General information
The release date of the game “Gothic” is March 15, 2001.
The release date of the game ” Gothic 1 Remake ” is June 5, 2026.
Developer: Alkimia Interactive . Publisher: THQ Nordic .
The time for a full 100% completion of the game is 30 hours.
History of the World
Gothic (2001)
King Rhobar II, ruler of the kingdom of Myrtana, had conquered all the neighboring kingdoms. All that remained was to defeat the orcish army. To win the war, they began intensively mining the magical ore needed to create the finest weapons. This ore was mined only on the island of Khorinz.
Exiled criminals worked in the local mines, and to prevent escape, the kingdom’s powerful mages created a magical barrier over the mines. But something went wrong during its creation, and all the mages found themselves trapped inside the dome, which could be entered but not exited.
Soon, the convicts became masters of the situation inside the dome and began dictating their terms to the king. According to the agreement reached, ore continued to be exported from the dome in exchange for food, drink, weapons, and women for high-ranking prisoners.
Text design for
Gothic 1 Remake (2026)
Story items required for progression are highlighted in bold .
Character – character names for quick searching.
An item is a useful thing, a reward for a task.
Experience – Experience rewards are very important early in the game.
A merchant is a place where you can buy and sell things.
Skill is a teacher who teaches skills and improves characteristics.
Achievement – a requirement to obtain an achievement, only on Steam.
Side quests and secret area locations are highlighted in boxes. Everything inside the box is not required to complete the game.
Chapter 1. The World of Prisoners
Quest selection menu:
| Initial quests:
Letter from the fire mages . Old camp: Invitation to the Old Camp . |
Old mine:
Aron’s Chest . New camp: Invitation to the New Camp . |
Swamp Camp:
Invitation to the Swamp Camp . Old Camp faction: The Great Plans of the Brotherhood . New Camp faction: The Great Plans of the Brotherhood . Faction “Swamp Camp”: Monopoly on swamp grass . |
1.1. The Path to the Camp
in Gothic 1 Remake. The Beginning
Quest: Letter from the Fire Mages
We play as a nameless hero. For an unknown crime, we’ve been thrown into a magical dome. But before that, the mage of the Order of Fire, Pyrokar, gave us a letter, and now we need to deliver it to the local mages.
We’ll land in a small lake. Local bandits will be waiting for us below. We’ll take a hit from one and lose consciousness. When we come to, we find our attackers driven off by a man named Diego. From him, we learn the name of our attacker – Bullitt. Diego will invite us to join him at the “Old Camp.” We’ll ask him about everything, including the letter for the Fire mages. We’ll receive the quest “Invitation to the Old Camp.”
Exchange zone
To the left of the lake, examine the wooden platform and pick up several items near the barrels. If an item is highlighted in red, taking it will be considered stealing. However, if no one sees you, you can still take these items. The chest in the house above contains the key to the exchange area . Use the key to open the grate in the main area; behind it is a short bow and arrows .
Follow the road, collecting all the items along the way: berries, plants, torches, ore. Save frequently (F5). There will be a gate and two guards along the way. Climb up, talk to Orri, and learn more about the Old Camp from him.
Further along the path are meat bugs. You can stomp them with your feet (F), but it’s better to hit them with your fists (select melee combat by pressing “3” and then “LMB”) to complete the “Path of the Fist” achievement: defeat 10 enemies with your fists. Each bug will give you +10 experience, and you can collect bug meat from their bodies.
To the left, you’ll see an abandoned mine with a locked entrance. Pick up a pickaxe in front of it . There’s a bridge ahead. First, walk along the left cliff, cross the bridge, and pick up a rusty sword on the other side . Equip the sword (in your inventory, left-click, place it in the first slot, close everything, and press “1”).
There’s a weak mole rat nearby; we’ll practice fighting it. LMB, RMB for swinging attacks, Q, E for forward thrusts, Ctrl for block, Alt for dodge. The mole rat’s attacks are easily blocked. Block, wait for its attack, and then attack it yourself. Victory will reward you with experience and meat. Collect ore chunks nearby, the local currency. If you jump under the bridge, you’ll find Nether Mushrooms there.
