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Introduced in The Suffering

     Torque and his family 


Voiced by: Michael Clarke Duncan (The Ties That Binds)

The silent protagonist of the first game and the not-so-silent protagonist of the second, with a dark past, a criminal record and a history of violent outbursts. Introduced upon his arrival at Abbot State Penitentiary, Torque has been found guilty of murdering his wife and children, and though he cannot remember what exactly happened, he is due to be executed within the next three months. The earthquake and the Malefactor incursion does him an unexpected favour, allowing him the chance to escape — and perhaps to find out who was really responsible for the death of his family. It won't be easy, though, even with the powers his own rage has given him...

  • Aimlessly Seeking Happiness: In Ties That Bind, he's revealed to have this trait; as a child, when asked what he wants to be, all he could think of was "happy." As such, he led a largely aimless life up until a) he fell in love with Carmen, and b) Blackmore recruited him; his wife and his employer kept him anchored and contented, but unfortunately, the two ended up in conflict: Carmen inspired him to leave Blackmore's organization, and Blackmore arranged for Carmen to be murdered. As such, it's no surprise that over the course of both games, Torque has no goals of his own other than to survive and actually has to be told what to do by just about everyone, from Carmen's ghost to Dr Killjoy.
  • Badass Normal: He slaughters dozens of Malefactors with nothing but a slew of weapons and his bursts of rage.
  • Berserk Button: Though apparently unflappable most of the time, he gets very angry whenever his relationship with Carmen or his sons are belittled.
  • But Not Too Black: It's implied Torque is of mixed race and that it caused him trouble on the streets of Baltimore.
  • Cloud Cuckoolanders Minder: To Luther and Kyle, should he take the good morality path.
  • Dark and Troubled Past: He had a pretty rough childhood in the Garvey's Children Home; Carmen mentions in one of her diary entries that Torque had never spoken about the place to her, but had frequent nightmares about the place, where he would wake up screaming that he "just wanted to be left alone". She also mentions once that during a walk, the two passed by the home by accident, where Torque stopped dead in his tracks, almost immediately turning around and telling her they had to go home.
  • Does Not Like Shoes: Travels across Carnate Island completely barefoot, having taken his shoes off during the intro. In the second game, he takes and wears the boots from a dead Foundation soldier.
  • Enemy Within: His inner beast, which often spurs Torque onto greater acts of violence. Blackmore also functions as this.
    • Enemy Without: In the climax of the first game, Torque fights the physical recreations of himself and his inner beast that Killjoy has called into being.
  • Evil Makes You Ugly: If he takes the Evil morality route, Torque's appearance will become less and less human, to the point where he almost looks more like a corpse. His skin becomes grey-green in color, with huge open wounds forming on his arms and body. His clothes become dirty, discolored and ragged. His eyes will also be darker, giving a sinister looking glow.
    • This is also the case for his transformed state for Insanity Mode in Ties that Bind. Here, the creature looks nothing like Torque, with a demonic, red-tinged look that represents a complete loss of Torque's former humanity. Its left arm has spikes moving up, and its blade is completely jagged and covered in blood. It also has horns and a leathery hide; it also more erratically and grunts the most when moving.
  • Frame-Up: In the good ending, it's revealed that Torque is innocent of the murders, which were committed by a group of Blackmore's thugs.
  • Heroic Mime: In the first game. Not so much in the second, however.
  • Jekyll & Hyde: Torque has at least two Hydes — his inner beast and Blackmore.
  • Laser-Guided Amnesia: Apart from his inability to recall what happened on the night of the murders, he also cannot remember what happens when he transforms.
  • One-Man Army: Big time. Armed with nothing but firearms and a few melee weapons, he tears through hordes of Malefactors without really breaking a sweat.
  • Papa Wolf: Talking shit about his kids is a pretty good way of getting your brains blown out.
  • Pater Familicide: In the evil ending of the first game, he is guilty of the crimes he was accused of.
  • Multiple-Choice Past: The truth of who killed Torque's family is determined by how Torque behaves during the game.
  • Split-Personality Takeover: During the evil ending of the first game, Torque gives in to his anger and becomes his insanity form permanently, killing the boatman who came to rescue him, and fleeing back into the wilderness in search of prey.
    • In the evil ending of the second game, Blackmore destroys Torque's personality and continues expanding his empire on a full-time basis.
  • The Stoic: Very rarely shows emotion. Even his display of remorse is just putting his hand on his head for a brief moment.
  • Superpowered Evil Side: When pushed to the very limits of his rage, Torque has the ability to transform into a nightmarish creature powerful enough to tear Malefactors to bloody shreds with its bare claws. However, it's revealed that he technically doesn't transform at all — the monster is all in his head, and the strength is fueled by his own adrenaline.
  • Unstoppable Rage: He has periods of this, which end up coming in handy when fighting the Malefactors.
    • This was around even before the game. In one of Carmen's diary entries, she mentions once while Torque was working at a gym, he went berserk during a sparring match and laid into the other guy "like a madman" as Carmen puts it. He snapped out of it after a minute; Carmen notes he would have likely beat the guy to death if he hadn't.
  • Unwitting Instigator of Doom: He causes the apocalypse just by setting foot on Carnate Island, and he didn't have a choice, considering he was a prison inmate. Doesn't get much more unwitting then that.


Voiced by: Rafeedah Keys

Torque's wife and moral compass. In life, she spent a good deal of time trying to steer her husband onto more responsible courses of action; though she clearly loved Torque, she ultimately divorced him after he was jailed for manslaughter. Doubly unfortunately, the next time she was due to see her ex-husband, someone beat her to death. However, following the earthquake, she returns as a ghost to advise Torque — and to help him remember what really happened...

  • Accidental Murder: In the neutral ending of the first game, she died following an argument with her husband that ends with Torque knocking her to the ground and breaking her skull in the process.
  • Good Angel: Acts as this throughout both games.
  • My Greatest Failure: At points in both games, she sorrowfully admits that divorcing Torque only made things worse for both of them in the long run.
  • Spirit Advisor
  • "The Reason You Suck" Speech: If Torque takes the evil path, she will hand out a lot of these.


Voiced by: Keith Anthony

Torque's eldest son. Resentful of his father's impact on their family, he had an especially confrontational relationship with Torque... up until someone threw him out a window. Again, with the supernatural in full force on Carnate, he reappears as a ghost to haunt his father over the course of the game.

  • Calling the Old Man Out: Does this quite often in both games.
  • Corrupt the Cutie: In the second game, it's revealed that, in the event that the neutral ending was achieved, he was singled out by Blackmore as a means of hurting Torque. Apart from introducing Corey to drugs, Blackmore went on to continue his "tuition" long after Corey's death, encouraging him to push Malcolm's spirit into the Drowning Pool.
  • Enfant Terrible: In the neutral ending.
  • Freak Out: Caused by witnessing his mother's accidental death in the neutral ending.
  • Kill the Cutie: In the Good and Evil endings.
  • Murder-Suicide: Again, in the neutral ending of the first game, in which he drowns Malcolm in the bathtub and jumps to his death.
  • Undead Child
  • You're Not My Father: "You never were my dad! Not really!"


Voiced by: Kamali Minter

Torque's youngest son. In sharp contrast to Corey, Malcolm adored his father; even being drowned couldn't stop him from returning to offer help to Torque.


     The Ghosts of Carnate 

Doctor Killjoy

Voiced by: John Armstrong
It is so difficult to tame the brain. Sometimes it needs a little jolt to behave...

