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Rush's Task Force

    The Captain 
https://static.tvtropes.org/pmwiki/pub/images/fcnd_captain.jpg

Thomas Rush's right hand man/woman, and, as their name suggests, Captain of Security. When Rush boarded a train headed for Hope County to provide relief to Prosperity, the Captain was right there with him, and saw firsthand just how bad the Highwayman problem was.


  • The Chosen One: According to Joseph Seed, their coming to Hope County was prophecied in a dream and they were ordained by God to be his heir in New Eden. It isn't clear how much of this is true as New Eden burns at the end of the game, but the Captain is still the ultimate saviour of Hope County.
  • Chronic Hero Syndrome: Is noted to have a knack for helping people. This gets put to the test when the Twins force them to save a dozen hostages through a series of traps and puzzles before killing Rush.
  • Cyborg: The Highwaymen and Rex "Power" Colt outfits give them various cybernetic limbs. Purely cosmetic of course.
  • Doomed Hometown: A variation; they have been traveling and living with Rush's Task Force for some time and all of their comrades in said army are killed by the Highwaymen. Also despite being appointed the heir of New Eden, it's is because they were picked as the heir that Ethan has the Highwaymen burn New Eden.
  • The Dreaded: Stated over time that the Highwaymen began to fear them. The Twins are not to happy about this and try to take things into their own hands only to get a scare of their own when the Captain suddenly Hulking Out right in front of their eyes, literally breaking free of the cuffs using a straight up super strength, and beats the crap out of them.
  • Empowered Badass Normal: While they're about as capable as any Far Cry protagonist by default, after eating the apple of Eden they gain superpowers that range from double-jumping to a rage mode that lets them pulverize enemies with their bare fists. This even extends to being able to survive a point-blank shotgun blast— a cutscene shotgun blast.
  • Enemy Mine: The center of one. They are what bring Prosperity and New Eden to team up against the Highwaymen despite the atrocities the Project of Eden's Gate commited against the people of Hope County. The Captain ultimately becomes not only the saviour of Hope County, but is picked as Joseph's heir for New Eden, despite the latter burning.
  • Featureless Protagonist: As in 5, the character's gender and appearance can be customized.
  • Gameplay and Story Integration: The various Super-Strength abilities seen in cutscene can be used at will after eating the fruit, and can be levelled up as of any perks. The protagonist can even survive a point-blank shotgun blast to the chest and being blown out a window in a cutscene in rage mode, though it knocks them unconscious.
  • Girls with Moustaches: You can give them a mustache and/or beard if you want, even if they're female.
  • Good Counterpart: To Ethan. The Captain is the protector of Prosperity and Hope County, while Ethan functions as the de facto leader of New Eden. The Captain cares about protecting their people and the innocent, while Ethan ultimately is a power hungry and arrogant traitor to his people when the Captain is picked as Joseph's heir over Ethan.
  • Heroic Mime: They never speak beyond some grunts.
  • Highly-Visible Ninja: The game provides numerous items from Far Cry 3: Blood Dragon including its blazing-neon recurve bow, but no matter how much glowy stuff the Captain carries or wears, their stealth abilities remain unaffected.
  • Hulking Out: After eating the fruit and surviving the encounter, this ability can be used at will and plays out in a certain cutscene.
  • I Let Gwen Stacy Die: Despite struggling and going through Hell to save as many of the Twins captives as possible, they are forced to watch Rush get killed in cold blood. This makes them go berserk. They are also unable to save the populace of New Eden from the Highwaymen, provoking their final fight with the Twins.
  • It's Personal: Feels this way to the Highwaymen after they kill their old Task Force. And cemented when they kill Rush.
  • Jawbreaker: In contrast to past Far Cry protagonists, who need knives to kill crocodiles, the Captain can just snap their jaws bare-handed.
  • Mercy Kill: Has the option to kill Joseph Seed when the latter realizes that his past crimes will only bring pain and begs to be put out of his mistery.
  • The Mole: Towards the third act, they end up having to infiltrate the Highwaymen in order to get close to Mickey and Lou, including posing as a champion in a death match, a prisoner and a driver of their derby.
  • Neck Snap: Some of the possible takedown moves, this particularly almost always done to the Enforcers.
  • No Name Given: Their name is never revealed; everyone only addresses them as "The Captain".
  • Player Character: The main playable character of the game.
  • Pyrrhic Victory: Downplayed. They have managed to save Hope County from the Highwayman, defeated the Twins and killed Ethan, and can potentially kill Joseph Seed himself. However they go through a helluva lot including the death of their friend and mentor Thomas Rush, and cannot save the innocent people in New Eden from being ravaged by the Highwaymen.
  • Purely Aesthetic Gender: You can choose either a male or female character, and the only change it makes is how enemies and allies address you, and has no bearing on the plot at all.
  • Super Mode: Gaining the Wrath perk after consuming the Apple of Eden allows you to, temporarily, increase speed, melee damage, reduce damage taken, and be immune to knock-downs.
  • Too Dumb to Live: With a heavy dose of Cutscene Incompetence the Captain willingly disarms and handcuffs themselves for the Twins to beat them to death, not even trying to ask them to free Rush first. If it wasn't for the power of the fruit they would have died there.
  • Tranquil Fury: They are for the most part calm and stoic, however whenever they preform an execution on one of the Highwaymen, there's a level of brutality which conveys the rage they feel towards them. Justified as they have been picking off the people of Hope County and have killed all but a few of their old faction.
  • Undying Loyalty: Odd for an otherwise blank slate like the Deputy, but it's fairly obvious one of the Captain's defining traits is that they're utterly loyal to Rush. After Rush is killed and the Captain blasted out a 40 foot window, the first thing the Captain does after the Twins leave is climb back up to the top of the refinery to retrieve Rush's body, doing all of this with a chest full of buckshot, and carrying him all the way back to Prosperity for burial.
  • Unstoppable Rage: While they are mostly tranquil about it, when Rush is killed by Mickey and Lou, the Captain turns into a berserker who literally tosses the twins around like rag dolls, and all being shot through a window does is knock them out.
  • Younger Than They Look: The facial customization options are basically just lifted directly from Far Cry 5 (the Junior Deputy is supposed to be in their late 20s-early 30s), and the facial hair doesn't help matters. However, Gina implies that the Security Captain is actually pretty young (as they apparently don't know who Blade is); around the ages of Carmina, Ethan, and the Twins, who are at best up to their mid 20s.