After the bridge, we search the broken cart; there are a few more pieces of ore, arrows, and a torch. To the right, in the clearing, are two scavengers, chicken-like birds. We can kill the young scavengers, but if that’s not possible, we can run past them.
In general, at the first levels, we’ll only be able to kill weak monsters like meatbugs, mole rats, and young scavengers. All others should be avoided. But even these initial monsters can kill us if they attack in a pack. In this case, we’ll need to lure them out of the pack one by one: stand close, wait for the monster to react until it charges at us, then run a little further away and kill it.
It’s best to spend the first few levels inside camps, and not stray far from the paths without an escort.
Map for the hunter
When we go down to the river, we will see two hunters on the right:
Retford will ask you to buy a map of the entire colony from the local cartographer. This is a side quest, which you can access in your journal (press J). A little later, when you enter the camp, you’ll find cartographer Graham to the right of the entrance. You can buy the colony map from him for 34 ore. Give the map to hunter Retford. Reward: +200 experience , 4 wolf pelts . If you give him the route map to the old mine, you’ll get another +40 experience .
Drax will ask for beer first, so give him the bottle you found at the beginning. If not, you can find more beer across the bridge, near the broken barrels. After handing him the beer, you can learn how to loot monsters: hides, claws, fangs . Any training requires payment in the local currency—magic ore—and training points—you get 10 points for each hero level.
Next, we’ll need to join one of three camps. This doesn’t change the main storyline; it only affects how the character progresses. If we plan to play through the game using every possible option, we’ll do the following: complete all quests in all camps, but don’t make a final choice yet. Don’t give us the letter from the old mine, don’t kill anyone from the other camps, and complete everything else. Don’t spend any training points, and level up to level 5 or 6. Create a separate save, and only then join any camp and choose a specialization. When we play through again, we’ll start from this save; this will save us a dozen hours, since we won’t have to repeat the initial development stage.
1.2. Old Camp
Gothic 1 Remake. 100% Walkthrough
The inhabitants of this camp continue to trade with the king. Ore baron Gomez rules here, supported by fire mages. The remaining inhabitants are divided into three castes: Guardians, Ghosts—respected citizens, and Miners—simple miners who extract the ore.
Pay the guards at the gate 10 ore, or tell them Diego invited us, and we’ll enter for free. The camp is located in the ruins of a medieval castle. For now, we only have access to the outer ring; we won’t be allowed into the central fortress. First, we explore the entire camp, talking to everyone to find merchants and teachers among them.
North of the Old Camp
Diego —he’ll now sit by the fire between the gates or spend the night in the nearby hut. He won’t help us until we reach the required reputation with the camp.
Torus is the guard at the central gate. He’ll only let us through if we pay him 1,000 ore or join the Old Camp. But he has a reputation quest called ” Out of Sight .”
Graham is a merchant and cartographer who lives to the right of the northern entrance. First, buy a colony map from him for 34 ore to help you navigate the game world. If you’re short on ore, sell any unwanted items.
Snaf is the cook, always standing by the cauldron in the north. He’ll treat us to rice for the first time. He’ll ask us to get 3 Meatbugs and 5 Hellshrooms for the quest ” Snaf’s Recipe .” He’ll also tell us about the missing guard, Nek.
Mad is a miner, initially sitting next to the cook. He’ll constantly follow us, pestering us with his conversations. If Mad has already started following us, don’t venture too far out of town to avoid his death. If we listen to all 24 of his dialogue options, we’ll earn the “Mud Fan” achievement : Complete all dialogue options with Mad. The final, 24th, dialogue option is when we punch him and he leaves us alone.
Fingers is a guard, north of the castle walls. He demands that we learn sneaking or lockpicking, then he’ll continue teaching us.
Scatty is an arena guard who teaches the skill: One-handed weapon .
Kirgo fights in the arena. If you break open the chest in his hut, you’ll find the Scatty Ring inside .
Sam is a guard, standing above the arena, accepting bets on fights.
Guy , the miner, will tell us there’s an empty house above the arena, and we can settle there. There are red flags around this house, and a red awning on top. From the bed, we can quickly rewind time to the desired time of day. It’s best not to enter any of the other houses, as their owners will immediately chase us away.