One of Carnate Island's most infamous figures, Doctor Killjoy ran an asylum on the island's western edge during the early twentieth century, attempting to cure his patients through means that were unconventional at best and lethal at worst. Despite having vanished in the thirties, Killjoy lives on as a ghost contained in 16-mm film projectors, and is now determined to cure Torque of his burgeoning insanity — by any means necessary.

  • Affably Evil: Charming, urbane, and always happy to see Torque. Plus, he genuinely wants to help Torque, even going so far as to accept his temporary defeat in the boss battle as a sign that he needs to be more prompt in treating him.
  • Cut Lex Luthor a Check: Averted — after developing the "Rebirth Machine" as a means of curing his patients, he actually attempted to have it patented, but he disappeared before the paperwork could be completed.
  • Deadly Doctor
  • Deadpan Snarker: He occasionally shows a sarcastic wit, especially in regards to Torque and his actions.
  • Do Not Adjust Your Set: When Torque leaves Carnate for Baltimore, Killjoy starts communicating through television sets.
  • Dressed to Heal: He's always dressed in the stereotypical garb of a surgeon, along with a bloodstained apron, head mirror, and smock with a waistcoat with a bow tie underneath.
  • Hard Light: Played with; though he's as intangible as you'd expect, Killjoy can still manipulate physical objects by touch if he wishes. Closer examples can be found in the form of the barriers he sets up across certain entrances and exits, or the items he gives Torque.
  • Large Ham: Both in-universe and out; Killjoy enjoys making a spectacle of himself.
  • Mad Doctor: Good God, to say the least. Quite apart from all the experimental mayhem he's committed in the past, he also subjects a CO to electroshock therapy, has another partially devoured by rats because his body "threatened the safety of his own mind", slashes an inmate to death while giving a tutorial on lethal injection, and overdoses three heroin addicts to the point of their heads exploding!
  • Mad Scientist: Modified the Slayers to become even more deadly, and built a machine that could help destroy Torque's inner demons.
  • Morally Ambiguous Doctorate: A psychiatrist and surgeon with a sociopathic disregard for human life whose methods are brutal and disturbing. That being said, he really does want to help others, unlike a lot of examples of this trope.
  • Narcissist
  • Never Found the Body: He disappeared from the insane asylum on Carnate, with no one quite sure what happened to him. He lives on through television sets and camera projections, but whether he intentionally preserved himself that way or if it's a curse placed upon him by the Island is anyone's guess.
  • No Celebrities Were Harmed: Killjoy bears a startling resemblance to Vincent Price.
  • Omnidisciplinary Scientist: He is a psychiatrist as well as a surgeon. His "Rebirth Machine" also suggests he has some mechanical ability too.
  • Psycho Psychologist
  • Projected Man
  • Virtual Ghost
  • Well-Intentioned Extremist: Weirdly enough, despite his total disregard for human life and his dangerous methods of treatments, he sincerely wants to help others.
  • Wicked Cultured: In both games, he enjoys a good Shakespearian soliloquy.

Horace Gage

Voiced by: John Armstrong
To survive this place, you gotta become it. I tried to fight it... but it's no use...

Another figure of Carnate Island's past, Horace was an inmate at Abbott, though nobody can remember what he was originally jailed for. Instead, he is remembered for murdering his wife on a conjugal visit — under the delusion that she wasn't safe outside the prison — and being sentenced to death in the electric chair. His electrified ghost lingers on, however, still tied to the electric chair, still in agonising pain; however, during the first game, he acts as an advisor to Torque, hoping to spare him from a similar ending.

  • Bald of Evil: If Horace ever had hair when he was alive, it was either shaved off during the lead-up to his execution, or burned off during the execution itself.
  • Crazy Jealous Guy: Believed that his wife wasn't "safe" without him around, during one of their conjugal visits, he cut her to ribbons; it's implied this act was what moved him from Max sec to Death Row.
  • Death Seeker
  • Electric Torture: Constantly subjected to this.
  • Eye Scream: If you look closely at Horace's in-game model, you'll notice that his eye sockets are empty. This makes sense, as prisoners who are condemned to the electric chair often had their eyes melt during their execution.
  • Fate Worse than Death: His eternal tie to the electric chair.
  • Good Scars, Evil Scars: The top of his head and his hands are still charred black from the shock that killed him.
  • Guttural Growler: He speaks in a raspy, hoarse voice, likely the result of being electrocuted repeatedly.
  • Invisible to Normals: During his final encounter with Torque, Horace's sudden appearance goes completely unnoticed by Ernesto.
  • Not So Different: Frequently alludes to the similarities he shares with Torque.
  • Psycho Electro: Subverted; while Horace is certainly unhinged, he's actually one of the saner characters in the game.
  • Spirit Advisor: Like Carmen, he encourages Torque to be a good person.
  • The Spock: Horace tries to encourage Torque to do the right thing and help him escape Carnate, doing so as penance for his misdeeds and to prevent Torque from sharing his fate.
  • Shock and Awe
  • Tragic Monster: He was an inmate serving time at Abbott for assault who genuinely loved his wife. However, Carnate Island's influence drove him to insanity during his time there, pushing him to murder his wife during a conjugal visit in a deranged attempt to protect her from the world. He was then condemned to the electric chair and found himself trapped on Carnate, where he relived his execution again and again.

Hermes Haight

Voiced by: John Patrick Lowrie
Death is our stock-in-trade here at Abbot, the final solution... I am one of the few who'd admit it.

One of the most hated COs at Abbott, Hermes T Haight was responsible for executions during his employment at the prison, and took great delight in his work; over the course of his long career, he employed almost every single method of killing permitted by the Maryland Board of Corrections, from the noose to the electric chair. However, it was the gas chamber he loved the most. Appropriately, it was the gas chamber that he eventually killed himself in. Of course, he returns during the Malefactor infestation of Carnate, manifesting as a ghost composed of swirling green gas.

  • Bald of Evil: He has no hair to speak of and is perhaps the most twisted and malevolent spirit on Carnate Island.
  • Consummate Professional: Subverted. While he tries to present himself as this, he enjoys his work far too much for it to be true.
  • Creepy Monotone: Speaks in a gentle monotone punctuated with long, slow breaths — apparently savouring the smell of his own gas.
  • Deadly Gas: Hermes' spectral body is composed of poisonous gas; however, he notes that it's not the same gas he used in life, which was colourless and odourless. Being a sadistic bastard, he colours his gas so that his victims can see it coming.
  • Enemy Mine: Grudgingly assists Torque in the final stage of his escape.
  • Intangible Man
  • In Love with Your Carnage: He loves watching Torque go berserk.
  • Irony: Abott's cemetary is named in Hermes' "honor". Appropriately, he ended up buried there, too.
  • Lack of Empathy
  • The McCoy: Hermes acts as the devil on Torque's shoulder, encouraging him to give in to his killer instincts.
  • Meaningful Name: His last name is pronounced "hate".
  • Nightmare Fetishist: His obsession with execution victims marks him as one.
  • Professional Killer: And a legal one at that.
  • Psycho for Hire: Averted — at least prior to his employment at Abbott, anyway.
  • Punch-Clock Villain: Apparently, he actually started out as this, given that the Board of Corrections wisely rejected applicants who actually enjoyed killing. Instead, Hermes came to enjoy the role of executioner at least partly because of the congratulations he earned from his superiors.
  • The Killer Becomes the Killed: Twice.
  • Serial Killer: Hermes is never directly called one, but his obsessions and murderous impulses mark him.
  • The Sociopath
  • Soft-Spoken Sadist: Hermes never raises his voice, even during his boss battle; at times, he's almost whispering.
  • To Know Him, I Must Become Him: In life, Hermes grew obsessed with how his victims felt in the days before their executions, and did everything in his power to learn, from listening to their phone conversations, to studying their bodies after he'd killed them. In the end, he decided that the only way he could possibly learn the truth was by tasting the gas...

