much has been warped by the Presences within Cauldron Lake. In the Special Episodes he seems to be experiencing a loss of identity and is slowly becoming just a hollow vessel for the Bright Presence. Per "This House of Dreams," this version of Zane (the "Diver") was always just the Bright Presence using Zane's body, and Zane's actual spirit had sunk together with that of Barbara into a deeper "baby universe" under Cauldron Lake where they could achieve happiness.
  • Ambiguous Situation: A doppelganger of Alan calling himself Tom Zane and mentioning the "Diver" as a role he played appears in Control. What the imposter's motives are, and what happened to the Tom we see in the first game goes unrevealed.
    • The mystery only deepens when, in Alan Wake II, the world only seems to acknowledge Thomas Zane as a filmmaker who spearheaded a film called "Tom the Poet" in Bright Falls, which he starred in as the protagonist; how this change was so wide-reaching it actively "corrected" Jesse's memory of him being a poet despite her having one of his poems (somehow), alongside the when and the why of it is never concretely answered.
      • Not entirely helping the confusion, even in the original game, in Alan's nightmare which functions as the tutorial and prologue, the cabin is filled with "Tom the Poet" film posters, with the remastered version of the game altering the posters to look even more like ones used to advertise a film outside a theater. The same posters were then reused in Alan Wake II. What this purely visual detail means, if anything, regarding Zane's true backstory, is somewhat unclear.
  • The Atoner: The Dark Presence obtaining a vessel is mostly the fault of his poor decision making, and he does everything he can to make up for it.
  • Big Good: He's the mentor for Alan, Cynthia is the Lady of Light because of him, and he's the one who provides Alan with the Clicker, the item that finally finishes things off in the Dark Place.
  • Deus ex Machina: Deconstructed. Writing Barbara's survival without a plausible reason allowed the Presence to take over her body when she returned, since it exploits a written work's plot holes to its advantage.
  • Doppelgänger: As seen in Alan Wake II, he looks nearly identical to Alan. The only real difference is the lack of any facial hair, at least assuming the Tom Zane met in the Dark Place is the same one seen in the first game.
  • Earn Your Happy Ending: According to This House of Dreams, Tom had a final gambit prepared for when the Dark Place came for him for helping Alan. In his final moments, he spoke a final poem he never had printed (except for a page which described him speaking the never spoken poem) which formed an idyllic Pocket Dimension in the Dark Place he was able to bring himself and Barbara's spirit into. While the identity is usurped by Tom the Filmmaker, the Poet and his Muse get their long overdue happy ending with each other instead of the Fate Worse than Death the Dark Presence had in store for them both.
  • Enigmatic Empowering Entity: Provides Alan with the power to defeat the Dark Presence for good, although he was written into this by Alan himself which may subvert it somewhat.
  • The Faceless: He's only ever seen in his thick scuba gear, which in tandem with the bright light pouring out from the helmet completely obscures his face. In Control his alleged appearance is simply a Doppelgänger of Alan. His appearance is finally shown in Alan Wake II (supposedly), in which he bears a strong resemblance to Alan.
  • Genre Blind: His undoing. He tried to take shortcuts in defeating the Dark Presence, but it didn't work, leaving him trapped in Cauldron Lake.
  • Heroic Sacrifice: When Alan was initially trapped in the Dark Place, he appeared and cleared Wake's mind enough to make a run for it. When the Dark Presence caught on, it threw him deeper into the Dark Place, eschewing any chance of escape from the Darkness.
  • Light Is Good: Zane gave himself over to the Bright Presence, which seeks to defeat the Dark Presence through him and Alan. This is manifest by the inside of his suit constantly being filled with a blinding light.
  • The Mentor: He acts as Alan's guide and aids him, though indirectly. He is also considered as the Obi-Wan to Alan's Anakin. Becomes much more direct in "The Signal" and "The Writer" DLCs, which are almost completely about Zane trying to guide Alan through the Dark Place and teach him to fight its influence. This somewhat carries over in II helping Alan finding murder sites in the Dark Place to escape despite all the massive changes to his character.
  • My Greatest Failure: Attempting to revive Barbara, and thereby giving the Dark Presence a host.
  • Naturalized Name: Alan Wake II reveals he is a Finnish immigrant, and his birth name is Thomas Seine. He had it changed to better fit in with the American population. It's unknown whether this was true before the Cosmic Retcon that changed his history from being a poet to a filmmaker, though.
  • Posthumous Character: He died before the game begins, drowned in the collapse of Bird Leg Cabin on Cauldron Lake. He still exists as a manifest form of the Bright Presence, and is thus still able to effect the plot.
  • Put on a Bus: If This House of Dreams can be taken as accurate, the Diver Tom Zane fled into a Pocket Dimension in the Dark Place with Barbara following the Special Episodes of Alan Wake, with all appearances of "Tom Zane" afterward being Tom Seine the Filmmaker.
  • Reality Warper: As a poet on Cauldron Lake, his words could bring things to life.
  • Ret-Gone: Did this to himself in order to keep the Dark Presence at bay for as long as he could while trying to think of a way to defeat it. Only the memories of the townsfolk (and Jesse Faden, for a time) and the works in the shoebox are indicators he ever existed. Though by Alan Wake 2, it has come undone, though now he is remembered as an independent film maker rather than a poet. Even more confusing, his most famous film made in the US is stated to be based off a book written by Alan Wake, who wasn't even alive when the movie was made.
  • Same Character, But Different: The Zane from the first game is unrecognizable in pretty much every way from whom appears in the second game. The only thing the two Zanes share is their role as a guide to Alan in the Dark Place. Justified in that the new Zane is the result of the Dark Place altering his personal history for unknown reasons, and very few people still remember him as he originally was.
  • Unwitting Instigator of Doom: His Deus ex Machina that he used to revive Barbara is what gave the Dark Presence its avatar, leading to the events of the entire connective universe.
  • Unwitting Pawn: All of the poor choices he made with the Dark Presence were egged on by his "editor" Dr. Emil Hartman. He apparently caught on, but by then it was too late.