Huno is a blacksmith who teaches the Blacksmithing skill . Once you’ve learned this skill, you can buy steel blanks from him for 40 ore and a blacksmith hammer. The order of operations is: furnace, anvil, water, emery. Afterwards, the blank will be crafted into a Common Sword (20 damage, cost 100 ore, but you’ll only be able to buy it from us for 50 ore).
South of the Old Camp
Mordrag is a merchant and hunter at the southern entrance. He sells arrows, trophies, and food. He can also guide us to the New Camp (we definitely take advantage of this opportunity; while we have a guide, he can kill powerful monsters along the way, and we’ll get all the experience).
Jackal is a guard at the southern entrance, asks for 10 ore for protection, but payment is not required.
Dexter is a merchant in the southern lowlands. He sells herbs and food. He has the quest ” The Cultist’s Recipe .”
Fisk is a merchant and guard located in the south of the camp. He sells miner’s armor for 313 ore. It’s better not to buy it; you can get almost the same one for free in the New Camp mine.
Idol Parvez can take us to the Cultist Camp. He’ll easily kill all the monsters along the way, and we’ll earn experience for it. At the end of the journey, we’ll get +200 experience .
Dusty , a miner, will tell you about the Swamp Camp, where his friend Melvin went, but he didn’t dare go. Once we meet Melvin, we can escort Dusty to him for the quest “New Flock for the Brotherhood.”
Whistler is a guard in the southwest of the camp. He’ll ask you to buy a sword from Fisk, using his money. This is an opportunity to gain reputation and temporarily use someone else’s sword.
West of the Old Camp
Herek is a miner in the southwest.
Jess , a miner, asks for payment to Balvin for 10 ore. If we pay, Jess will simply thank him and give nothing in return. +50 experience .
Kyle lives in a walk-through house and swears at everyone.
Harim is a guard inside the house.
Bloodwin is a guard. He asks for 10 ore for protection, but payment is optional. If we don’t pay, he’ll ambush us outside the city.
Sly is a guard in the west, he is the quest ” The Missing Guard “.
Idol Teran is a representative of the Swamp Camp, from whom we learn all the details about the cultists: they live in the eastern swamp, worship the Sleeping One, and grow and sell swamp grass.
Gravo is a miner at the northern entrance, roasting meat down by the well. He can repair our reputation if we commit a crime.
Torrez is a merchant and the only fire mage stationed outside the central courtyard, in the western lowlands. He has the quest ” The Price of Magic .”
Grim is a miner at the northern entrance. If you refuse to pay the guards, he’ll give you the quest ” Amulet .”
Quests in the Old Camp
Task: Invitation to the Old Camp
At the central gate, we speak with the chief guard, Torus. According to him, only respected members of the Old Camp are allowed inside the fortress. To enter, we must either pay 1,000 ore or first join the camp and enlist the aid of several Ghosts.
Diego —talk to him at the bonfire near the gate. He’ll point you to a couple of respected people, but you’ll have to find the rest yourself. Diego himself gives us the quest ” Test of Loyalty .” We’ll leave that for later, and for now, let’s find all the respected people:
Sly – ” The Vanished Guard “.
Torus – ” Out of sight “.
Whistler – ” Whistler’s Sword “.
Dexter – ” The Cultist’s Recipe “.
Scatti is a guard near the arena. To impress him, you need to participate in arena fights. Defeat in the arena isn’t fatal. Fights are only held in the evening. Choose who to fight: Kirgo (you need to buy him a beer) or Karim (in conversation, answer “You want to curry favor with Gomez”). It’s impossible to defeat the gladiators at the first levels. But if you lose to Karim, you’ll receive +50 experience and successfully complete the quest.