The Three Girls

Voiced by: Bhama Roget

The ghosts of three young girls in Puritan Dress, often seen wandering the forests and roads of Carnate Island; unlike Horace and Hermes, they do not personify their cause of death, existing as simple ghosts for most of the game. In life, the girls were inhabitants of Carnate's first settlement, Goodsmouth, and were ironically responsible for its collapse: apparently driven by sheer boredom, they began accusing people of witchcraft, resulting in the deaths of eleven people during the ensuing Witch Hunt. Unable to live with what they had done, the girls killed themselves. Though they return during the game as spirits that pester Torque about what happened to his children, they refuse to directly interfere until the climax of the game, in which they take on the form of some of the strongest Malefactors in the game — the Infernas.

  • Creepy Child
  • Creepy Doll: Each of them can be seen holding one of these. Their first scene reveals that it doubles as a supernatural firebomb.
  • Driven to Suicide: In their final appearance in the game, the Three re-enact their suicide for Torque, flinging themselves off a cliff.
  • Heel Realization: Suffered a massive one following the end of the Witch Hunt.
  • Ironic Nursery Tune: In one appearance, they are seen dancing around the site of the witch-burnings, singing Ring Around The Rosie — just before they transform into Infernas.
  • Kids Are Cruel: Not only did they have at least eleven people killed during the backstory, they also enjoy playing games with Torque's head, at one point sneering that he failed to protect Malcolm and Cory — assuming they aren't actively accusing him of murder.
    • Perhaps surprisingly, they're much nicer to Torque if you're playing a strictly good game.
  • My God, What Have I Done?
  • Never Found the Body: They up and disappeared after the Witch Hunt ended. It's implied they committed suicide by jumping into the sea, so their bodies probably just got washed away.
  • Obliviously Evil
  • One-Winged Angel: Their Inferna forms.
  • Playing with Fire

     Abbott State Penitentiary Corrections Officers 

Warden Hargrave

Little is known about Hargrave prior to the disaster, although he presumably harboured a considerable amount of hatred for the inmates of his prison. Ultimately, he used the earthquake and the infestation of Malefactors as an excuse to begin rounding up inmates and slaughtering them en masse, apparently as the prelude to armageddon.

  • Axe-Crazy: By the time Torque encounters him, he's gone off the deep end and has used the Malfactors as an excuse to murder any inmates he comes across.
  • Bad Boss: According to some of the other COs, Hargrave was also prepared to execute his underlings if they failed in their duties or failed to "suck his dick good enough."
  • Corrupt Hick: Dallas notes he's always despised any inmates who put in grievances against him
  • Fat Bastard: He's overweight and was a hateful bastard even before the Malfactors showed up.
  • Flunky Boss: During the boss battle, he sends in several teams of COs to kill you — while riddling you with bullets from a machine gun turret.
  • Knight Templar: He considers everything that's happening around him as the sign of the endtimes, and that he is a beacon of justice to pass judgment upon all prisoners. Of course, his idea of "judgment" is rounding up all the inmates and killing them all.
    Hargrave: "The time has come to wash the scum from the earth. This is my Armageddon."
  • Mundanger: Hargraves isn't a Malefactor, nor does he have the backing of Carnate Island's Ghosts, or any supernatural powers of his own. He's also managed to clean the Malefactors out of V-Block, and is using this newfound freedom to massacre the surviving inmates.

The Captain

One of the higher-ranking officers, and the first of Torque's companions; having spent enough time killing Malefactors alone, he decides that he'd much prefer the company of "a murdering scumfuck from the row," and decides to team up with him. In the good path, the Captain ends up getting electrocuted by Horace.


Voiced by: Mark Berry

Named only in one of CO Hawks' broadcasts, Luther has apparently "lost his soddin' mind" during the attack on the prison. By the time Torque meets him, Luther has reverted to a childlike state of mind, and latches onto Torque as the only person that can help him get to the radio building and call for help.

  • Dropped a Bridge on Him: In the good path, Luther is left in charge of the radio building, promising to keep it safe from the Malefactors while Torque goes to find whatever's interfering with the transmission. Returning hours later, Torque finds Luther slumped on the floor, dead.
  • Hero-Worshipper: Upon seeing Torque defeat an entire yard of Malefactors, Luther decides that Torque must be "an Angel of Vengeance come to save us all!"
  • Lovable Coward
  • Manchild: Heavily implied to be a result of PTSD.
  • Momma's Boy: Can be heard whimpering for his mother on occasion.
  • Prematurely Bald
  • Scary Black Man: Subverted: when standing up straight, Luther would probably be even taller than Torque, but that's about the only thing vaguely imposing about him.
  • Speech Impediment: Stutters frequently.


Voiced by: John Patrick Lowrie

Hidden away in an upper-story room in Dr. Killjoy's Asylum, Sergei has apparently come to terms with the fact that he will die when the Malefactors find him, and is taking steps to enjoy himself as much as possible before then: though the lack of power prevents him from listening to the radio and his hookah broke in the earthquake, he still has a pipe and plenty of marijuana. As such, he's pretty happy to see Torque when he finally shows up...

  • Cloud Cuckoo Lander
  • Erudite Stoner
  • Irony: Sergei chuckles over the fact that he's growing enough marijuana to get himself a very long stay in prison for his troubles — even though working at Abbott Penitentiary is so horrible he might as well be an inmate anyway.
  • He also notes the hilarity of coming to America "The Land of the Free", only to end up working in a prison.
  • Nice Guy
  • The Philosopher
  • Russian Guy Suffers Most: Averted. Quite apart from being both safe and intensely relaxed, Sergei is the only surviving member of the Corrections Officers stationed at the Asylum.
  • Videogame Caring Potential: You can restore power to the building for him, allowing him to listen to his music — and netting you a leg up on the Karma Meter.
  • Vodka Drunkenski: Also averted, given that vodka is most definitely not Sergei's intoxicant of choice.
  • While Rome Burns

Harley And Friend

Met only very briefly during the game, Harley is found trying to fight off several Festers while his unnamed friend tries to drag him back to safety. As Harley is fighting Malefactors with inappropriate weaponry — ie: without a fire axe or Molotov cocktails — their survival depends on Torque's assistance.


Voiced by: Mark Dias

Notable for being one of the guards who escorted Torque to his cell at the beginning of the game, Ernesto remains absent until towards the end of the game. Though he doesn't trust Torque, he ends up joining him nonetheless, if only because Torque didn't take the chance to kill him when they bumped into each other again. Over the course of their travels, it emerges that he is married to Consuela, and is making his way to their home on the other side of the island to ensure the safety of her and their children.

