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The Tale of Garn Chapter 32

Warning: potential side quest (Fighters Guild) spoilers ahead!

From Garn’s recollections:

Loyalty and Deception

I hoped that I was in for a more interesting assignment when Modryn called me into his office on the upper level of the Chorrol Fighters Guild but no such luck – it was Maglir yet again! Modryn explained that he appeared to have defaulted on another contract and he wanted me to ride to Bravil to check out the situation and finish out the job if possible.

Incredible that he could guess considering that this is the second time I've had to check up on his lame ass.
“Incredible that he could guess considering that this is the second time I’ve had to check up on his lame ass.”

Upon reaching Bravil my first order of business was to attempt to locate Maglir. Asking around town yielded immediate results – citizens and guards alike knew of him quite readily and pointed me to The Lonely Suitor Lodge on the south side of town. As I walked up to the bar Maglir slowly turned to me, a look of recognition quickly turning into a sour expression. He greeted me by calling me a rat, asking if I was there to check up on him for Modryn again. This time he wasted no time trying to dance around the truth or feign pleasantries and bluntly told me that he had left the Fighters Guild for the Blackwood Company and that we’d need someone else to finish out his previous contract. I could tell by the body language of his Argonian friend, dressed in similar Blackwood Company regalia, that he wasn’t thrilled with Maglir potentially starting a brawl in public, so I decided to simply return to Modryn and let him know what I had discovered.

Modryn was furious to learn of Maglir’s defection though his focus quickly turned to the Blackwood Company themselves, as he claimed that, losing members to them aside, they had been taking a lot of work from the guild recently, especially down in the south. Modryn told me that my next assignment was to meet up with a woman named Aryarie who was to be Maglir’s contact in Bravil. Aryarie was at the Bravil Mages Guild and was none too pleased with the Fighters Guild’s lack of progress on her contract so far. I could see why – it was a simple enough task. She needed to gather some Imp Gall for some alchemy research she was conducting. I humbly offered my apologies and told her that I’d deliver her double the Imp Gall for the same fee to make up for our poor performance up till then.

Imps are one thing but Gargoyles? Ugh.
“Imps are one thing but Gargoyles? Ugh.”

Imp Gall was, of course, found on imps. Given all of the imps I’d encountered since I began my adventures you’d think I’d have a massive stash of them by now but I had been frequently selling my alchemical ingredients on my regular Imperial City market visits and didn’t have enough on me. Luckily imps were relatively common pests to run into in secluded areas and sometimes even congregated in caves and ruins. With some luck, the first cave I visited outside of Bravil, Robber’s Glen Cave, had quite a population of the little fiends. I cleared out the cave with little effort, save for that spent on the occasional gargoyle amongst them, and the bodies brought back to the city to have carved up.

Aryarie was quite pleased with the quality of the Imp Gall I brought her and gave me an enchanted ring as a token of her appreciation. Another job well done by the Fighters Guild, despite Maglir’s meddling.

Modryn's rousing speech...
“Modryn’s rousing speech…”

When I spoke to Modryn upon returning to Chorrol he seemed to be of an odd demeanor – he covertly asked me to meet him at his home later that night. That evening Modryn laid out his suspicions about the Blackwood Company’s involvement with Azani Blackheart, a well known and powerful outlaw. The Fighters Guild had taken a contract from a mage named Argoth to retrieve Azani’s enchanted sword, Sinweaver. The guild raided the ruins where Azani had been known to be hiding out with an impressive band of twenty brothers in arms but was routed without being able to defeat Azani, losing fifteen of their number before pulling back to safety. The Blackwood Company claimed it completed the contracted afterwards, both establishing themselves as a legitimate rival to the Fighters Guild and making the guild look inferior in the process.

Being involved in the original raid personally, Modryn had doubts about the Blackwood Company handling the task which such apparent ease, particularly when Argoth was found to be mysteriously killed shortly afterwards and with no sign of the sword Sinweaver left behind. Modryn instead suspected that the Blackwood Company had made a deal with Azani to fake his death and later retrieve his sword from the mage. Modryn had apparently been harboring these suspicions for some time but was finally ready to uncover the truth. He wanted me to go back with him to Azani’s hideout in the ruins of Arpenia – he stressed the dangers inherent in this mission and that my participation was purely at my digression but I saw no reason stay behind, and if Azani was really such a threat Modryn would need all the help he could take.