Fingers is a guard in the north near the castle walls. He requires us to learn sneaking or lockpicking, then he’ll continue teaching us. The initial skill can be learned from a hunter named Cavalorn—he lives in a separate house northwest of the camp. He sells two types of bows, a supply of arrows, ore, and lockpicks. He teaches sneaking and archery . Return to Fingers, and he teaches lockpicking and thievery . The first training is free; it only costs experience points. You’ll receive +100 experience .
| Snuff Recipe
Snaf is a cook near the northern entrance. He’ll treat us to rice for the first time. He’ll ask us to get 3 Meat Beetles (found right in the camp, in the ruined house near the castle walls) and 5 Hell Mushrooms (found in the forest). Reward: +100 XP , stew recipe ; we can get beetle stew from him daily .
Forgotten recipe Having obtained our hut in the northeast of the camp, we search the chest inside to find an Old Recipe. Show it to Chef Snafu. He’ll ask for ingredients: potatoes, carrots, and water.
To cook for yourself, you need to learn recipes. Soups are cooked in cauldrons. Meat can be fried in a frying pan; there are several of these in the Old Camp, located near the campfires. Frying any meat will earn you the “Craftsman” achievement : crafting an item for the first time. |
| The Missing Guard
Sly is a guard and will tell you about the missing guard Nek. Fletcher , the guard who patrols the area in Nek’s stead, knows nothing about the missing man. Snaf is the cook near the northern entrance. He’ll tell you he sent Nek out to pick mushrooms, but he never returned. Leave the camp through the southern gate, head southwest, and find a cave entrance. Kill several mole rats. Inside the cave is Nek, dead. On his body, find 10 ore and the Dead Guard’s Amulet (weapon defense +5). There’s an old axe nearby . Return to Sly, tell him about the guard’s death, and give him the amulet. Reward: +250 experience . |
| The Price of Magic
Torrez is a fire mage in the northwest camp. To create a scroll, he’ll ask for 1 piece of blank parchment and 2 wolf claws (not fangs). The cartographer sells the parchment. The claws can be purchased from hunters outside. Reward: 1 of 2 runes of your choice: Beacon / Firebolt , +100, +150 experience . After this, you will be able to study runic magic . |
| Amulet
Grim is a miner at the northern entrance. If you refuse to pay the guard, Bloodwyn, Grim will tell you about two men outside the camp who stole an amulet from the baron. He’ll offer to go out with you to look for the missing amulet. If we agree, we’ll fall into a trap: all three miners will attack us. We fight them, but don’t finish them off. Bloodwyn forced them to attack us; they didn’t want to. Reward: +200 experience . |
| Out of sight
Torus is a guard at the central gate, he will ask you to expel the hunter Mordrag from the camp for theft, he is an invited person from the New Camp, and Torus himself can’t do anything to him. Mordrag is located at the southern entrance, down near the fallen tower. There are two options to get him out of the camp: 1) be rude to him, start a fight, and then, after defeating him, order him to leave. This will trigger a quest from Fisk, but your relationship with the New Camp will be damaged. +300 experience . 2) We ask him to take us to the New Camp. Along the way, he will protect us from monsters, and the bandits will not attack us. When we arrive, Mordrag will want to stay at the bar. +200 experience, Mordrag’s Ring (+5 agility). With the ring equipped, we will be allowed to see the leader of the New Camp, Lares. Return to Torus. If you captured Mordrag, you’ll get +250 experience . If you killed him, you’ll get +300 experience . |
| A new partner for Fisk
If we forced Mordrag out, a conversation with Fisk will reveal that he was his much-needed supplier. Now we need to find another supplier among the New Camp’s people. Sharky is a bandit, stationed in the main New Camp settlement, to the right of the boss, Lares. Simply talk to him, and he’ll agree, then report this to Fisk. +300 experience . |
| Whistler’s Sword