  • Badass Normal
  • Character Development: At first, he's just a CO with a chip on his shoulder; then, it's revealed that he's fighting to save his wife and kids; then, he and Torque begin to trust one another; by the time Ernesto sees the Infernas playing with Torque's children, he's begun to wonder if Torque was really guilty.
  • Fire-Forged Friends: With Torque, should you take the good path.
  • Good Is Not Nice
  • Gratuitous Spanish
  • Happily Married: To Consuela.
  • Jerk with a Heart of Gold: As one of his fellow Corrections Officers notes, Ernesto can be a jackass: he's very vocal in declaring that the inmates should all die, shoves Torque in the back on the way to his cell, and spends a good deal of the escort mission flinging insults at him. However, he's also a very devoted husband and father; plus, as he spends time with Torque, he gradually begins to trust him — to the point that he starts to reconsider his opinions.
  • Papa Wolf: Very protective of his children, and utterly despises abusive fathers, hence his disgust at Torque's crime.
  • What Happened to the Mouse?: At the end of the escort mission, he is last seen hurrying into the town to see if his family are still alive; Torque is unable to follow, and the sequel reveals nothing of his fate.

     Abbott State Penitentiary Inmates 


Voiced by: Mark Berry

One of Torque's friends from Eastern State Penitentiary, Dallas is one of the few people who seem happy to see him; eagerly joining his old partner-in-crime in the hopes of escaping the prison, he spends a great deal of time detailing his theories on what caused the Malefactor attack.

  • Bury Your Gays: In his tutorial on lethal injection, Dr. Killjoy slashes a random inmate to death with a scalpel. It's not until Dallas joins Torque that it's discovered that the inmate was Byron, Dallas' boyfriend.
  • Also, Dallas himself can be killed during the evil path.
  • Cluster F-Bomb: When under stress, Dallas tends to drop quite a few of these at once, especially after being attacked by a Mainliner.
    Mo-ther-fucker. I grew up in Lafayette Court, and I tell ya I ain't never been so fuckin' scared! What kinda sick mutant was that thing? Fuckin' government, fuckin' experiments, fuckin' BULLSHIT!
  • Conspiracy Theorist
  • The Load: Up until they enter T-Block, Dallas is unarmed, and more than a bit of a hindrance.
  • Prison Rape: Avoided the T-Block showers for this very reason. Of course, once the Mainliners show up, he's got even more reason to avoid them.
  • Sophisticated as Hell: Dallas can be surprisingly eloquent; at one point, after suggesting that the Malefactors were created through scientific experimentation, he remarks "Didn't they ever read Mary Shelley? That shit don't ever work out!"
  • Straight Gay: Very comfortably homosexual, though he doesn't have that kind of relationship with Torque.
  • Took a Level in Badass: Dallas spends the first half of his time in the game unarmed and being chased by every monster that isn't interested in Torque. Then he gets hold of a pistol and becomes a lot more effective.
  • What Happened to the Mouse?: In the good path, he's last seen escaping the prison alone, and nothing more is heard of him after that.


Voiced by: Ross Douglas

By far the oldest inmate encountered in the game, Clem was apparently plotting an escape around the time of the earthquake; undeterred by the attacking Malefactors, he managed to actually observe and document them in an improvised bestiary — which Torque ends up collecting — before going through with his plan to leave the island by raft. Unfortunately, he's trapped on the shore by the newly-arrived Festers until Torque arrives to help...

  • Action Survivor
  • Apocalyptic Log: Most of his notes read like this.
  • Badass Beard
  • Badass Bookworm: Writer, illustrator, philosopher, amateur historian, and a dab hand with a molotov cocktail.
  • Berserk Button: Clem hates the Festers with a passion.
  • Blue Oni: With Torque.
  • Crazy-Prepared: Clem set up numerous secret caches of ammunition throughout the island — just in case. For good measure, he gives Torque a map to them in exchange for assistance. Crosses over with Developers' Foresight; if Torque tries to backstab Clem by stealing the raft, the whole thing explodes the moment he touches it.
  • Dreaming of Things to Come: His notebook reveals that he dreamed of Torque's Rage Form, and once saw a vision of Torque's dead family.
  • Inferred Survival: If Torque helps him, Clem is last seen rafting away from Carnate Island; though the second game reveals that Jordan and the Foundation have had encountered him or his writing — enough to continue his tradition of documenting Malefactors, anyway — it's not mentioned what exactly happened to him.
  • Kill It with Fire: Clem is always armed with a molotov.
  • Monster Compendium: Managed to write the one for the first game, detailing every single monster he'd encountered through first-hand experience — in other words, all of them, plus the three ghosts. Far more impressively, he managed to write notes on Torque, Torque's family, Torque's Rage Form, and even the Final Boss.
    • Furthermore, the one found in the second game was written in his honour.
  • Photographic Memory
  • Sesquipedalian Loquaciousness: His speech is layered with it.
  • Southern-Fried Genius
  • Southern Gentleman


Voiced by: Earl Alexander

The last inmate that Torque can accompany in the game, and by far the most unstable: Jimmy believes that the Malefactors are just hallucinations brought on by food laced with drugs by the COs, who are now killing the inmates for sport; his solution to this is to hide out in the basement of the lighthouse until "the drugs wear off and the hacks run out of ammo." Unfortunately, along the way, he runs into Torque and mistakes him for a CO. Even worse, it turns out he's managed to gather an impressive supply of TNT during his time in the wilderness, and starts flinging it all over the place as he flees into the cave network; this naturally ends up with Jimmy getting trapped by a cave-in, and Torque has to decide whether not to rescue him...

  • Axe-Crazy
  • Hoist by His Own Petard: Trying to bomb Torque leaves him trapped in the cave by a collapsed ceiling; Torque himself has to decide whether or not this can lead to a Karmic Death.
  • Mad Bomber: And he will not check his fire for you.
  • The Millstone
  • Scary Black Man
  • Tempting Fate: Once they arrive in the lighthouse basement, Jimmy is very quick to claim that nothing can get in. Then Hermes wafts into the room through a grate under Jimmy's feet, suffocating him to death.
  • Wrong Genre Savvy: Jimmy seems to be under the impression that he's in a strictly non-supernatural psychological thriller.


Voiced by: Mark Dias

An inmate who Dallas has ties with.

  • Skewed Priorities: Despite the prison being overrun with grotesque monsters, Chico is more hung on Dallas apparently keeping drugs from him. This offense was so great, Chico, rather than working together and improving their chances of survival, instead opts to kill him and Torque.
  • Too Dumb to Live: Attacking two other inmates over drugs while there are monsters killing everything in sight is stupid enough, but attacking Torque of all people is just asking to get killed.

     The Malefactors of Carnate 

Overall Tropes

  • Always Chaotic Evil: They are all terrifying creatures deserving only of death.
  • Enemy Civil War: The Malefactors do not get along well once they're deprived of human victims. In one particularly telling cutscene, a Slayer jumps a Mainliner, and begins jabbing it painfully with its blades... only for both of them to be pounded into mulch by an angry Fester.
  • Genius Loci: Believed to be the product of a particularly malevolent location that's enjoyed a long history of pain and suffering.
  • Humanoid Abomination: All of the monsters on Carnate hold a vaguely human-shape, whether it's a full human, part human (the Noosemen missing their legs), or implied to have a human shape (Burrowers).
  • The Heartless: A history of misery, pain, and death coalesced into twisted, hostile forms.
  • Ironic Hell: Excepting Horace and Killjoy, the Malefactors aren't the victims of execution, but the perpetrators. Each is tormented by their preferred method of killing, though Hermes gets off on it instead.
  • The Legions of Hell: What some people believe them to be.
  • Our Monsters Are Weird: Probably the most twisted, weirdest, and disturbing monsters ever.
  • Rule of Symbolism: Every single Malefactor in the first game represents a form of execution, and their design fits their origins appropriately.