    Rusty 

Ranger Russell "Rusty" Johnston

Portrayed by: Jeff Gurner

Appearances: Alan Wake

https://static.tvtropes.org/pmwiki/pub/images/rangerrusty.png

"Crazy poachers. Max here got his foot caught in a trap. They're illegal to use here — hell, you're not supposed to hunt within the park at all, but that doesn't stop some lowlifes!"


A park ranger who rents out cabins outside Bright Falls. Has a crush on Rose.


  • All Love Is Unrequited: He's harbored an unspoken crush on Rose since he divorced his previous wife. As the various pages you find around him as he's Taken lament, it will never come to fruition now that he's been killed.
  • Black Eyes of Evil: After his transformation into a Taken.
  • Discovering Your Own Dead Body: Before his death he suffers a variation of this trope. At the Elderwood Visitor Center he comes across a manuscript page which details him suffering a mortal injury just before it happens.
  • Elite Mook: The second named Tele-Flanker Taken of the game.
  • Foreshadowing: When you meet Rusty at the Diner, Rose comments that he loves the coffee so much that he's "no longer human", adding that he's "just black coffee under a thin layer of skin".
  • Hidden Depths: Despite his pleasant demeanor, he is secretly still reeling from an unhappy marriage and divorce. He is also described having a variety of talents throughout both games, including fishing and dancing, well enough to teach Rose.
  • Hope Spot: After being severely injured by the Dark Presence, he begs Alan to go find the circuit breaker and restore power and light to the Ranger's Station. Alan investigates the other building where it's located only to find an axe sticking out of it ruining that plan. Before Alan can return to Rusty to give him any other assistance, the Dark Presence strikes again with Rusty screaming in pain and terror before he's Taken.
  • Large Ham: As a Taken, naturally. Given that he was Taken as he was screaming for his life, the empty shell that he is now reflects this by keeping the same expression and tone of voice until he's put out of his misery.
    "Obey... the park ranger's instructions ...at all times!"
  • Locked Out of the Loop: His casual indifference to the many disappearances in the woods and complete befuddlement to the Dark Presence indicate he is in the dark to the weird happenings in Bright Falls and the Torchbearers' efforts to keep the town safe at night.
  • Nice Guy: His main characterization is a humble, welcoming man who is compassionate toward animals. This only makes it a greater tragedy when he is arbitrarily killed off by the Dark Presence.
  • No Full Name Given: Rusty is all he is ever known by in the first game, with it indicated to be a first name. An old newspaper article in the sequel finally confirms his full name, Russell Johnston.
  • Only Known By His Nickname: In the first game, he is only ever identified by Rusty. Alan Wake II reveals this to be a derivative of his full first name, Russell.
  • Sacrificial Lion: He is established as a likeable, competent member of the community with some depth to him in his love for Rose. His death relatively early in the first game establishes the threat of the Dark Presence if left unchecked.
  • Tragic Monster: Compared to the other characters who don't make much of an impact before being Taken, Rusty makes multiple appearances and establishes himself as a pleasant, friendly man who cares about the forest and its wildlife. His last moments before being Taken are spent in intense agony and fear with his final thoughts being of the woman he never managed to profess his love towards.