Quietly stalking up to the ruins...
“Quietly stalking up to the ruins…”

The two of us met just before sunrise in front of the Chorrol guildhall and road out together for Arpenia. After breaching the doorway into the lower catacombs we both slowly crept under cover of darkness through the corridors, weapons drawn and tensions high, but before I knew it we had reached the main chamber with no sign of anything save a few rats. In the main chamber there were no bodies or much of anything else and indeed no sign of any recent battles. Modryn sheathed his sword and, a look of disgust washing over his face, proclaimed that his suspicions were likely correct. After a little cursing he suggested I check the rest of the ruins while he did some research. As suspected the rest of the ruins yielded very little as if most of the items of significance were relocated in an orderly fashion. When I returned the surface I found Modryn near our horses studying some maps.

Modryn suspected that, in accordance with whatever deal the Blackwood Company had struck with him, Azani had relocated to another Ayleid ruin, likely somewhere nearby. He guessed that it would most likely be Atatar, not far to the northeast. We road a short distance towards the ruin then lead our horses before finally leaving them and quietly walking the rest of the way towards the entrance. While the outside of Atatar was quiet there were obvious signs of recent, heavy foot traffic around the entrance. We drew our swords and entered.

Azani Blackheart, dead again!
“Azani Blackheart, dead again!”

Unlike the last dungeon we almost immediately encountered bandits in some of the larger rooms in this one – some camping, some obviously patrolling, but as unusual as the presence of a large number of bandits occupying an Elven ruin might be it wasn’t necessarily a sign of Azani’s involvement. The two of us managed to take down every bandit we encountered without making too much noise and spreading the alert of our presence. When we reached the main chamber of this ruin, however, we found Azani Blackheart himself waiting for us. Azani seemed surprised to see us but not at all unprepared to face us. He drew his blade with one hand as flame rose from the other. He charged Modryn, likely recognizing him as a leader of the last assault, while hurling a firebolt at me. I dodged and rushed to flank him. As Modryn and I desperately attempted to land blows Azani skillfully weaved away from and occasionally deflected both of our strikes while peppering us with his own. Still, as frantic as this fight was it was only a matter of time before someone was hit and luckily it was Azani who ended up falling, my blade plunged hilt deep into his Elven mail.

After catching our breaths and seeing to our wounds Modryn and I split up as he searched and looted Azani’s chambers and Azani’s body, making sure to recover his signet ring and, of course, Sinweaver. Upon handing the ring over to Modryn and cautiously exfiltrating the ruin, the job was complete…

The Tale of Garn Chapter 31

Warning: potential side quest (Fighters Guild) spoilers ahead!

From Garn’s recollections:

Thieves and Children

Modryn sent me back to Anvil to speak with Azzan about an important contract. After the cold and wet journey southwest I was greeted at the guildhall’s entrance by Maglir, who I had previously been sent to investigate for defaulting on one of his jobs. Maglir was none to pleased to see me but managed to put forth at least a little effort in feigning indifference towards me. After bedding down in the guildhall for the night I went upstairs to speak with Azzan. Azzan informed me of reports that a gang of Bosmer thieves had been striking out against the local populace as of late. The gang’s base of operations was unknown but patterns seemed to suggest that they were based in or very close to the city. Azzan told me that since we didn’t know how many thieves there were I’d be working with another guild member – Maglir. As you might guess, I wasn’t thrilled with the idea and was eager to get this job taken care of immediately.

Maglir and I split up and canvased the city asking around for witnesses, victims, or anyone with any kind of clue as to where the gang might be based. Finally someone referred Maglir to Newheim the Portly – a large Nordish man who was incensed about having his flagon, a family heirloom, stolen from him by the same gang we were hunting. Newheim had heard that they had been hanging around in Hrota Cave off of the northern road out of Anvil. Although Maglir was less than interested, I told Newheim I’d keep an eye out for his flagon and we set off on our way.

My Dremora Lord bravely takes an elvish arrow in the face.
“My Dremora Lord bravely takes an elvish arrow in the face.”