    Thomas Rush 
https://static.tvtropes.org/pmwiki/pub/images/homebase_3840x2160_gold_1544152360152_uwnr640_7.jpg

Voiced by: Patrick Garrow (English)note 

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


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

    Garrett Barnes 
https://static.tvtropes.org/pmwiki/pub/images/fcnd_garret.png

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


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

Guns For Hire

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

Voiced by: Reina Hardesty (English)note 

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


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

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

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


  • Ambiguous Gender: Those few who refer to them do so as "they" instead of "him" or "her." The Judge themself doesn't speak at all, their only vocalizations being their raspy breathing, and their entire body is obscured under a thick leather hunting coat and a wooden mask. This is all likely because they're the Deputy, who was a player-created character. The reasoning behind hiding their gender and identity is out of shame at not being able to protect Hope County from the Collapse.
  • The Atoner: Their servitude to Joseph, and subsequent work with the Captain, is implied to be motivated by guilt over their previous failures in Protecting Hope County.
  • Earn Your Happy Ending: After failing to defeat Joseph; witnessing the nuclear attack on Hope County, years of imprisonment, guilt and servitude afterward; all their efforts seeming to have been all for nothing...yet they can still help the Captain save Hope County, they reunite (albeit slowly) with their old friends, and with New Eden in ruins, Ethan dead and Joseph potentially dead (or broken) it's implied the Judge will ultimately join the people of Prosperity.
  • Face–Heel Turn: It's revealed they're the Deputy, having ultimately broken down from Joseph's manipulations. Downplayed since, this time around, they're still your ally, just completely loyal to New Eden and Joseph.
  • Fallen Hero: Given that they're the Deputy from 5...yeah.
  • Last of Their Kind: With Whitehorse, Hudson, and Pratt killed in the car wreck at the end of 5, they're the last surviving member of Hope County Sheriff Department post-Collapse.
  • Malevolent Masked Man: A mysterious masked enigma who is Ethan Seed’s personal enforcer and who protects New Eden. This gets pretty tragic when you find out the Deputy wears a mask since they feel guilty for not saving Hope County and is very ashamed.
  • Meaningful Name: "Judge" beasts were the result of heavy Bliss infusions and Jacob's mind control techniques, and far tougher and meaner than normal animals. This person is the first and only human "Judge."
  • My God, What Have I Done?: Implied through notes left in the bunker that a big part of turning to Joseph Seed's side was because the guilt at failing to protect Hope County drove them to insanity.
  • My Greatest Failure: Being unable to take down Joseph Seed and protect Hope County. They have been driven to serve New Eden out of Stockholm Syndrome and implied guilt over this failure. As a Gun For Hire, they can however be granted a chance to redeem themselves by saving Hope County along with the Captain.
  • Not So Stoic: The Judge never shows emotion, but when talking to Nana, they start weeping and Nana will attempt to comfort them.
  • Previous Player-Character Cameo: They're actually the Deputy from 5.
  • Stockholm Syndrome: Their notes show they underwent this in their time in the bunker with Joseph, gradually coming to the conclusion they are a prophet of God and are now willing to serve him. Over time, it's implied the Deputy still has their senses and is gradually coming to them as they interact with their old friends.
  • The Straight and Arrow Path: They use a bow as their weapon, as per the New Eden tradition of avoiding "old world" technology. Unlike other New Edenites, however, they're not above driving a vehicle or jumping on a turret, likely due to having experience with using both in a previous life.
  • Suspiciously Similar Substitute: Mechanically, they're a replacement for Jess Black.
  • Unusually Uninteresting Sight: When they reunite and interact with their former comrades, they don't make a big deal about seeing their old friend and hero again, although a passing mention implies that it's common knowledge to the people who the Judge really is and they know who they were for years.
  • The Voiceless: Their only vocalizations are raspy breathing and crying. It is implied that they either took a vow of silence to atone for their past sins, or that Joseph rendered them speechless through other means.