Whistler is a guard stationed in the southwest corner of the camp. He’ll ask you to buy a sword from Fisk. We’ll get 100 ore for this. Go to Fisk, and you’ll find out the sword now costs 110 ore. You can buy it with your own ore, or return to Whistler for more—just don’t tell the seller that Whistler sent you. You’ll receive Whistler’s Sword (20 damage, 17 strength). Giving the sword to the buyer will give you +200 experience . |
| Recipe for sectarians
Dexter is a guard who sells swampweed and elixirs. He’ll ask you to get a potion recipe from Kor Galom in the Swamp Camp. Ask him for 50 ore right away. Buy some lockpicks from Mordrag or Fingers. Ask him to lead you to the camp of Idol Teran or Parvez; they’ll kill the monsters in front of you. In the Swamp Camp, ask any acolyte, and they’ll take us to the laboratory—it’s in the northwest, on the upper level. Kor Galom will refuse to sell the recipe; it can only be stolen. During the day, the alchemist is assisted by apprentice Kant; we question him. Wait until nightfall. When Kor Galom is asleep, we pick his chest (four latches) behind the table downstairs. Lockpicking chests . You need to move the plate latches left and right until the latch at the top pops out. Some plates also move other plates along with them. First, move the plates that rest on the outer parts; this is dangerous. If you hit the edge twice, you’ll lose the lockpick and have to start over. After moving the dangerous plates to the center, look for patterns by moving each part left and right. Find the plate that moves all the parts at once and set the latch on it. Then move the one that moves the fewest parts and set the latch on it. Lastly, move the plate that doesn’t affect anything else. When all the latches have popped up, open the chest. Return to Dexter and give him the recipe. +350 experience , 3 “Sleep Calls . “ |
1.3. Old Mine
in Gothic 1 Remake. How to get there
Test of loyalty
Diego will ask you to go to the Old Mine to see Ian and get a list of the necessary items. From the Old Camp, head northwest. Avoid wolves and hornet swarms along the way. You can wait for the miners and guards to make another trip to the mine and go with them.
We enter the mine and carefully descend the levels. Ian is at the very bottom of the mine; ask him for a piece of paper—it’s a list of items needed for delivery to the mine. Once we receive the list, don’t rush to give it to either Diego or Lares until we’ve decided which camp to join. Once we do, we’ll receive +750 experience .
In the mine we communicate with all the other people:
Drake is the guard at the mine entrance. He’ll ask for beer first, which you can buy at the shop across the bridge ahead. He’ll tell you about the crawlers.
Glen is a miner on the way.
Snipes is a miner to the right of the store, quest ” Aron’s Chest “.
Aaron is guarding the chest.
Ulbert is a security guard at the warehouse, in the quest ” Ulbert’s Storage Room “.
Alberto is the merchant in the mine’s main warehouse. He sells lockpicks, arrows, food, and potions. He also has miner’s clothes for 325, but we don’t buy them.
Jan is the mine’s foreman; we’ll meet him at Alberto’s shop. Take the list from him. (Don’t take this list to Diego yet if you’re not ready to join the Old Camp.)
Santino – buys unusual things, quest ” Oddities “.
Brandik is a guard at the cliff. You can report him to Aleph.
Aleph is a miner, hiding from the guards behind a rock. For 10 ore, he can offer various tips. One hint is a healing potion, located in a secret compartment at the bottom of the mine, near the press.
Grimes is a miner.
Gor Na Bar is a cultist who hunts underground monsters together.
Gor Na Kosh – sits below near the cauldron.
Gor Na Vid – sits below near the cauldron.
Viper is a blacksmith who smelts ore.
Asgan – guards the collapsed tunnel below.
The mine contains many ore veins. We can use a pickaxe to mine the veins. Each time we mine, we’ll get three pieces of ore . This can be repeated several times. When the vein is depleted, we’ll only get one piece of ore .
You can pick up ore chunks directly from the ground near the large piles. Search all the upper platforms; one has a steep tunnel down. Carefully jump down into it. Loot the body at the bottom and grab some Flame Resistance (Fire Resistance +5). Run out of the crawler lair.
