The Most Annoying Escort Missions In Gaming History
Video games often task players with protecting vulnerable non-player characters while navigating dangerous environments. These missions require patience and precise timing that many gamers find frustrating compared to standard combat scenarios. Developers frequently program the artificial intelligence of these companions to move slowly or wander into the path of enemy fire. The following list highlights the most aggravating protection objectives found across various gaming generations.
‘GoldenEye 007’ (1997) – Control

Players must protect Natalya Simonova while she hacks a computer terminal in the Control bunker. Rare designed this objective to force gamers into a defensive position against endless waves of guards. Natalya often walks directly into the line of fire or fails to react to enemies standing right next to her. The mission fails immediately if she takes too much damage from the soldiers or the player.
‘Resident Evil 4’ (2005) – The Water Room

Leon Kennedy must protect Ashley Graham while she turns cranks to raise platforms in a flooded chamber. Capcom created a scenario where cultists swarm from multiple directions to carry her away. Players have to snipe enemies at a distance while simultaneously fighting off attackers on the ground level. One wrong shot can result in a game over screen if the player accidentally hits Ashley.
‘Metal Gear Solid 2: Sons of Liberty’ (2001) – The Oil Fence

Raiden uses a sniper rifle to cover Emma Emmerich as she walks across a narrow structure. Konami implemented a swimming mechanic for Raiden that complicates the sequence significantly. Emma moves slowly and stops frequently while Cyphers and guards attack her from positions that are difficult to spot. Players must manage their own oxygen levels while keeping her alive during the crossing.
‘World of Warcraft’ (2004) – Jail Break

Alliance players trek deep into Blackrock Depths to locate and free Marshal Windsor. Blizzard Entertainment scripted Windsor to move at a walking pace that is slower than the player run speed but faster than the walk speed. High enemy density in the dungeon means players must clear paths quickly to prevent the NPC from being overwhelmed. This lengthy quest was a mandatory requirement for the original Onyxia attunement chain.
‘Silent Hill 4: The Room’ (2004) – Hospital Escort

Henry Townshend must guide a severely injured Eileen Galvin through environments filled with ghosts and monsters. Team Silent programmed Eileen to limp slowly and take damage that affects the final ending of the game. She often lags behind or fails to enter rooms before the door closes. Her weapon durability is limited and forces players to constantly monitor her condition against aggressive spirits.
‘Grand Theft Auto: Vice City’ (2002) – Death Row

Tommy Vercetti races against a health meter to save Lance Vance from the junkyard. Rockstar North designed the return trip to require aggressive driving while avoiding enemy cars that ram the player. Lance possesses very little health and forces the player to navigate chaotic traffic at high speeds. The erratic AI behavior of pursuing vehicles makes maintaining the integrity of the car extremely difficult.
‘Ico’ (2001) – The Queen

The horned protagonist guides a princess named Yorda through a massive crumbling castle. SIE Japan Studio built the core gameplay loop around holding her hand to pull her away from shadow creatures. Yorda cannot defend herself and triggers a game over if the shadows successfully drag her into a vortex. Players must constantly backtrack to save her while solving environmental puzzles.
‘The Legend of Zelda: Twilight Princess’ (2006) – Telma’s Carriage

Link must defend a wagon carrying an injured Zora prince on the way to Kakariko Village. Nintendo EAD introduced pathing obstacles that force the wagon to circle back if enemies are not cleared quickly enough. Bulblin riders shoot fire arrows that set the carriage alight and require the player to extinguish the flames with a boomerang. The bird-like Kargaroks drop bombs that cause the horse to panic and deviate from the route.
‘Dead Rising’ (2006) – Image in the Monitor

Frank West encounters various survivors in the Willamette Parkview Mall who require safe passage to the security room. Capcom programmed the survivors with basic pathfinding that often leads them directly into hordes of zombies. Characters get stuck on geometry or refuse to move until the area is completely clear of undead threats. Players must manage the health of multiple survivors simultaneously while dealing with the time limits of the main story.
‘Daikatana’ (2000) – Episode 1

Hiro Miyamoto travels with Superfly Johnson and Mikiko Ebihara through a futuristic version of Kyoto. Ion Storm utilized an AI companion system where the partners must pick up weapons to be effective in combat. The companions frequently get stuck in doors or run into hazards like water and poisonous sludge. Their death results in a mission failure and forces the player to reload a previous save.
‘Fallout 3’ (2008) – Big Trouble in Big Town