    Gina Guerra 
https://static.tvtropes.org/pmwiki/pub/images/gina_6.PNG

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


  • Action Mom: She is the mother of Hurk's son Blade.
  • A-Team Firing: Her marksmanship isn't exactly stellar (which is probably why she wields a fast-firing machine gun in the first place). However, her gun hits hard, and a sustained burst can drop even an Enforcer in two seconds or less.
  • BFG: She carries an LMG as her primary weapon.
  • Blood Knight: She's only happy in battle. Stop fighting and she'll start complaining.
  • Bottomless Magazines: Her first upgrade perks gives her infinite ammo.
  • Heel–Face Turn: A Highwayman soldier who ended up joining with Prosperity.
  • Magikarp Power: In a way. Before she earns her final upgrade, Explosive Ammo, her fire power leaves much to be desired against Tier 3 and Elite enemies. However after getting it she will mow down any enemy in her path, Enforcers included.
  • Mama Bear: One of the reasons she turned against the Highwaymen was because they threatened her baby.
  • Meaningful Name: "Guerra" is the Spanish word for "war" - very fitting for a bloodthirsty soldier like Gina. It's also the root word of "guerrilla", which she (and the rest of Prosperity's fighters) are against the Highwaymen's more numerous and organised militia.
  • Neutral No Longer: If the Highwaymen hadn't tried to kill her baby, she'd have been perfectly happy sitting out the conflict between them and Prosperity.
  • Sour Supporter: She only fights for Prosperity because they share a common enemy in the Twins. Apart from that she's a Highwayman at heart, so unless you're currently killing or destroying something, prepare for an endless barrage of complaints about your current location, the weather, Prosperity, or pretty much everything else that comes to mind.
  • Stuff Blowing Up: Her second upgrade perk gives her explosive ammo that shreds body armor and vehicles alike. It also has a small blast radius that may damage multiple targets at once and rarely set the environment on fire.
  • Suspiciously Similar Substitute: Averted. None of the Guns for Hire in Far Cry 5 ever used an LMG.
  • Token Evil Teammate: Played with. She genuinely wants her baby to have a safe and peaceful life, but she still retains a lot of Highwayman notions.
  • Unwanted Assistance: When Cap helps Gina win the race, she's at first angry with him because she wanted to win the race to stick it to the Twins - though she does admit they probably saved her life.
  • With Catlike Tread: If you have any ideas of trying to take enemies out stealthy you better think twice. Sure, Gina will kill an unaware enemy in one shot like most Guns for Hire, but you can bet you ass the entire outpost will be on start searching you in high alert.

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

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


  • Boom, Headshot!: She exclusively aims for her target's head, which is what makes her so lethal against Level I and II Highwaymen. Sadly it also means she runs into trouble once most enemies start wearing bulletproof helmets.
  • Blood Knight: She's very happy whenever she blows up the brains out of a Highwayman.
  • Cool Old Lady: Good old Nana must be pushing one hundred, but she's just as fit and agile as any other human GFH. She also boasts incredible marksmanship skills which she is more than happy to put to use against a massive army of violent psychopaths. Doesn't get much cooler than Nana. Even the Twins agree.
  • Dark and Troubled Past: She notes that she doesn't remember much of the Collapse, only that she may have had a daughter and a husband. She figures there's a good reason her brain blocked that part of her memory off, so she leaves well enough alone. She may have been a citizen of Hope County, but nobody knows who she could have been.
  • Friendly Sniper: She's a cheerful old lady who happens to be an excellent shot.
  • Glass Cannon: Very powerful while out of harm's way, very fragile if enemies catch up to her. Justified of course - for all her sniping skills, she's still an old woman.
  • Granny Classic: Played with. Nana talks about mundane granny things like air scents, holes in socks and cookies... While you loot corpse of Highwaymen that she probably killed.
  • Laser Sight: A bright green one to tell her apart from Highwaymen snipers.
  • Never Mess with Granny: She is a former extreme tourism guide turned sniper. The fact her old age does not hinder her ability to keep up with you in the least speak volumes on how badass this woman is.
  • Only Known by Their Nickname: Nana is so far only known as Nana.
  • Only the Worthy May Pass: She wants to stick it to the Highwaymen even before you show up to recruit her, but you must first prove your marksmanship to Nana before she agrees to join your crusade.
  • Screw Politeness, I'm a Senior!: Having lived to be near a hundred, possibly lived through or born in the aftermath of WWII as a child, and survived a nuclear apocalypse, Nana has pretty much had enough of proper decorum and politeness and will act as she damn well pleases, thank you.
  • Suspiciously Similar Substitute: She's essentially this game's replacement for Grace Armstrong (justifiable, seeing as Grace was rendered blind by the events of New Dawn), with the main difference being that her rifle is silenced.
  • Worthy Opponent: After recruiting her, Mickey makes an announcement on the radio expressing disappointment that she's chosen to fight the Highwaymen, as she's "one cool old lady."