    Carl Stucky 

Carl Stucky

Portrayed by: Gary Swanson

Appearances: Alan Wake

https://static.tvtropes.org/pmwiki/pub/images/carl_stucky.png

"Hey, wait! Mrs. Wake? Your — your keys?"


Owner of a gas station and the cabin that Alan and Alice rented for their vacation. He never got to give Alan the keys, though.


  • Black Eyes of Evil: Gains these after he's turned into a Taken.
  • Brick Joke: In a bit of Black Humour, one of the manuscript pages Saga finds in the Overlap describes the Taken getting trapped in the lake after Alan defeated the Dark Presence, wandering the Dark Place and muttering their Word-Salad Horror. The one non-generic quote is clearly Stucky's.
  • Large Ham: As the first Taken to speak more than a single line before attacking, showing how they talk fresh off their Death of Personality.
    "Carl Ssstucky. Pleased... to meet you. Non-refundable... reservation deposit required. Fair and SQUARE!"
  • Real Men Eat Meat:
    "I! Nnnever! Touch salad, though! A man like me needs a hefty... meal! TO GET THROUGH THE DAY!"
  • Trademark Favorite Food: Hot dogs, according to his instinctual dialogue. He even lists off his top three dogs from the local hot dog stand! In the following chapter you encounter said hot dog stand and can see that the three he listed are just the three biggest ones on the menu.
  • Wake-Up Call Boss: He's the first Tele-Flanker you'll face in the game, surrounded by common Taken and with Alan still having only the base handgun at this point. This is all so the game makes sure there will be no bones thrown during Taken fights. However, this is heavily downplayed if Alan found Cynthia Weaver’s caches of weapons and got the flare gun and a double barreled shotgun, which will make killing Stucky and his Taken allies a walk in the park.
  • We Hardly Knew Ye: Within the context of the game's narrative, Stucky only had one scene where he's shown completely normal, and he doesn't get much more screen time until after he's been completely smothered by the Dark Presence and turned into a Taken offscreen.

    Frank Breaker 

Frank Breaker

Appearances: Alan Wake note  | Night Springs | Control note 

https://static.tvtropes.org/pmwiki/pub/images/frankbreaker.png

"So it's gonna be like that."


The father of Sarah Breaker, uncle to Tim Breaker, and the former sheriff of Bright Falls.


  • Action Dad: Sets out into the Dark Presence-infested Bright Falls to reach his daughter and ensure her safety.
  • Bus Crash: According to his nephew, Tim, Frank has passed away by the time of Alan Wake II.
  • Call to Agriculture: After he retired as the Sheriff of Bright Falls, he bought a local apple farm and took up agriculture in his elder years.
  • The Cavalry Arrives Late: Is pretty much a few steps behind Alan and company the whole time, arriving late to both the power plant and the dam. He even sees Alan walking away but isn't able to stop him, though he does ultimately reunite with the people left behind in the Well-Lit Room, including Sarah.
  • Conditioned to Accept Horror: Due to the weirdness of Bright Falls, he's experienced horrors of all sorts, such as being attacked by a "man with the head of a wolf" and having something pretending to be his wife in bed with him after her funeral. Which becomes rather understandable given his past as part of the Federal Bureau of Control.
  • Dark and Troubled Past: We see he had to deal with a Dead Partner in his early days as an NYPD cop. The narration of Night Springs alludes to it not being the only trauma he's worked through. The reveal that he is a former agent of the Federal Bureau of Control implies he's been through a LOT.
    "There had been a lot of bad nights in New York."
  • Did You Just Punch Out Cthulhu?: Frank responds to Barbara Jagger's threat against him and Sarah is to shove a flare into her face.
  • Father's Quest: Frank's main motivation in "Night Springs."
  • Hero of Another Story: We follow his perspective of Episode 5 throughout the Night Springs tie-in comic, organizing the remaining cops and going after Sarah. He's revealed in Control to have been a former member of the Federal Bureau of Control, and reported the events of Alan Wake to the Bureau.
  • Last Stand: Faced with a horde of Taken on the way to the dam, he is prepared to go down fighting, and barely survives thanks to Alan turning on the lights at the Well-Lit Room.
  • Outliving One's Offspring: Subverted, but he is led to believe this when he sees the crashed rescue helicopter previously used by his daughter and suddenly is filled with rage.
    "There was something almost sublime in the realization that he couldn't possibly cope with the death of his daughter. Suddenly, the world was uncomplicated. She would be alright, or he would bring hell."
  • Papa Wolf: While he knows Sarah is more than capable of looking after herself, Frank is going to make sure she is safe and no way in hell he is going to let creatures of the night stopping him.
  • Production Foreshadowing: When Barry calls him, Frank at first thought he is a Bureau agent. While initially thought to be the FBI, the Bureau he meant is the Federal Bureau of Control which he used to work for. Later, he tried calling them to get reinforcements to no avail.
  • Retired Badass: Has seen a lot of action in his time, serving as a NYPD police officer, a Bright Falls sheriff, and even an FBC agent. It's telling that Pat Maine and the Bright Falls deputies all listen to his orders when they receive Barry's call and meet.