The Slayers are the first Malefactors encountered in the game, and generally the most plentiful (though stronger variants are discovered as the game continues). As the living incarnation of Beheading, their heads have been suspended above their shoulders with vice-like mechanisms, and their limbs have been replaced with steel blades; in spite of this, they can still walk and run with considerable speed. They can even leap into the air and crawl across the ceiling for stealth attacks — though the clattering sound of their blades does tend to alert people to their approach.

  • Anthropomorphic Personification: Of those who have died by decapitation. Their Baltimore incarnations are implied to represent knife-culture and knife violence in the streets of Baltimore.
  • Bandaged Face: Quite a few Slayers sport heavily bandaged faces.
  • The Berserker: A Slayer that gets its head blown off while still alive goes completely nuts.
  • Blade Below the Shoulder: Type 3, for all four limbs.
  • Elite Mooks: The brown version is tougher and usually bigger than the white one.
  • Fragile Speedster: The fastest Malefactors in either game, but also the most vulnerable.
  • Fridge Logic: In-Universe, it's noted that there's no records of anyone ever being decapitated on Carnate. So, what creates the Slayers?
  • It Can Think: Slayers tend to behave very intelligently by Malefactor standards, displaying a certain grasp of tactics which allows some of them to actually attack COs while they're reloading or from behind; at one point, a Slayer trails a wounded victim for several hundred feet until he's too tired to move any further or even fight back before it finally kills him.
  • In a Single Bound: They are capable of leaping surprising distances.
  • Malevolent Masked Men: Some of the Slayers wear various forms of facial masks, the creepiest being grinning metal facemasks.
  • Off with His Head!: Their finishing move.
  • Removing the Head or Destroying the Brain: After the boss fight with Killjoy, Slayers continuously revive if their heads are intact. To make sure they stay down, you have to put a bullet in their head once you've killed them, or manage to shoot their heads off mid-battle. However, unless they are already dead, decapitating a Slayer will not kill it, only make it go berserk.
    • Ironically, if you blow off one arm, they will bleed out and die within a couple of seconds. You still need to blow off their heads after Killjoy, though.
  • Riddle for the Ages: The Slayers on Carnate have the signs of embodying those who died by decapitation. There have been no cases of beheadings involved with the death-row inmates on Carnate, so when exactly were there beheadings on an island in American territory? And why are there so many of them?
  • Shout-Out: The heads of some Slayers are studded with pins and nails a la Hellraiser.
  • Sword Drag: Often, Slayers can be encountered dragging their blades along the walls and floor to intimidate opponents, producing a Sinister Scraping Sound.
  • Wall Crawl: They frequently go skittering around the roof to ambush you or to try and outmaneuver you.
  • Weakened by the Light: Slayers go out of their way to avoid light, actively shying away from torches and flashlights, and dying instantly if caught in the beam of a spotlight.


First encountered among the relics of Fort Maleson in the prison basement, the Marksman appears mainly human except for its oversized frame, the blindfold of flesh over its eyes, and the bagpipe-like cluster of rifles on its back; these rifles are its chief weapon, making it one of the most common ranged-attackers in the game. As both its appearance and Clem's notes indicate, the Marksman is the incarnation of a military firing squad; it's also the first Malefactor to have a direct origin story: the execution of three innocent soldiers during World War II, during Carnate Island's brief stint as a POW camp.

  • Anthropomorphic Personification: Of those who died by firing squad.
  • Body Horror: Their backs have freakish growths that sprout their iconic guns. They are even held with full articulation.
  • Disability Superpower: Due to the blindfold of flesh, Marksmen are very adept at detecting their opponents without having to actually see them.
  • Do Not Run with a Gun: Marksmen have to hold still in order to open fire on a target.
  • Emergency Weapon: Variant — if it's being attacked at close range and the assailant is out of its rifles' reach, it can launch chunks of shrapnel from its wounds.
  • Eyeless Face: They have a blindfold of flesh instead of any seeable eyes.
  • Ironic Hell: If the Marksmen are the reincarnation of the firing squad that was used at Fort Maleson, then they clearly have been made to suffer just as much as their previous victims; not only are they blinded, but they also emerge from the ground tied to stakes, and close examination of their bodies show numerous bullet wounds.
  • More Dakka: They can fire their rifles in either a gatling-like sequence or in a single, shotgun-like burst.
  • Shot at Dawn: Their origin story.


A personification of the Lethal Injection, the Mainliner is a small, froglike creature with stunted limbs and a back that has been embedded with dozens of syringes. In sharp contrast to the apparently painless nature of the execution, it's in constant pain from the chemicals rushing through its bloodstream, and can be heard screaming and moaning in agony whenever it appears. In spite of their apparent weaknesses, Mainliners are still dangerous, because their syringes are still filled with lethal fluids, and can be thrown with lethal precision; furthermore, they can teleport across Carnate Island via bodies of still liquids — blood, stagnant water, anything not disturbed by motion — and ambush their prey in large numbers.

  • Anthropomorphic Personification: The ones on Carnate represent those who die from lethal injection. Their Baltimore cousins represent junkies and drug pushers, their chemicals made of a lethal strain of heroin.
  • Bloody Murder: Their blood is still very toxic even after death.
  • Body Horror: Let's just say that the Mainliners are screaming in pain for a very good reason, and leave it at that.
  • Eye Scream: Their eyes have been replaced by syringes as well.
  • Improbable Weapon User
  • Personal Space Invader: If close enough, a Mainliner will leap at its target and attempt to stab them in the neck with a syringe.
  • Portal Pool: How they travel around the Island.


A very obvious incarnation of hanging, the Nooseman is little more than a skinned legless body dangling from a noose; its single mode of attack is to drop from puddles of blood on the ceiling and strangle unsuspecting passers-by to death. According to Clem, the skinless nature of the Nooseman is due to it being inspired by a prison riot in the 1950s, during which five COs were lynched, skinned alive, and hanged for leaving inmates to die in a quarry cave-in.

  • Anthropomorphic Personification: Of those who died from hanging. Their lack of skin is a reference to the 1950's riot, meaning they are specifically manifestations of that event.
  • The Faceless: They no longer have discernible faces.
  • Flaying Alive: They look as though their skin is missing, a reference to the infamous event that may have birthed them.
  • Peek-a-Boo Corpse: Only that they grab Torque to suffocate him.
  • Wall Master: They actually reside in the blood pools on the ceiling and pop down to attack you.


Arguably the least human out of all the Malefactors, the Burrowers appear to represent live burial, having been stuffed into a burlap sack and wrapped in chains at some point. Traveling across the island by burrowing and moving more like snakes than anything else, they emerge from the ground to lash at their victims with their chains, occasionally constricting them to death. Clem's notes detail that they were likely inspired by an accident at the Carnate Island quarry, where several inmates were trapped by a cave-in and left to die by the guards.

  • Achilles' Heel: Because Burrowers leave holes in the ground when they retreat from battle, the easiest way to kill them is to drop a stick of dynamite into one of the holes and let the explosion do the rest. More conventionally, every attack except their random flailing attack leaves them vulnerable for a second before retreating, allowing you to capitalize with melee weapons.
  • Anthropomorphic Personification: Of live burial. The ones on Carnate are manifestations of prisoners who died in a mining accident (the same incident leading to the creation of the Noosemen), while the ones in Baltimore are manifestations of those who died building the city's underground infrastructure.
  • Buried Alive: Their supposed origins.
  • Chained by Fashion: Instead of limbs, they are wrapped in hooked-chains that they use as weapons. They can even lift them as though they were regular arms.
  • Combat Tentacles: Their chains function as these.
  • Worm Sign: The Burrowers produce very obvious trails in the ground as they move, which can be nerve-wracking before their introduction, as they don't attack you or even emerge from the ground until then.