Fangs For Hire

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

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


  • Bandit Mook: A rare inversion of this trope. Sometimes Timber will lunge at an enemy's gun and will wrestle it out of their hands leaving them only with their (usually) much less dangerous sidearm.
  • Evil-Detecting Dog: Literally. He can tag nearby enemies instantly which is very useful when dealing with Outposts or enemies hiding behind tall grass.
  • Funny Background Event: In typical dog fashion, will sometimes stick his head out the window while riding in a vehicle. The player will only see this if they look over at him while driving.
  • Glass Cannon: Timber can kill most enemies stealthy, but any form of focused damage on him will almost certainly down Timber.
  • Heroic Dog: In order to gain Timber's trust you must rescue his dog friends. After he joins you if you harm innocent people he will react negatively towards you.
  • Impromptu Tracheotomy: Timber will rip the throat of his enemies if he gets them.
  • Killer Rabbit: Timber can (rarely) down instantly a freaking Cougar on his own. Not to mention he will gladly rip the throat of any unfortunate schmuck that gets careless around you. Not bad for a fluffly cute dog.
  • Post-Apocalyptic Dog: With Boomer long gone he serves as the Captain's faithful canine companion for the entirety of New Dawn.
  • The Sneaky Guy: Props of being a dog— unless you order him to attack someone in plain sight (which is very dumb) nobody will really care about him, all while he handily tag enemies for you.
  • Suspiciously Similar Substitute: He's the replacement for Boomer, who is long dead by the time of this game. Makes sense, since dogs don't tend to live that long even without nuclear war being brought into the mix.

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

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


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

Specialists

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

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


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

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

Voiced by: Vincent LeClerc (English)note 

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


  • Ace Pilot: He doesn't really get into any fights, but he does transport the Captain across miles and miles of deadly wasteland to hit several Highwaymen bases, some of which are located all the way on the other side of the country. He also manages to rescue the Captain safely once the shit hits the fan and the Highwaymen start throwing all they've got at them.
  • Bilingual Bonus: He has a crush on Kim, but respects that she is in a relationship with Nick. Doesn't stop him from occasionally proposing a menage a trois between the three of them - which Nick misinterprets as Roger offering to help clean, and tells Kim to give Roger more chores.
  • Gratuitous French: He throws in various French words into his sentences. Hardly surprising, given he's from Quebec.
  • Gunship Rescue: While his chopper doesn't have guns, having it pick you up while hordes of Highwaymen are barreling down on you is still a welcome sight to end expeditions.
  • I Call It "Vera": His helicopter is named "La Grosse Patate" ("The Big Potato"), although the phrase can also translate to "The Big Blow" or "The Big Idiot".

    Selene 
https://static.tvtropes.org/pmwiki/pub/images/far_cry_new_dawn_settlers_selene_1200x450_6.jpg

Voiced by: Erica Lindbeck (English)note 

Pronounced "Like 'Felony'", Selene is Prosperity's resident medical expert. She was a medical student, but couldn't complete her degree before the Fall—likely due to her clear fondness for psychedelic drugs. Regardless, her all-natural concoctions keep you and the other residents from dying of infections from minor wounds, and even more serious ones from bullets and the Highwaymen.


  • Cloudcuckoolander: Has numerous moments of strange and flighty behavior, probably because she spends most of her time about high as a kite or two.
  • The Cuckoolander Was Right: She warns the Captain that there might be crocodiles in the flooded bunker her medical supplies are in. Sure enough, the Captain finds at least one crocodile down there.
  • Drowning My Sorrows: Apparently, she's spent the entirety of her life after the Fall high on drugs to numb herself.
  • New-Age Retro Hippie: She has numerous mannerisms of hippies, from her hairstyle, the healing crystal hanging from her neck, and her speech, most notably her referring to the Captain as "My dude", regardless of gender.
  • Spice Rack Panacea: Her specialty. A necessity, in that modern pharmaceuticals are all but impossible to manufacture now.
  • The Stoner: She's a big fan of medicinal herbs. What kind of medicinal herbs, exactly? The kind that work, obviously. A note from her at Prosperity even claims that she hasn't been sober since the Collapse, 17 years ago.