As Maglir and I crept into the cave and drew our swords we heard whispers in the darkness ahead. We were able to sneak up on the first two thieves and dispatch them quietly though a third walked in upon us as we searched the bodies and screamed out as he peppered us with arrows. As Maglir dove for cover I summoned a Dremora and followed suit. Although none of his companions came to assist they were all too aware of our presence by that point so we tread less carefully while clearing out the rest of the cave. Despite his apparent lack of dedication to the guild Maglir performed admirably in Hrota Cave – he seemed to have absolutely no qualms about killing his own kin. We dispatched 8 thieves in total, cleared the place of its meager loot, leaving much of for the Anvil guard to sort with later, and returned to the city.

Ughhh, is this what I've come to? Talking to ass ugly Nords about drinking piss?
“Ughhh, is this what I’ve come to? Talking to ass ugly Nords about drinking piss?”

Azzan was pleased with our success. He offered me another contract that involved escorting a scholar named Elante of Alinor to an old Daedric shrine located at the bottom of Brittlerock Cave. Having to kill a variety of minor Daedra aside, this was another contract that I was able to complete with ease. Azzan took me aside and told me that Burz had a job he thought I could handle up in Cheydinhal. While I wasn’t thrilled about the lengthy ride back east I was happy for more action so quickly. After a long journey I was disappointed when Burz rudely informed me that the job was far south, in Water’s Edge near Leyawiin. Another long ride and I met the subject of the contract: an attractive Breton named Biene Amelion.

Ahhh, now this is more like it.
“Ahhh, now this is more like it.”

Biene explained to me that her father had been taken away due to some outstanding gambling debts. At first I was confused about the nature of the job – surely she didn’t expect the guild to intervene in such a matter unless her father was someone of some kind of significance. Indeed, she clarified – she wanted me to retrieve her grandfather’s precious enchanted armor and sword from the family tome so that she could sell them to pay off her father’s debts. While this sounded a lot more in line with my usual line of work I didn’t quite appreciate the idea of her selling off her precious family heirlooms and, indeed, robbing her own family tome in the process. Instead, having sized her up to be a decent person I decided take a more chivalrous route and simply pay her myself and let her keep her and her family’s honor intact. She was overjoyed with this previously unthinkable option and I got to head back up north in record time, knowing full well that my payment would take care of the majority of my cost and I’d recover the rest in due time.

Finally, I was dispatched back to Chorrol. Modryn performed a small ceremony and declared me to be promoted to rank of Protector within the guild for my exemplary performance. After the attending members cleared off he took me aside to tell me about my next job. My duty was to take Viranus Donton, the son of the Guildmaster, to help him get his feet a little wet and boost his confidence. Officially the mission was to search for Galtus Previa, a farmer who went missing exploring Nonwyll Cavern. I have no idea why a farmer would be heading into any wilderness caves or ruins alone though perhaps he was tempted by the same tales of riches that had drawn me into my life as an adventurer.

Viranus Donton fucking owning a troll. Not too shabby!
“Viranus Donton fucking owning a troll. Not too shabby!”

I met Viranus at his house in the city and we marched by foot into the northern wilderness to hunt for the cave. Viranus has a vague idea of its location and we soon found it easily enough. Almost as soon as we entered we were ambushed by a pair of bloodthirsty trolls. Thankfully Viranus wasn’t as green as Modryn let on and we were able to dispatch them without too much difficulty. Further into the cavern we encoutered more trolls and even an odd ogres or two. Nonwyll Cavern definitely wasn’t a place for farmers – in fact I was starting to wonder if the guild hadn’t misjudged my own qualities as a protector. Surely the Guildmaster wouldn’t look favorably upon her son dying under my watch.

Hiding behind my shield in mortal terror.
“Hiding behind my shield in mortal terror.”

More and more trolls rushed us as we explored the narrow passageways, in fact the most I’d seen in any one place up till then. Finally we made it to the bottom level of the cave only to be greeted by a fearsome minotaur. Finally, the body of Galtus Previa lay in front of us. Of course I wasn’t shocked to find him dead considering the opposition we encountered just making it down there, if anything I was surprised that the corpse had been brought this far below but hadn’t been devoured. We collected a couple of his personal effects to bring to his relatives to prove that we found him and Viranus attempted to map the location of the body in case his family wished to retrieve it for a proper burial.