| Aron’s Chest
Snipes is a miner who asks you to distract the guard from his chest, for which he will pay 10 ore. Aaron is guarding the chest. To distract him, say: “Ian sent me,” “He shouldn’t have told me.” The guard will leave, +75 experience . After this, Snipes will offer to sell him the key to this chest for 30 ore. Inside the chest you’ll find: 7 lockpicks, a “Healing” scroll, wine, and 9 ore . But that’s not all; go to Aaron and sell him the key for 20 ore . |
| Ulbert’s Pantry
Ulbert is a guard at the warehouse. We learn from him that he lost the key to a chest. We ask Aleph about this; he’ll only tell us if we pay ore. If we pay 50 ore, we’ll get the Key and an Amulet (+5 Strength) . If we pay 30 ore, we’ll only get the Key. Distract Ulbert by telling him about the other guards. +75 experience . The left chest can be opened with a lockpick; inside are 5 torches, 2 iron, and 2 “Torch” scrolls . The right chest behind the wall can be opened with a key; inside are gold, food, wine, and apples . Then talk to Ulbert; he’ll be upset at the deception, but won’t suspect the theft. Reward: +75 experience . |
| Curiosities
Santino is a merchant on the lower level of the mine. He doesn’t sell regular items, only rare ones. |
Once we’ve reached at least level 2, we can begin searching the area around the central camp. We’ll only kill beetles, mole rats, and young scavengers. Once we’ve saved up for a bow and arrow, we can kill hornets, common scavengers, and lizards from afar. If you can’t defeat them yourself, you can lure the monsters onto the guards. This won’t give you experience, but it will remove dangerous enemies from your path. We’ll search small caves and small camps in clearings.
People outside the camps:
Kosel is a delivery man, west of the Old Camp, south of the crossroads. He has a pet wolf, Dandy, and a Kosel’s Scavenger.
Aidan is a hunter who lives in a separate house on the route between the Old and New Camps. He teaches hunting skills: skinning, fangs, claws, and scales . These skills only cost one skill point, but require a significant amount of ore.
Jan is a fist fighter, fishing in the lake in front of the New Camp.
Paco is a guard on the road, warning of orcs ahead.
Gilbert – From the Old Camp, head southwest, climb the ledges into the mountains, and there’s a hermit hiding in a cave at the top. +100 experience .
1.4. New Camp
Gothic 1 Remake. All quests
It’s located in the west of the colony. From the Old Camp, the hunter Mordrag can lead us there; he’s standing at the southern entrance near the fallen tower. The leader of the New Camp is Lares, supported by water mages. These people separated from the Old Camp because they wanted to escape the magical dome. The camp is home to hunters and thieves, and has its own mine, dam, and rice fields.
On the way, near the bridge, there are 2 extortionists, it’s better to run past them.
There are two guards at the entrance; we can set the nearby monsters on them. If the guards die, we can take their valuable weapons.
To the right, barracks for peasants are carved into the rock. Each room contains chests, and they are poorly guarded. Many of the chests are empty, but items can be surreptitiously stolen from the uppermost rooms.
Lefty is a guard in the fields, quest ” Water for the Peasants “.
Ulmar is a field supply man.
Rice Lord – Chief Overseer, quest ” One Extra Sip “.
Horatio is a peasant who teaches strength if you get to know him better.
Rufus is a peasant.
Pok is a peasant.
Malon is a merchant and peasant. He sells only food and water.
Jarvis is a guard at the inner gate.
Homer is the engineer behind the upper gate; he teaches the swimming skill . He has the quest ” Dam Snatch .”
Silas is the bartender inside the bar, he will point out the troublemaker.
Jeremiah is a cleaner at the bar and will treat you to his drink.
Raik is a troublemaker at the bar.
Cypher is in the bar on the 2nd floor.
| Water for the peasants
Lefty is a guard at the rice field and will ask you to distribute water to the peasants. Ulmar is sitting in front under the awning and will give you 10 bottles of water. Hand out all the bottles and you’ll find several characters among the villagers named Horatio, Rufus, and Pok. +100 experience . Once we’ve distributed all the water, talk to Lefty. He’ll tell us we must deliver water every day. If we refuse or skip a workday, Lefty will attack us. He’s unbeatable with basic weapons; you’ll need at least a weapon that deals 20 damage. Lefty’s weapon is the Master’s Staff (36 damage). After defeating him, we can loot his items. Talk to Lefty again, and the quest is complete. +300 experience . (We can also beat anyone in the New Camp; no one will defend anyone.) |
| An extra sip
The Rice Lord is the chief overseer. He’ll task you with cleaning up the bar, which is located a little further down by the lake. To enter the bar, it’s best to obtain the “Scraper’s Outfit” from the Free Mine. Ryke – Inside the bar, talk to the bartender; he’ll point out a drunk Ryke. You can intimidate him or listen to him. It’s better to buy him a drink, take him out to the balcony, and question him there. We’ll learn more about the Rice Lord. Talk to the bartender. +100 experience . Reward from the Lord: 25 ore , +200 experience .