The Highwaymen

Leaders

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

Voiced by: Leslie Miller (Lou) and Cara Ricketts (Mickey) (English)note 

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


  • Angsty Surviving Twin: Mickey can become this if you chose to spare her. She actually doesn't take it out on you, admitting that her own hypocrisy and arrogance is what got her and Lou into this mess in the first place, and leaves Hope County to locate her mother.
  • Authority Equals Asskicking: When faced in battle, they make for a tough fight.
  • Axe-Crazy: Lou's default solution to any problem is violence, even when it's counterproductive. Case in point, she tries to interrogate prisoners by cutting out their tongues, completely disregarding that people who can't talk can't give information.
  • Bad Boss: Apart from being rude to any of their workers who don't clear off after doing their job, they're also not above killing other Highwayman chapter bosses if they feel those bosses are being disrespectful. Just ask that one who had a piece of broken plate jammed into his throat by Lou.
  • Bait-and-Switch: When the Captain infiltrates the feast of the Highwaymen leadership after winning the Derby, Lou immediately points at them and goes "Hey! I know you!", probably giving most players a mild Oh, Crap! moment because the Captain is supposed to be incognito under their helmet. After a tense second or two, Lou then breaks into a smile and simply identifies you as the derby winner.
  • Berserk Button: They hate being seen as weak since it goes against their whole life philosophy about power being the only true currency left in the wasteland and being shown up repeatedly proves to the other Highwaymen that they lack control over the situation. After the player keeps resisting them and ruining their plans they kidnap about a dozen Prosperity survivors, including Thomas Rush, and attempt to murder them all in front of the Captain, who manages to save them all except for Rush himself. Later, during the Derby, Lou nonchalantly kills a fellow Highwayman chapter boss in front of the others just because he implied that Mickey and Lou were becoming unfit to lead as Vince had.
  • Big Bad Duumvirate: They are the primary antagonists of the game.
  • Blofeld Ploy: After they ask Rush to build stuff for them, and he tells them what they can do with their offer, you'd expect Lou to kill him. Instead, she beats Garrett- who sold him out in the first place- to death with her helmet to make Rush more compliant.
  • Bullying a Dragon: Perhaps it is understandable that they would be more than a little peeved that the Captain is tearing a swath through their men and seriously screwing up their plans for Hope County, but they believe the correct way to respond to this is to taunt them and throw more men at the Captain; the few times you meet them face-to-face, they either have you helpless or have hostages to keep you from acting directly against them (or both), but then they decide to go the extra mile and kill one of the hostages in front of the Captain just to rub dirt in the wound; not only that but this hostage happens to be the leader-type guy whom the Captain has Undying Loyalty to. While the Twins had no way of knowing that the Apple of Eden gave the Captain enough strength to break loose, their behavior makes the following scene where the Captain mops the floor with them very cathartic.
  • Color-Coded for Your Convenience: Mickey's sniper rifle has a blue laser sight to set her apart from regular snipers (red) and Nana (green) in her chaotic Boss Battle.
  • Color Motif: Blue for Mickey, pink for Lou, which appears on their clothing. They even begin their fight with the Captain by throwing down blue and pink smoke grenades, and Mickey's sniper rifle mounts the only blue Laser Sight in the entire franchise.
  • Combat Pragmatist: When the Captain snaps out of their cuffs and tosses Mickey across the room, before running over to beat up Lou, Mickey grabs a shotgun to blow the Hulked-out Captain out of a window. Then while they're unconscious, Lou decides to Kick Them While They're Down.
  • Die Laughing: After the Captain defeats them both, Lou reminisces on her and Mickey's fun times together, and they both laugh helplessly, right up until Lou dies.
  • Dual Boss: They fight you together.
  • Even Evil Has Loved Ones: The only thing they care about is each other, and at least in Mickey's case their mother, who they left a long time ago to join up with their father as children.
  • Evil Cannot Comprehend Good: After rescuing Pastor Jerome, Mickey's sound bite states that she can't understand why people would work for anything other than their own benefit.
  • Evil Is Petty: Following series tradition, they love to key up on the radio just to threaten you and others who happen to piss them off.
  • Faux Affably Evil: Mickey may seem reasonable in comparison to her sister, but she's clearly just as bloodthirsty.
  • Flunky Boss: During their fight they're constantly calling down reinforcements.
  • HA HA HA—No: When one Highwayman chapter boss implies that they're becoming unstable and unfit to lead, like their father, just because they believe in the power of the apple of Eden, he laughs out loud, and Lou joins him in laughing, before breaking her plate and sticking a piece of it in his throat.
  • Heel–Face Door-Slam: Mickey starts to realize what a monster she's become after the death of Lou and asks the player to spare her, hoping to seek out and find her mother. Of course, the player is free to cut her off at any point with a shotgun blast to the face.