    Jake Fischer 

Jake Fischer

Portrayed by: Christopher Forsyth

Appearances: Bright Falls

https://static.tvtropes.org/pmwiki/pub/images/jackfischer.png

"I'm Jake Fischer. A reporter."


The protagonist for the miniseries, a writer and journalist who arrives in Bright Falls to interview Dr. Hartman about his new book, only to start seeing weird things happen around him.


  • Ambiguous Situation: There is no official explanation for what exactly happens to Jake during his stay in the town. While many believe he was being slowly transformed into a Taken, Word of God said it's not the case, as a Taken wouldn't be having episodes of lucidity like he did.
  • And Then John Was a Zombie: Possibly. Official word from the miniseries' staff is that Jake wasn't Taken, at least not when he was still able to remain conscious during the day, as Taken are dead the moment they are consumed by the Dark Presence. But if he wasn't Taken before, the shot of him literally vanishing into the night right out of his car all but confirms he's become one.
  • Animal Motifs: Deer. On his first night in Bright Falls, he accidentally runs over a deer on the road, which somehow reacts to his flashlight despite being mortally wounded, as well as seeing flashing images of deer haunting his nightmares, a hunter walking down the road with a deer head on his hand, and his trashed hotel room is stated by Mulligan to possibly have been the result of a deer running wild.
  • Intrepid Reporter: Not by choice, as he only went to Bright Falls to do an interview with Dr. Hartman and get a signed copy of his book. The weird events he experiences just come for him or might even be caused by him.
  • Never Found the Body: He quite literally vanishes into the dark of the night as it sweeps over him, implying he's been Taken by the Dark Presence. The police find his empty car and shrug it off as an accident, but Jake himself is never seen again.
  • Our Werewolves Are Different: The lapses in Jake's memory and him waking up in random places all invoke classical North American mythology regarding werewolves, including the usual pop culture depiction of a man restraining himself at one point so he won't break loose and possibly kill someone, except here it involves deer motifs instead of wolves.

    Ellen Adams 

Ellen Adams

Portrayed by: Allison Lange

Appearances: Bright Falls

https://static.tvtropes.org/pmwiki/pub/images/ellenadams.png

"I get it, don't answer. You're here for business."


An old colleague of Jake's that now lives in Bright Falls and works as a reporter at The Bright Falls Record.


  • Ambiguous Situation: There's a slight chance she knows about the Dark Presence in some way, even warning Jake a few times that he should leave Bright Falls as soon as possible, but it's never elaborated upon. Also, much like Jake, she's never seen again after she disappears from the car. All that's left is one of her shoes in the backseat with a single bloodstain.
  • Flat Character: While her implied break-up with Jake is amicable, there's not much she does in the miniseries outside of showing Jake some support as he faces the weird things happening in the town.
  • Never Found the Body: At the final episode, when Jake wakes up in the car, Ellen is nowhere to be seen despite being the one driving not long before. All that's left of her is one of her shoes in the backseat with some blood on it. She's never seen again, either killed or Taken before Jake.

    Sam Smith 

Sam Smith

Portrayed by: Cooper Huckabee

Appearances: Bright Falls

https://static.tvtropes.org/pmwiki/pub/images/sam_smith.png

The owner of the Mountain Air Motel in Bright Falls.


  • *Crack!* "Ow, My Back!": He shows some signs of back pain while fixing a light bulb, but powers through it to get the job done. Later, when he trips, the fall seems significantly more impactful than it would be if he hadn't fell right on his back.
  • Crazy-Prepared: He definitely knows about the Dark Presence a little more than others do, as he has back-up lightbulbs for his motel and a wall practically stacked with hunting rifles and shotguns.
  • Hoist by His Own Petard: He fires a warning shot with his shotgun at the woods to try and scare off the creature he hears. When it actually approaches him, he tries to back up and slips on the ejected shell.
  • Never Found the Body: He's attacked and grabbed by something off-screen, never to be seen again.

