Too many caves for the Fighters Guild to count

Molly’s been working like a mule as of late in The Elder Scrolls IV: Oblivion, increasing two more ranks in the Fighters Guild. See here, non-believers:


Warder, Fighters Guild (10G): Reached Warder rank in the Fighters Guild


Guardian, Fighters Guild (10G): Reached Guardian rank in the Fighters Guild

Ping and ping. That’s all well and good, but to be honest, these last few quests have been a grind. An extremely bland one, too. All involved going to some cave marked on the map and exploring it, whether to find out what happened to so-and-so, escort so-and-so safely through, or simply murder a bunch of so-and-sos/escaped prisoners. In fact, the majority of quests for the Fighters Guild so far have been of this ilk, with the only ones standing uniquely being “A Rat Problem,” “The Unfortunate Shopkeeper,” and “Drunk and Disorderly.” Otherwise, it’s been this on repeat: tip-toe through a really dark cave that looks just like every other cave in the game, spam the heck out of Nighteye and Minor Life Detection spells in hopes of seeing something, and save frequently to avoid losing progress to quick deaths from unseeable tripwires and pressure plates. Not overly exciting stuff, and it doesn’t help that I’m sitting in a freezing cold living room, crawling through digital caves that look just as cold, if not colder.

But up two ranks means that I’m almost done with the Fighters Guild, right? Well, no, not exactly. The endgame of the latest quest got problematic. Seems like the mother of Viranus Donton, found dead in a cave, was not happy with the mission’s outcome. Did I also mention she’s Master of the Fighters Guild in Cyrodiil? Yup. So, she threw in the towel, firmly, firing Modryn Oreyn for his lack of winning. Molly was also reprimanded and demoted down to the rank of Defender. So, it’s more like, up two ranks, down two ranks. I gotta make good and climb back up the corporate ladder for the Champion and Master ranks, which means more cave quests. I think I will just grin and bear it though as I’d love to complete at least one whole guild before The Elder Scrolls V: Skyrim arrives. Once that game comes out, I’ll probably forget all about its predecessor–the same thing happened with Fallout 3 once Fallout: New Vegas reared its shinier head.

I’ve already joked with Tara that I’ll basically stop playing Skyrim the way it’s meant to be played when I get my first cave quest. I’m sure my character will be content to just spend the remainder of his/her days in a safe, well-lit town, decorating his house and chatting with locals. Maybe he’ll start a spoon collection. Or just make potions and fancy foods, sunrise to sunset. Who knows. The realm is my oyster. It’s gonna basically be Animal Crossing: Wild Skyrim, and that’s fine. Unless, I dunno, the caves got a whole lot better in the fifth game or my bad eyes are perfected magically overnight. Let’s hope for both of those things, my fellow fantasy spelunkers. Let’s hope.

3 responses to “Too many caves for the Fighters Guild to count

  1. You’re right: There are ENTIRELY too many caves in Oblivion. And they all look the same too, which doesn’t help in any way. I never finished the Fighter’s Guild quest line (or the Mage’s Guild for that matter), but I did finish the Thieves Guild quest line. For the Thieves Guild quest, things weren’t simply cut and paste: often times you’d have to sneak into places at certain times, steal things without being caught, and occasionally kill “so-and-so”. I’d recommend that if you’re looking for something new.

    I wonder how they are going to handle all aspects of guilds in Skyrim. I hope it’s more varied than here.

    • Time is quickly running out–three days to go until Skyrim–so I will most likely only complete the Fighters Guild in Oblivion, but I am looking forward to pursuing the Thieves Guild in the new game. If it’s anything like the former game’s questline, it’ll be nice and varied.

  2. Pingback: All must bow before the Master of the Fighters Guild | Grinding Down

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