  • Heel Realization: It hits Mickey hard after the Captain defeats her and Lou in New Eden, realizing that, as the older sister, she should have stopped them both from following in their father's footsteps and protected Lou from his ambitions. If she had listened to her mother, Lou likely wouldn't have died right beside her.
  • How Dare You Die on Me!: After their boss fight, Mickey says this when Lou dies first, wanting to have been the one to do so since she's the older twin.
  • I Gave My Word: The twins, Mickey in particular, never actively deceive or mislead the player, and attempt to carry out everything they promise to do, whether it is burning down Prosperity or leaving the County. Key word here is attempt, since it's in your best interest to make sure they can't carry out most of the promises they make. Notably, Mickey completely loses her will to fight when she realizes she broke the promise she made to her mother to not become like Vince.
  • I Shall Taunt You: They enjoy doing this to anyone opposed to the Highwaymen, be it in person, via handwritten notes, or over a loudspeaker. Bonus points if they do it while holding hostages to make sure their messages get through without...interruptions.
  • Identical Twin ID Tag: Mickey's the one in the blue shirt while Lou's the one in the pink armor.
  • Improbable Weapon User: Lou smashes a plate and sticks a piece of it into a Highwayman's throat for suggesting they're becoming unfit to lead like Vince. Also, she's not afraid to beat people to death with her helmet.
  • I Regret Nothing: In contrast to her sister, Lou shows no regrets for her life of crime, and spends her final moments laughing in reminiscence over the atrocities they've carried out.
  • My God, What Have I Done?: After Lou is killed by the player character, Mickey regrets her actions and wishes that she listened to her mother's advice and not become a monster like her father.
  • Only Known by Their Nickname: Their real names are Michelle and Louise, but nobody ever uses them. The only time someone calls them that happens in a flashback to when they were little.
  • O.O.C. Is Serious Business: The one time we see actually Lou troubled about something is when the Captain reaches their Rage Breaking Point and begins beating the crap out of them. Her expression when the Captain grabs her helmet mid-swing and begins crushing it is priceless. When they finally incapacitate the Captain (by shooting them in the chest with a shotgun and knocking them out a window), she goes off on a very freaked-out rant about what just happened and doesn't stop until Mickey manages to talk her down.
  • Outliving One's Offspring: If their mother is still alive, Mickey's going to have to tell her that her younger daughter died.
  • Patricide: Killed their father in order to become the new leaders of their Highwaymen chapter. It is implied through local graffiti and the words of another chapter boss that Vince had begun losing his sanity in his old age, and the Twins had killed him when he became unfit to lead, rather than out of malice.
  • Pre-Mortem One-Liner: Sort of. Mickey doesn't kill the Captain, who she's addressing the one-liner to, but Lou does kill Rush right after she delivers it.
    Mickey: You want the stick? Here's the fuckin' stick.
  • Pre-Violence Laughter: Lou has a tendency to do this right before she kills someone, like Garrett, or an insulting Highwayman.
  • Psycho Pink: Lou wears pink and is the more actively villainous and unstable of the two, showing no regrets for her life of violence upon dying and stating that she "had a lot of fun".
  • Red Oni, Blue Oni: Lou is the red, being more impulsive and happening to wear pink, while Mickey is the blue, who on top of wearing the color happens to be the more level-headed of the two. This is also reflected in their choice of weaponry, Lou choosing to either beat people to death with her helmet or use a flamethrower, whereas Mickey hangs back while using a sniper rifle.
  • Scary Black Woman: Both twins are black and scary.
  • Stupid Evil: As Mickey points out to Lou, you can't interrogate people after you've already cut out their tongues.
  • Terms of Endangerment: Refer to their enemies as "rabbits".
  • Together in Death: Even though Mickey offers to leave Hope County after you've defeated her and her sister, you can play this trope straight by finishing her off.
  • Villainous BSoD: After their boss fight, when Lou dies right next to her, Mickey, after furiously wailing on her sister for dying before her, is reduced to a broken, sobbing wreck, realizing that she broke her promise to their mother never to end up becoming like their father.
  • Villain Respect: Both Mickey and Lou refer to Nana as a Cool Old Lady and express some regret that she chose to sign up with the other side.
  • Villains Want Mercy: After their boss fight, Mickey begs the player to spare her and promises that you'll never see her again. It's up to you whether or not to let her go.
  • White Hair, Black Heart: A pair of murderous anarchist criminal twins with braided white hair.
  • With Us or Against Us: In their eyes, if you're not with the Highwaymen, you're either a resource to be ransacked/utilized (problem solver) or a threat to be eliminated (problem maker), and occasionally both.
  • Would Hurt a Child: They have no problem holding children hostage and making one hold a primed grenade, though they at least have the "decency" to give Captain the grenade pin so that they can disarm it.