    Gil Davis 

Gil Davis

Portrayed by: Alec Newman

Appearances: Alan Wake II

"Whatever this is you're doing, just stop. There's no such thing as Davis Family Beef Jerky."

A resident of Bright Falls. His wife is the earliest known victim of the Cult of the Tree.


  • Crusading Widow: Goes on a furious rant to Pat when the latter remains adamant about Gil's wife still being alive and well over 13 years after she fatally went missing.
  • Does Not Like Spam: Notes in the middle of his ranting to Pat about how there never was a Davis Family Beef Jerky company that he doesn't even like beef jerky.
  • Locked Out of the Loop: His confusion over his wife's mental degradation and disappearance into the night suggests he was never let in on the Taken haunting Bright Falls. Especially ironic, because Maine was a Torchbearer himself but in the present is just as clueless as Gil about the paranatural.
  • Small Role, Big Impact: He only actually "appears" in a single episode of Pat's show, but his talk with Maine confirms Wendy Davis really is long dead and Pat has been losing it since the first mention of Wendy Family Jerky.
  • Trauma Conga Line: Loses his beloved wife, is put on trial for a week when her body is discovered until the court finally finds him innocent, and, after 13 years, local radio host Pat Maine starts sending his listeners to his doorstep asking for her and her imaginary beef jerky, and seemingly cannot listen to his protestations, which causes him no end of grief.
  • The Voice: Only appears as a caller on one of Pat Maine's radio shows, never actually being seen around town.

    Setter (UNMARKED SPOILERS) 

Mayor Setter

Portrayed by: Äx, Marx

Appearances: Alan Wake II

A Chocolate Labrador currently seeking reelection as Mayor of Bright Falls.


  • Easily Elected: Instead of a proper government official, a perfectly average dog was elected mayor of Bright Falls, furthering explaining how so much of the town's madness goes unacknowledged.
  • Foreshadowing: Reread his campaign slogans after learning that he's a dog, and you'll realize that most of them are actually dog puns. His opponent also attempts to smear him by accusing him of killing cats.
    "Mayor Setter won't roll over on the issues."
    "Mayor Setter is not afraid of the rough questions."
    "When you ask, Mayor Setter will speak."
    "Vote Mayor Setter to sit in office!"
  • Heroic Dog: Portrayed this way in his campaigning, stressing his desire to help the town and be the loyal dog he is to the people of Bright Falls. Even in gameplay, his unique charm helps Saga out immensely by marking collectibles on her map.
  • Ironic Name: He seems to be a Labrador Retriever rather than an actual setter.
  • Truth in Television: It's relatively common in America for pets to be voted in as mayors of small towns like Bright Falls.
  • Walking Spoiler: As you come across the posters and tables for "Mayor Setter's" campaign, you might be lead to believe that he is a human man running a serious election push. It isn't until late into Saga's storyline that you can meet him in person in Watery and discover that Setter is in fact a dog.

    Jim Figamore 

Jim Figamore

Portrayed by: Tim Ahern

Appearances: Alan Wake II

"Jim Figamore for Mayor!"

The head of the Bright Falls theatre company, who is a front runner of the upcoming Bright Falls election.


  • Abomination Accusation Attack: Baselessly accuses Setter of being a killer of cats and other pets, simply to further discredit him.
  • Conversation Hog: Near the end of their conversation over the radio, Jim begins to steamroll over Maine's attempts to speak during their conversation and all but forces him to cut to music.
  • I'm Not a Doctor, but I Play One on TV: The only "qualifications" he has for being a mayor is a tenure as the lead role of Mayor Fiorello! in his eponymous musical.
  • Jerkass: Rude, egotistical, and smarmy in his only appearance.
  • Jerkass Has a Point: During his speech on Maine's radio show, he makes the fair point that Bright Falls is seen as little more than a "Spooky" haunted town with weak tourism ever since the events of 2010. Unfortunately, he offers up no actual way he would fix this problem and simply pivots to slandering his competition.
  • Plucky Comic Relief: Downplayed, but his complete lack of self-awareness about running for Mayor against a dog and his own qualifications being lackluster at best provides some much needed levity to Pat's radio shows before the tearjerker of Pat losing his struggle with senility completely.
  • Renaissance Man: He is lobbying to be mayor of Bright Falls by 2023, but also runs the local theatre company and manages his own radio show talking about the weather, as seen in some local advertising.
  • Small Name, Big Ego: Considers himself an important thespian and the only choice for mayor, but it is clear from his comments his experience is lacking. It says something he considers a dog serious competition for the title.
  • The Voice: Never seen in person, but is heard over one of Pat Maine's radio broadcasts.

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