Stick to growing beets, buddy.
“Stick to growing beets, buddy.”

Modryn was saddened to hear about the death of Galtus but quite intrigued by the shield we found with his body, confiscating it for further study. While I didn’t know what that was all about he was quite pleased with the completion of the contract regardless and rewarded me with my share of the gold and a powerful enchanted Daedric longsword which, my misgivings about furthering my bond with the Daedra aside, I’d no doubt be using. At last my guild membership was starting to yield some real benefits!

I didn’t expect such a nice blade for an reward in this quest but I believe Oscuro’s Oblivion Overhaul boosted the stats of this rare weapon. Sweet!

Princes of Platforming

Last week I dusted off my pile of shame and played through 2008’s Prince of Persia on Xbox 360. Having played Prince of Persia: Sands of Time on the original Xbox and absolutely adoring it I was pretty interested on all of the changes this reboot was making to the series. Yes, it is a reboot of sorts: you’re no longer the titular prince, at least not in this game – I could easily see the roguish, unnamed character eventually developing into the prince in subsequent games, assuming there ever are any, but for now you’re just some tomb raiding (his words, not mine!) smart ass with a knack for acrobatics.

Anyway, I’ve got to start off talking about the incredible graphics here as they’re surely the most distinctive thing about the entire game. The beautiful, vibrant watercolor meets cell shading art style is quite brilliant – totally jaw dropping at times. There’s also some great vistas in certain areas, probably amongst the best I’ve seen this generation. The animations are also quite good. In particular some of the interaction between your character and Eleka while platforming, such as when you swap places or when you catch her during a jump, are unique and very impressive. They absolutely nailed it!

Doing my best Altair/Ezio.
“Doing my best Altair/Ezio.”

The sound was one of the first things that caught me off guard – the characters, especially your character, sound totally out of place in the setting. When combined with your character’s fun, flirtatious relationship with Eleka it almost reminds me of the type of thing you’d find in a Disney animated movie and, when you think of it that way, it kind of makes sense. In other words it was probably intentional. The music, on the other hand, fit well enough and some of the tunes stood out as really enhancing the experience at times.

That music and those graphics, combined with the back story that is unraveled as you explore each new area and converse with Eleka, also goes a long way in fleshing out the setting. In fact, I’d go as far as saying that by the end of the game the temple, palace, and surrounding city felt like a major character in the game itself. Speaking of characters, although their relationship didn’t quite develop like you might think it would, especially if you’re now thinking of it like a Disney movie, the characters, particularly Eleka, are pretty endearing. That relationship is actually a lot more interesting than it seems at first glance, especially considering how the game ends, and is probably another of its more interesting qualities. More on that later!

My stomach turns just seeing a screenshot of these horrible boss battles.
“My stomach turns just seeing a screenshot of these horrible boss battles.”

The core of the game, the platforming, was pretty enjoyable once I got into it. The addition of the gauntlet and Eleka’s double jumps are nice touches, adding some plausibility to some of your otherwise highly unrealistic moves. Yes, the platforming is relatively easy with most of the precision being stripped out for automatic locking on to the appropriate places for jumping, grabbing, and whatnot but it feels very fluid and is interactive enough not to be a total cakewalk. Think Prince of Persia: Sands of Time meets Assassin’s Creed. That said the hand-holding can be a bit excessive – there are worn down spots on the walls where you’re supposed to wall run for instance, and if all else fails Eleka can summon a Fable II like breadcrumb trail show you where to go. I used this breadcrumb trail constantly when moving from area to area or trying to make my way to the area boss – I rarely needed it to figure out how to navigate the obstacles but it was great for pointing me in the right direction. It was just too convenient! Despite all of this “babying” I never really felt like the game was any worse off for it.

While figuring out how to navigate an area or room is certainly a major component of the gameplay in this type of platformer I didn’t really miss having those mysteries 90% solved most of the time considering how long the game felt. Clocking in at somewhere between 10 and 15 hours it felt just a bit excessive to me. Yeah, I know that isn’t that long for a game but, man, it’s a long time to do the same formulaic area progression over and over again. Here’s how it works: the world is divided into a hub and areas branch out from there. You need to go to each area, navigate to the boss, beat the boss, then backtrack to collect “light seeds” (orbs) then move on to the next area. The orbs let you unlock additional areas. There are a lot of areas with not too much in the way of variety and no real character progression like new skills or abilities along the way. I would have definitely preferred a more linear progression as in older Prince of Persia games – I don’t really see any advantage to doing it with this hub system, in fact all giving me a choice did was make me all too aware of all of the work I was going to have to do to get to the end. Blech.