    Vince 

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


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

Notable Members

    Irwin "Little Fucker" Smalls 
https://static.tvtropes.org/pmwiki/pub/images/fcnd_irwin.jpg

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


  • Bald of Evil: Downplayed since he's on the side of the player, but he's still an amoral and selfish man who has the Captain do a lot of his dirty work before giving them a shot at the twins.
  • Beard of Evil: Which goes very well with his bald head, of course.
  • Brooklyn Rage: He's a temperamental Highwayman with a Brooklyn accent, though we never see him do any fighting.
  • Crazy Jealous Guy: One of the reasons he wants the Captain to kill Frank is that he thinks Lou has a crush on him and wants to make him jealous by showering attention on Frank.
  • The Dragon: He claims to be the twins right hand man and seems to have at least a few big connections to back this up, though anything he says should probably be taken with a grain of salt.
  • Embarrassing Nickname: "Little Fucker" apparently. (Though that's still probably better than "Lollipop" at least.)
  • Expy: As a bald, bearded man on the side of the Big Bad who aids the protagonist on an undercover operation, he could be seen as this game's version of Sam Becker.
  • Miles Gloriosus: He talks about how he killed 17 guys in the arena and even punched one so hard he farted his own brains out, yet when the chips are down he decides to get the hell out of dodge and lay low for a while.
  • Mission Control: Serves as this for the player for most of act 3 where the Captain attempts to infiltrate the Highwaymen to get closer to Lou and Mickey.
  • Token Good Teammate: He's no saint and has the player kill a few of his enemies and rivals for personal gain, but comes through for them in the end and helps them stop the twins for good.