Massive, bloated corpses lashed together with the very manacles they use to attack their victims, and eaten from the inside by rats, the Festers are first encountered blocking Clem's escape via the beach, but soon afterwards, they're found all over the island. Its origins are rooted in the wreck of an 18th-century slave ship grounded on Carnate's northwestern shore: when the ship first ran aground, an entire consignment of slaves was abandoned in the hold by their masters, on the grounds that they would rebel if any rescue attempt was made; the slaves either drowned or were consumed by rats. Almost three hundred years later, the Festers rise from Carnate's waters...

  • Anthropomorphic Personification: They are manifestations of the slavers from the wrecked ship off the island's coast, their bodies showing signs of death by drowning and being eaten alive by rats (as what happened to the slaves).
  • Body Horror: They are inhumanly bloated corpses, with rats living in their bodies.
  • Chained by Fashion
  • Dead Weight
  • Epic Flail: Their weapon of choice is a ball-and-chain.
  • Immune to Bullets: Bullets just bounce off.
  • Ironic Hell: Clem notes that the Festers are far too pale-skinned to be the slaves who were drowned and devoured in the hold of the ship, so in all likelihood, the slavers are currently living out the nightmare they inflicted on their cargo.
  • Kill It with Fire: As Clem notes following their introduction, an ideal way of dealing with them is to burn them alive with either a molotov or a flamethrower. This makes the rats in their bellies die prematurely.
  • Nigh-Invulnerable: It is literally impossible to kill the Festers without a fire axe, a molotov cocktail, or dynamite.
  • Respawning Enemies: Until you set fire to the wreck of the slave ship, the Festers will not stop respawning, and even once you do that, there are still a few hanging around the island, just waiting for you to arrive.
  • Stout Strength
  • Walk, Don't Swim: Given that they're much too heavy to swim, they are seen walking out of the ocean, having marched across the sea-bed from the slave ship to get there.


Voiced by: Bhama Roget

The Malefactor forms of the Three Little Girls and a clear representation of burning at the stake, the Infernas resemble nothing more than charred corpses wreathed in flame. Fast-moving, capable of igniting almost anything they touch, and able to return from death if their ashes aren't immediately scattered, they are among the hardest Malefactors to deal with in the game.


Introduced in The Suffering: Ties that Bind

     Residents of Baltimore 


Voiced by: Arif S. Kinchen

Another one of Torque's old friends, Miles was caught in the middle of Blackmore's attempt to get Torque jailed, and ended up being sent to prison as well; after that, he developed something of a grudge towards Blackmore. Naturally, when Torque returns to Baltimore following his escape from Carnate, Miles joins him in a mutual quest to find and kill the crime boss.

  • The Bartender: Before he went to prison, Miles was the owner and bartender of a small underground den called "The Underground."
  • Blue Oni: To Torque.
  • Disney Death: Gets shot in the chest by Copperfield, only to return a few levels later.
  • Killed Off for Real: Ends up getting killed by Blackmore after he learns the truth about Torque.
  • Non-Action Guy: Miles isn't a big fan of physical violence, and prefers to help Torque from afar.
  • OOC Is Serious Business: It's easy to tell that something's very wrong when Miles is seen holding a gun... and pointing it at Torque.
  • The Smart Guy
  • Sophisticated as Hell: Frequently alludes to classical mythology, even alongside his frequent uses of slang and expletives.
  • What the Hell, Hero?: Flings a barrage of these speeches at Torque when he learns the truth about him and Blackmore. Eventually, this leads to his death when Blackmore takes over Torque's body and beats him to death.


Voiced by: Keith Ferguson

Torque's old neighbour, a devout Muslim and apparently a member of a Black Nationalist group, Hejira is the first real companion Torque gains in Ties That Bind. Apparently having planned ahead, he is trying to get to an abandoned soup kitchen where he can meet up with a few of his other allies before leaving the city, and he requests Torque's help in getting there.

  • Badass Normal
  • Badass Preacher: "And the Righteous shall put down the devils!"
  • Crazy-Prepared: Hejira is probably the only person in the entire game fully prepared to deal with the situation at hand.
  • Good Is Not Nice: Undoubtedly standoffish and dour, but clearly well-meaning. He sensibly agrees to work with Torque regardless of whether or not he killed his wife, stating that Torque "need only fear the judgement of Allah."
  • Sawed-Off Shotgun
  • Scary Black Man
  • What Happened to the Mouse?: Assuming Torque doesn't abandon or kill him, Hejira is last seen outside the soup kitchen, waiting for his friends to arrive; nothing more is seen or heard of him after that (with the possible exception of the review in "The Greatest Story Never Told").


Voiced by: Scott Menville

A heroin addict found hiding in an abandoned building just behind the Grand Theatre, and apparently suffering the early symptoms of withdrawl. Kyle immediately latches onto Torque, believing him to be his long-lost father, and naturally begs him for help. Unlike most of the other companions in the game, Kyle's objectives are very simple: find another hit.

  • Cloud Cuckoo Lander
  • Inferred Holocaust: His part in the game ends with him finally tracking down his friend's stash of heroin and giving himself another dose; Torque isn't encouraged to stick around to see what happens next, but given that Kyle's trapped in a crackhouse infested with Mainliners, the odds of his survival are slim.
  • The Load
  • Morality Pet: Dr. Killjoy interprets Kyle as having some "therapeutic benefit" to Torque, and spares his life for this very reason.
  • No Peripheral Vision: Played straight in his final scene, and justified due to his addiction; when he finally tracks down the box of heroin his friend was keeping, it takes him a while to actually notice that his friend is lying dead just a few feet to his left.

Warden Elroy Jr.

Current warden of East Baltimore Correctional, son of one of the most infamous wardens to serve at the prison, and one of the few Corrections Officers to survive the Malefactor Outbreak. Elroy Jr. is reluctant to trust Torque, but clearly not as untrusting as the other COs, as he teams up with him very quickly in an attempt to escape the prison and survive.

  • Action Survivor
  • Authority Equals Asskicking: To a certain extent, anyway.
  • Enemy Mine: Teams up with a group of inmates towards the end of his time with Torque; after some initial hostility, they eventually manage to get to Teeth-Clenched Teamwork levels of cooperation, enough to escape the prison altogether.
  • Glass Cannon: One of the weakest characters in the game, but comes equipped with a very powerful 45. magnum.
  • Inferred Survival: Assuming that he and the other inmates survive their encounters with Torque, it's entirely possible that Elroy Jr. can escape Baltimore alive with the team he's managed to gather. Alone, though...
  • Nerd Glasses
  • Reasonable Authority Figure
  • Sins of Our Fathers: Elroy Sr. was despised by the inmate population, and for good reason — sabotaging the machine shop to burn several prisoners to death, subjecting other prisoners to months of solitary confinement, and using armed response teams as an easy way of ending minor rebellions. Naturally, Elroy Jr. ends up universally loathed because of this: the guards think that he's a pussy because he's much more liberal than his father, the inmates think that he's just as bad as his father but too cowardly to show it, and both sides end up regarding him with considerable distrust after the outbreak.