The Lone Wanderer escorts a resident named Sticky from Little Lamplight to Big Town. Bethesda Game Studios wrote dialogue for the character that repeats frequently and annoys many players during the journey. Sticky wears no armor and rushes into combat against super mutants and wildlife despite his low health pool. Keeping him alive requires the player to clear the entire path ahead of time or fast travel cautiously.
‘Tom Clancy’s Splinter Cell’ (2002) – CIA Headquarters

Sam Fisher must kidnap Mitchell Dougherty and carry him out of the secure facility. Ubisoft Montreal designed this section to disable the use of lethal force and weapons for the player. Fisher moves significantly slower while carrying the unconscious body and cannot effectively hide in shadows. Guards patrol the exit route and require perfect timing to evade without triggering an alarm.
‘Fable’ (2004) – Trader Escort

The Hero takes a contract to guide two traders through the monster-infested Darkwood. Lionhead Studios included a mechanic where the traders take damage from Balverines and bandits that spawn endlessly. One trader turns into a Balverine partway through the mission and attacks the others if not dealt with immediately. The sheer length of the forest section drains healing supplies and tests player patience.
‘Dragon’s Dogma’ (2012) – Off With Its Head

The Arisen aids the Enlistment Corps in moving a hydra head to the capital city of Gran Soren. Capcom set the speed of the ox pulling the cart to be extremely slow unless the player kicks the animal. Kicking the ox damages it and requires healing spells to keep the beast alive during the long trek. Harpies and goblins constantly ambush the convoy and stall forward progress.
‘Perfect Dark’ (2000) – Air Force One

Joanna Dark must lead the President of the United States to an escape pod while the plane is hijacked. Rare placed the President in a situation where he follows the player but lacks the ability to crouch or dodge. Aliens spawn from vents and corridors to target the VIP specifically during the escape. The narrow hallways of the aircraft make it difficult to shield the President from incoming fire.
‘The Elder Scrolls IV: Oblivion’ (2006) – The Battle for Castle Kvatch

The Hero of Kvatch fights alongside Guard Captain Savlian Matius to retake the castle courtyard. Bethesda Game Studios gave the essential NPCs reckless combat AI that causes them to charge into groups of Daedra. Players often watch the captain run straight into fire or get surrounded by powerful enemies like Dremora Valkynaz. If the captain dies before the final objective is complete the quest fails.
‘Star Wars Rogue Squadron II: Rogue Leader’ (2001) – Prisoners of the Maw

Wedge Antilles must protect a shuttle carrying prisoners as it escapes a detailed Imperial facility. Factor 5 included a mechanic where the shuttle stops moving if TIE Interceptors get too close to it. Players must constantly dogfight enemies while managing the shield durability of the transport craft. The mission requires multitasking between destroying shield generators and defending the slow-moving ally.
‘Far Cry 3’ (2012) – The Medusa’s Call

Jason Brody infiltrates a ship to protect a radio operator named Beardy while he steals information. Ubisoft Montreal restricted the player to a small area while waves of pirates attack the operator. Beardy remains stationary and exposed to gunfire from multiple elevations and angles. Players must eliminate heavily armored enemies and snipers before they deplete the health bar of the NPC.
‘Yakuza 0’ (2015) – Chapter 13

Kazuma Kiryu defends Makoto Makimura from yakuza members during a chase sequence and street brawl. Sega designed the combat encounters so that enemies prioritize attacking the blind and defenseless Makoto. Players must use crowd control moves to keep thugs away from her while navigating busy streets. The sequence limits the mobility of the player and forces a defensive playstyle.
‘The Elder Scrolls III: Morrowind’ (2002) – Pemenie and the Boots of Blinding Speed

The Nerevarine encounters a trader named Pemenie who asks for an escort to Gnaar Mok. Bethesda Game Studios gave this NPC a movement speed that is frustratingly slow compared to the player. Pemenie often runs away from the road to attack aggressive wildlife like Cliff Racers and Kagouti. The reward for this tedious task is a pair of boots that blind the player when equipped.
Share your most frustrating escort mission experiences in the comments.