    Frank 

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


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

New Eden

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

Voiced by: Kyle Gatehouse (English)note 

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


  • Alas, Poor Villain: Joseph clearly cares about and sympathizes with his son, especially in the face of all he has done (such as selling out his home and people out of spite and a power grab). Probably helping is the fact that Ethan dies remorseful for what he's done.
  • Barbarian Longhair: Ethan averts this by dint of being the man in charge of New Eden, but he's not the most trustworthy individual, and he happens to have shoulder-length hair and wears a fox skin on his jacket. And then he betrays New Eden and sides with the lawless Highwaymen, purely for personal gain.
  • Big Bad Ensemble: While the Twins and Highwaymen are the main threat, Ethan has his own schemes in order to gain power he believes is rightfully his. He forms a Villain Team-Up with the Twins in order to gain access to the sacred fruit and destroy New Eden.
  • Body Horror: He has a massive black lesion on his chest when he reverts to normal following his boss fight, right before he dies.
  • Calling the Old Man Out: Most of his screentime shared with Joseph consists of Ethan berating his father for refusing to trust him with the fruit of the forbidden tree.
  • Clothing Damage: When he reverts to human form after his boss fight, his coat and shoes are both gone, most likely shredded when he went monster.
  • Creepy Child: During a flashback he mentions that he is just gonna wait for his father to die and then eat from the forbidden tree. His dad saw him as too corrupted by evil to eat the fruit even before that. And Joseph is proved correct by the end of the game.
  • Desk Sweep of Rage: Right after going on a rant about how he took care of New Eden instead of his father, he furiously flips his tree stump pulpit over, making the Captain instinctively step back.
  • Dying as Yourself: Turns back to normal as he dies following his boss fight.
  • Entitled Bastard: Believes he is entitled to the power of Eden and true heir of New Eden by virtue of being Joseph Seed's son. There's also the fact that Joseph and Ethan's mother Megan never married. Admittedly, as he dies, he does learn his mistakes.
  • Even Bad Men Love Their Mamas: Was close to his mother, and years after her death still writes loving letters to her. Joseph believes he can reach out to Ethan by talking to him about his mother. Ethan ultimately shows he cares about his father too, but it's too little too late considering he realizes this while on death's doorstep.
  • Evil Counterpart: To the Captain. Ethan’s duty as the de facto leader of New Eden mirrors the Captain’s role as protector of Prosperity, and to add further he is immensely resentful of how Joseph gives the Captain the apple of Eden he has personally desired for so long. This motivates him to betray his community so he can eat the apple himself, but unlike the Captain who cleanses their soul and is rewarded with the apple’s true power, Ethan’s darkened soul twists him into a literal monster.
  • Expecting Someone Taller: He openly states that the Captain is not what he was expecting when they first meet, but then "perhaps the same could be said about me".
  • Faux Affably Evil: He's charismatic enough that the people of New Eden were willing to follow him in his father's absence (albeit only until Joseph comes home), and he's doesn't have the potty mouths of Mickey and Lou, but Ethan's explosive rants when something doesn't go the way he wants don't do anything to endear him to the Captain. By this point in the game, his father's a lot more Affably Evil than him.
  • Final Boss: He's the last character you fight in the game, after the twins are dealt with.
  • Forced Transformation: Eating the apple of Eden with his soul being so blackened turns him into a terrible monster.
  • Freudian Excuse: He's the bastard child of a cult leader left in charge of the post-apocalyptic community when his dad seemingly died up North, so he has pretty big self-esteem issues.
  • Green-Eyed Monster: Aside from his father issues, he resents the fact that the Captain was chosen as New Eden's herald over him enough that he gives the Twins New Eden's location so that they can burn it down in return for also getting the chance to partake of the apple of Eden.
  • Hates Their Parent: Ethan has a very strained relationship with his father, partially due to resentment of Joseph for not naming him his heir, and partially due to Joseph (from Ethan's point of view) abandoning him to take care of New Eden without any instructions for years. He does reconcile with him just as he's dying, though.
  • Hypocrite: He furiously cites the fact that he took care of the people of New Eden in Joseph's absence as proof that he should be Joseph's heir instead of the Captain, but when Joseph comes home and New Eden decides to take orders from him again, Ethan is perfectly willing to betray them by siding with the Highwaymen.
  • I Did What I Had to Do: He says this word for word to justify his decision to betray New Eden to the Highwaymen, but both Joseph and the player know he really did it out of spite and selfishness.
  • Instantly Proven Wrong: Claims that Joseph is never coming back...right before the Captain brings Joseph to speak before everyone.
  • In the Blood: Ironically enough, Ethan has more in common with his uncles than his father. His violence and immaturity calls to mind his uncle John, and his skepticism about Joseph's supposed Mission from God calls to mind Jacob.
  • It's All About Me: Seemingly everything he cares about is maintaining and gaining power over New Eden, even if he has to throw it under the bus and get it razed by the Highwaymen. The keyword being "seemingly" as he at least realizes his mistakes as he dies.
  • Jerkass Has a Point: He was the one keeping New Eden together when the Highwaymen attacked and Joseph left for years. He has a pretty good reason to feel betrayed when Joseph comes back and names the Captain his true heir with everyone agreeing out of blind faith.
    Ethan: It should have been me. I'm the one they turned to when he disappeared into the North. I'm the one who has held this family together. I'm the one they chose to lead! I have protected them from the locusts and the snakes! I have kept us all alive and safe within these walls! Not the old man- ME! (flips pulpit over)
  • Nemean Skinning: He wears the skin of a grey fox over one shoulder.
  • Obviously Evil: He's first introduced wanting to manipulate the Captain, and has a giant temper tantrum over the hero being better than him. His betrayal is a matter of how and when, not if. And he does eventually betray New Eden to the Highwaymen.
  • My God, What Have I Done?: When fatally wounded by the Captain, Ethan feels remorse after witnessing the power his sin had over him and dies asking Joseph to forgive him.
  • One-Winged Angel: After he eats the fruit of Eden, he turns into a shadowy black monster.
  • Palette Swap: His One-Winged Angel form is a Far Cry 4 Yeti covered in black shadows and with a slightly remixed attack pattern.
  • Parental Abandonment: A note in the Abandoned Barracks reveals that his mother was a woman named Megan who had apparently had him with Joseph some time before the Collapse, but she fled the cult after finding out about Joseph's "Faith", leaving Ethan behind to find Joseph himself.
  • Perma-Stubble: In contrast to the impressive beards of his uncles and father.
  • Psychopathic Manchild: His motivation amounts to a childlike tantrum out of believing his father doesn't love him. He must get it from his uncle. Just look at the way he rants at the Captain for getting Joseph's book instead of him.
  • Remember the New Guy?: His existence kinda comes out of nowhere. Then again, Joseph never even met his son until Ethan's dying mother sent him to New Eden to reconnect with him.
  • The Resenter: Of the Captain, for being chosen as Joseph's heir over him, and being trusted with the power of the Eden fruit.
  • Suddenly Shouting: Like Vaas, Ethan has a tendency to go on explosive screaming rants whenever he loses his temper, though he's considerably less foul-mouthed.
  • Tainted Veins: Right before he turns into a monster, his veins go black.
  • Tears of Fear: He's crying nervously when he reverts to human form right before he dies in front of his father, seeking Joseph's forgiveness.
  • Villain Has a Point: While Joseph was correct not to give his son the apple, he ultimately agrees with Ethan's assertion that he's not God's shepherd, because all he spread in God's name was death and destruction.
  • You Keep Telling Yourself That: Ethan's response to Joseph's justification for not giving him a sacred apple.
    Joseph: That was God's will.
    Ethan: You don't know God's will!

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