Ranse Truman

Voiced by: David Markus
Those trapped in misery dream of escape. But just when you think you've made it out, it turns out you've never really left.

A former inmate of both Abbott State Penitentiary and Eastern, and the mysterious writer of the quotations that appear at the beginning of each level. Little is known of his past or the crimes that landed him in prison, but judging by his notes, he took the time to study the unique history of Carnate Island; unfortunately, his research apparently disturbed him very deeply, ultimately driving him to suicide. Doubly unfortunately, he survived and was transferred to East Baltimore, a city no better than Carnate in terms of corruption and urban decay. However, in spite of his next suicide attempt, he managed to survive both the blood loss and the Malefactor infestation — at least long enough to bump into Torque.

  • Action Survivor: He's an average prisoner (philosophical mind aside), but he's managed to fend off the Malefactors, despite blood loss from a suicide attempt. Though it's implied that he's closer to Torque than one would think...
  • Driven to Suicide: He's evidently tried to slit his wrists in the past, and judging by the fresh bandages around his neck, he's also tried to cut his throat.
  • Hero of Another Story: How he's alive throughout all of the events that's been happening while he was an inmate or how he got out of prison is beyond everybody and given that his notes is being left much almost everywhere and like; Torque, it must've been one helluva day.
  • Mysterious Past: It's never revealed why he ended up in prison to begin with.
  • Noodle Incident: If Torque stands within earshot of him, Ranse will reveal that he was apparently removed from Abbott State Penitentiary for "trying that thing with a sharpened spoon".
  • Not So Different: It's implied that Ranse may have the same abilities Torque has; he states that he was handling the first couple waves of monsters sent at him just fine, but he would not have won against the last wave without taking extreme measures.
    • Even Carmen seems to note this:
    "He's... not what he seems..."
  • Southern-Fried Genius: The quotes in the loading screens show that Ranse is much more of a deep thinker than your average prison inmate.

     The Ghosts of Baltimore 

Copperfield the Slave Hunter

Voiced by: Bob Papenbrook
Some creatures, when wounded, run and hide. But not I. Never.

Little information is given regarding his identity, but it is revealed at points in the game that he was a slave catcher from Baltimore's past and, according to him, may have chased Torque and Carmen’s ancestors. Now he is a ghost that haunts the streets of Baltimore.

  • Bad Boss: Copperfield would often starve his bloodhounds for days at a time, before setting them loose to hunt down and devour slaves. This comes back to bite him in the ass if he fights Torque and is defeated as his hounds turn on and devour him.
  • The Beastmaster: When he was alive, Copperfield trained bloodhounds to hunt down escaped slaves, often letting them tear them to pieces. During Baltimore's cataclysm, Copperfield is the master of a dog-like malefactor, the Mauler (the physical embodiment of the horrors of slavery Baltimore has experienced), who then turn on him and maul him when he is defeated.
  • Hunting the Most Dangerous Game: He would hunt runaway slaves with his bloodhounds and his hunting rifle.
  • Super-Persistent Predator: What Copperfield trained his hounds to be.
  • Villain Respect: A rather twisted variation. Copperfield is shown to be pleased that Torque puts up a fight, and comes to consider him to be a Worthy Opponent, even complimenting Torque on his fighting skills. If the player has a morality status of good, Copperfield actually praises Torque for his benevolent actions during their fight — not out of goodness, but rather a respect for Torque's dedication.

The Creeper

Voiced by: S. Scott Bullock
Blood is the best lubricant.

A grotesque ghost that haunts the streets of Baltimore. Formerly known as Luther Stickwell, the Creeper was an infamous killer pimp in Baltimore's history.

  • Bald of Evil: He has no hair, and is one of the truly vile and evil beings that Torque encounters.
  • Fat Bastard: Mostly because of the contents of his belly...
  • Green-Eyed Monster: In the Evil morality path, Torque fights the Creeper as a boss instead of Copperfield; the reason being that the Creeper doesn't want Torque to "steal his glory."
    The Creeper: "I've seen enough! Who do you think you are? I fucked long and hard and killed a whole lot of conniving whores to get where I am, and I'm not going to let you, some pint-sized serial killer, steal my glory!!"
  • Serial Killer: A particularly disturbing one; he began by murdering his own hookers before going after any woman he came across; his bodycount stated to be somewhere between 50 and 200.
    • Later, should Torque stand in earshot of him, Ranse Truman notes that 71 prostitutes disappeared a few decades ago, likely the victims of the Creeper.
  • Soft-Spoken Sadist: The Creeper's voice never rises above a breathy whisper even when being stabbed to death by the manifestations of his former victims.
  • Straw Misogynist: At first a pimp, the Creeper then took to targeting women.
  • Too Kinky to Torture: The Creeper seemed to enjoy his defeat when the women manifestations in his chest turned on him, stabbing him to death, something that unnerved even Torque.
  • Uncanny Valley Makeup: Only his face is covered in chalk-white makeup.

     The Foundation 

Overall Tropes

Meet me down by the drowning pool. It's where all losers meet their end.

The head of a vast criminal organization spread out across Baltimore, and Torque's former employer; known as "The Colonel" for the unquestioning discipline he inspires in his followers, Blackmore is also renowned for the punishment he metes out against his enemies: his drowning pool has become an urban legend on par with the Creeper for this very reason. As such, he took Torque's attempt to leave his organization very badly, going so far as to engineer a scenario which would end in Carmen divorcing her husband — and it worked. Unfortunately, Torque didn't lose interest in his wife and children, so Blackmore went one step further still: in all three morality playthroughs, he is responsible for their deaths, having either ordered his men to kill them, encouraged Corey into murder and suicide through drugs, or just convinced Torque to do it himself. During the second game, Blackmore decides to ally himself with the Foundation — only to end up ousting Jordan from power and taking command of its private army in an attempt to seize power — and to apparently take revenge on Torque. Late in the game, it's revealed that Blackmore is another one of Torque's secondary personalities, and the orders he delivers to his troops are given while Torque is unconscious; however, he's also grown tired of having to run his empire on a part-time basis, and is now trying to destroy Torque's personality so he can take control.

  • Affably Evil: Calm, polite, genial, and ruthless beyond measure. He treats his henchmen generously — provided they obey his orders without question. He even goes out of his way to offer Torque "friendly advice". But should Torque disregard it...
  • Beard of Evil: Sports a goatee.
  • Big Bad: The main antagonist of The Suffering series.
  • The Chessmaster: As well as being a strategist at heart, he likes making references to games, including chess.
  • Cruel Mercy: The reason his troops spared Torque's life after killing his family in the good ending of the first game.
    "He said to leave you alive. Only you. Enjoy your new life."
    • However, if you started the game with the good ending from the first game, a flashback reveals that he had ordered his men only to scare Torque's family, but when finding out that they went above and beyond those instructions, he reacts with genuine horror.
    Blackmore: "I never said to do THAT!... Now they're gone!!
    "I don't think I could have ever done it. But it was the wrong kind we associated with. Untrustworthy, unprofessional. The kind who kills someone just cause they get off on it."
  • Diabolical Mastermind
  • The Dreaded
  • Evil Mentor: To Torque. The finale reveals that he also acted as this during Torque's childhood.
  • Evil Sounds Deep
  • Flunky Boss: In the finale, he takes you on with respawning hordes of Malefactors.
  • Good Scars, Evil Scars: There appear to be several old scars on his cheeks.
  • Graceful Loser: Following his beliefs, he takes his defeat in the Good Ending with stride, and genuinely compliments Torque for beating him at the game before vanishing.
  • Imaginary Friend: Blackmore started out as this to Torque.
  • Jekyll & Hyde: Hyde to Torque's Jekyll.
  • The Killer in Me
  • Lean and Mean
  • Manipulative Bastard
  • Not-So-Imaginary Friend: What he became.
  • Parental Substitute: To Torque — or at least he likes to think so, judging by all the times he refers to Torque as "My little one." Flashbacks during the endgame reveal that he was a more concrete example during Torque's years in the orphanage.
  • Split-Personality Takeover: Should Torque take the good path, Blackmore will be purged from his mind once and for all; on the other hand, at the end of the evil path, Blackmore will simply destroy Torque's personality and take over.
  • Split-Personality Merge: At the end of the neutral path, Torque and Blackmore learn that they are unable to destroy one another, and are forced into an uneasy truce.