Eleka. Two thumbs up!
“Eleka. Two thumbs up!”

Oh, and back to the subject of the game’s difficulty real quick: Yes, Eleka will save you every… single… time… you die. Yeah, it’s kind of cool, yeah, it does seem a bit silly when you die 10 times in a row trying to make a particular jump, and yeah, it does make you nigh immortal, but really this is just a clever way of masking what is basically just a normal checkpoint system with a beyond generous amount of checkpoints and a nearly seamless reload. Did I prefer Sands of Time’s humorously narrated backpedaling? Absolutely, but this is not a problem.

Now to some stuff that is a problem! The platforming sometimes involves using various “power plates” that are spread around the areas. These plates do different things, such as teleport you or send you flying across the map. While these seemed quite cool at first glance, two of them, the one that lets you scurry around on walls, and the flying one, have this absolutely silly element of having to steer (slightly, it’s on rails) in order to avoid obstacles. Well, the controls on the wall running part are shit and the camera on the flying one often fought me, and guess what happens if you hit an obstacle? Instant death! Yes, Eleka saves you as usual… but you have to start what is usually one of the longer sequences of platforming in the game all over again. Pffft. Frustrating!

Yes, he drags his gauntlet everywhere. Ladies dig the sparks.
“Yes, he drags his gauntlet everywhere. Ladies dig the sparks.”

The other thing? Combat. I HATED the combat in this game. Absolutely hated it. At first I was trying my usual button mashing approach that has served me so well in other, similar 3rd person games but even after figuring out the simple, almost QTE like, rhythm to executing combos I still hated it. It just wasn’t fun and unless you lock in some huge combos combat can potentially take way, waaaayyy too long. Eleka will save you here too, by the way, but your opponent will get back a massive chunk of its health every time. Pfffft! Speaking of QTEs, yes they’re here too. How fun! Occasionally a prompt would go away before I had time to react, other times I clearly appeared to hit it in time but still didn’t register. Ughhhhhh… kill me now! So yeah, fuck that! The only saving grace here is that combat is relatively rare and somewhat easy to avoid – really, the boss fights were the only times I needed to worry about it once I got into the swing of things.

Finally, the ending. Wow… what? I don’t want to spoil anything but the game ends somewhat predictably… at first… and then leaves you with your only course of action to do something that, frankly, I didn’t want to do. I suppose that if the game did a better job at building up the relationship between your character and Eleka, or even just fleshed out Eleka a bit better in general, I might not have thought twice about whether it was worth undoing all of the work we just spent the last 15 hours painstakingly fighting through but as it was it felt extremely forced. This led me to question whether your character’s relationship with Eleka was meant to be as atypical as it felt, or if something in the script was just totally lost somewhere in production. Hmph.

Eleka doesn't just save your ass constantly, you also put her to work.
“Eleka doesn’t just save your ass constantly, you also put her to work.”

Anyway, I decided to keep the ending, which is somewhat open ended and mysterious, intact by not buying and playing through the $10 “Epilogue” DLC which goes on to flesh out the ending a little by showing you what happened next. From the various reviews I read the addendum to the story was unnecessarily with many people preferring the original ending. It also seems that they attempt to ratchet up the difficulty slightly, apparently prioritizing a lot of the things that I didn’t like about the core game. So yeah, easy decision for me!

So, over all, interesting game. Good if not a bit more accessible than usual platforming and a beautiful world brought to life by a unique art style and high production values all around are the highlights here. I’d really have no trouble recommending it to anyone if it were a much shorter or at least slightly less tedious playthrough but otherwise I’d probably only really recommend it to Prince of Persia fans or fans of this style of 3D platforming in general. That said, I picked up my copy for dirt cheap so perhaps you’ll find it in a bargain bin and won’t be able to pass it up.

Screenshots borrowed (and possibly not from the Xbox 360 version.)