     The Malefactors of Baltimore 

The new specimens of Malefactors which appeared in Baltimore. Slayers, Mainliners, Marksmen, and Burrowers make a return from the previous game; for tropes concerning them, look above under The Malefactors of Baltimore.


A grotesque creature composed of two burning corpses merged together, its origins can be tracked in Baltimore many past fires and in their victims.

  • Anthropomorphic Personification: Of those who died in city fires.
  • Body Horror: Two people melded together in one abomination, they also costantly shed flaks of charred flesh.
  • Glass Cannon: Mixed with Fragile Speedster, the Arsonists tend to dodge a lot, move around and attack with flames, but once you manage to nail them, they're done for.
  • Incendiary Exponent: They're wreathed in flames, and thus not only they'll burn everything flammable they run into, but also whoever attacks them in melee.
  • Legacy Character: To the Inferna from the first game. The Arsonist tend to pop up much more often.
  • Power Floats: Rather than walk, these malefactors can float above the ground.
  • Playing with Fire: They can set things ablaze and toss fireballs around.


A monstrous ogre and boogeyman of Baltimore's slums, it's feared as a sewer-dwelling creature that emerges from its lair to consume everything in sight. According to a flashback, it was born from a priest who, in desperation, served human flesh in his soup kitchen in an attempt to save part of his flock.

  • Anthropomorphic Personification: Of famine and cannibalism, apparently.
  • Extreme Omnivore: The ones in the folktales are rumored to devour everything they can get their hands on.
  • Glass Cannon: They are large and can kill Torque in a few attacks, but are pretty slow and a shotgun blast can take care of them instantly.
  • Horror Hunger: What they represent; they can be heard feeding on something offscreen when not engaged in combat.
  • I am a Humanitarian: While the archives states that the Gorger is the manifestation of the folklore creature, the flashback you get with Hejira in front of the soup kitchen implies that the accidental cannibalism thing helped a lot.
  • Things That Go "Bump" in the Night: While most of the other malefactors are "original" horrors, these guys were a night horror long before Torque's coming in Baltimore.
  • Well-Intentioned Extremist: It's implied that the priest responsible for the Gorgers didn't feed his parishioners long pork for sadism, but for sheer desperation and lack of food.


A grotesque Malefactor similar to the Marksmen, born from the gun-wielding criminals of Baltimore's streets, Triggermen's bodies sport several arachnid legs tipped with guns coming out of their backs. They prowl around like oversized spiders, unleashing bullets on anyone unfortunate enough to cross them.

  • Anthropomorphic Personification: Of urban gun violence.
  • Body Horror: Their thorax is bloated beyond possible, their legs atrophied and their faces are nothing more than scar tissue.
  • Boss in Mook's Clothing: They tend to be very though and deal a lot of damage with their guns. Unfortunately, they usually appears in groups.
  • Gang Bangers: Their origins, in a nutshell.
  • Giant Spider: Their multi-legged bloated bodies and gait give them the appearence of huge, mutated, gun-toting tarantulas.
  • Foil: To the Marksmen: both are gun-based Malefactors capable of a lot of firepower, but the former is born from executioners and soldiers used to suppress rebellions, the latter was born from people killed in gangs' shootouts.
  • More Dakka: They wield uzis in their main hands and will happily shoot to kill.


The only non-human based Malefactor, Maulers are grotesque dog-like monsters with horrible, grimacing human skulls on their necks. They often appear alongside Copperfield, and are implied to be born from his abused bloodhounds.


In spite of his fatness and lack of legs, this horrible Malefactor can slide on the floor at moderate speed and shoots anything he sees in his flashlight with the many guns embedded in its chest. Its habitat and looks make it clear that this monster was born from acts of police brutality.

  • Anthropomorphic Personification: Of police brutality.
  • Body Horror: They are legless piles of fat with a whole set of machine-guns in the chest and a huge flashlight embedded in their heads.
  • The Faceless: Due to the fact that there's a flashlight in their faces. Through their heads.
  • Fat Bastard: A body which is part guns part fat.
  • More Dakka: Once something steps in their line of sight, they unleash a stream of gunfire through their four machine-guns. Sometimes they even shoot in the air as they die.
  • Police Brutality: They're born from this and the jailers abusing prisoners.

Isolationist and Wretch

The isolation cells in Eastern saw the end of many prisoners, kept there for sheer sadism and abuse. The Isolationists were born from these poor souls. Massive and slow, they can emit electricity to short-circuit machinery and lights to stay in the darkness and release swarms of smaller Wretches, cockroach-like Malefactors.

  • And I Must Scream: According to a flashback, many prisoners in the isolation block were kept there to the point of dying alone in the darkness.
  • Anthropomorphic Personification: Of those who died in solitary confinement.
  • Dead Weight: They are massive and bloated, and also walk around with the help of metal crutches.
  • Legacy Character: To the Festers, since it wouldn't make sense for shipwrecked slavers to hang around in the middle of a city. Like Festers, they are massive, slow, and can summon smaller creatures from their bellies.
  • Pest Controller: Like Festers, they release small damaging critters to fight, in this case though cockroaches.
  • Shock and Awe: They constantly emit electrical surges through their harness and metal crutches to short circuit all surrounding lights and stay in the darkness.

The Horde

No-one is sure of the origins or nature of this Malefactor. Titanic and worm-like, this abomination's head is seemingly composed of several beasts' heads surrounding a circular maw, which give him this moniker.

  • Anthropomorphic Personification: Of city riots.
  • Attack of the 50-Foot Whatever: This thing towers over all the lesser Malefactors, even the previous game's Final Boss.
  • Body of Bodies: Or at least, head of heads, as noted in the description. That being said, it's implied that it's size is derived by being composed of several corpses.
  • The Dragon: Implied to be a non-sentient one to Blackmore. In the final boss battle, the Horde can be seen hovering in the background and occasionally attacking.
  • Eldritch Abomination: Most of the other Malefactors are human-based, but this thing not only is gargantuan, but is completely inhuman.
  • Giant Space Flea From No Where: One moment, you're trying to cross the portal to Blackmore's hideout... then this colossal worm pops out of the gate and attacks you.
  • Lamprey Mouth: Under all those feral heads, there's a wide circular mouth lined with many teeth.
  • MacGuffin Guardian: Manifests to watch over the passage to Blackmore's drowning pool.
  • Powder Keg Crowd: It is implied by Consuela and the Foundation that the Horde is the representation of the various mass riots the city has experienced, basically being a mob of people rolled up into a single Body of Bodies.


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