Up to the neck The Rice Lord’s second quest. His foreman, Bran, has gone missing. Ask the villagers about him. Pok, Rufus. You can also ask everyone at the bar. Malon is a peasant merchant in the center of the field. He’ll tell you that Bran left the camp and went to Jako’s cave. Jako ‘s cave is south of New Camp, by the lake where the boxer lives. It’s on the southwestern shore of the lake. Renu, the guard, stands at the entrance; he won’t let us through. You can run past him or defeat him in combat, but don’t finish him off. Inside the cave is Jako himself and his assistant. There’s “Jako’s Note” on the table. Jako will engage us in battle. Only after we defeat him will he reveal that Bran wanted to rob Silas’s tavern. Silas —we’ll find him in the bar. We’ll find Bran locked in the basement. You can enter through the door in the bar. Ryke will tell you that you can also get to the basement through a tunnel at the bottom of the lake. In the basement, we’ll find Bran’s body and take the note . We must open the locked chest; the main clue inside is Bran’s axe . Reward from the Lord: +300 experience . |
| Peasant Horatio
Horatio , a beefy peasant, can teach you how to increase your strength, but you’ll need to give him the right reason. We can find out the reason in the bar from Jeremiah the alchemist; he’s brewing moonshine in a separate room. The reason is to deal with the Rice Lord’s gang. After learning this, talk to Horatio again and receive +5 strength for free, without even spending training points. However, you can’t train anymore. |
| Shnyg from the dam
Homer , an engineer, stands on the dam he built. He asks you to kill a monster that could chew through the dam. Walk around the lake on the right side and you’ll encounter a Shnyg on the shore. It’s best to shoot him with a bow and not let him get close. Or, you can do it later, with better weapons. After defeating him, take his claws and bring them to Homer. +300 experience . |
| If you continue along the right bank, you’ll encounter three wolves, and further down, four wolves near a cave at mid-height. The cave contains a Ring of Iron Skin (defense +10).
If we buy the swimming skill from Homer, we’ll be able to open two chests in flooded huts at the bottom of the lake. They contain a few resources . To the northeast of the rice fields there is a lake, we swim on it to the northern dead end, inside from the chest we take the sword Shnyg’s Bite (damage 21). |
There’s a bar to the left of the lake; the bouncers won’t let us in. To enter, you need to be a member of the New Camp, or you can bribe the bouncers for 100 ore, or get a miner’s outfit from the local mine.
The main settlement is located under the cliff on the left. Residents:
Wedge is a hunter who tells the story of Butch beating up new recruits. He teaches skills such as pickpocketing and lockpicking .
Wolf is a hunter, teaches skills: bow, dexterity .
Butch – won’t communicate.
Thorlof is a hunter.
Kord is a hunter who teaches skills: one-handed weapons.
Sharky is a merchant who sells weapons and food. He sits to the right of the boss, Lares. He will agree to replace Mordrag as the new supplier.
Buster – Teaches skills: Acrobatics (high movement speed, but you need to have at least 20 agility).
Kalesh is a robber.
Horn – quest ” Roof over your head “.
Kronos is a merchant and water mage. He stands by the blue circle in the center of the camp. He sells books, spells, rings, and a map of the New Camp (37 ore). He teaches: Magical Energy Reserve .
Hanno is an archer, standing outside the cave.
Kord is a hunter outside who teaches skills: one-handed weapons .
Lares is the leader of the bandits. Once we give him Mordrag’s ring, he’ll level us up for free (all you need is experience points): strength and dexterity .
Acceptance into the New Camp
In the New Camp, head to the nearest dead end on the left. Two guards guard the way, and a little further on is the bandit Roscoe. Show him Mordrag’s ring, and he’ll let us through to his boss. Give him the ring. He’ll give you +250 experience .
To join, you need to complete the following tasks:
Lares – quest ” Share “.
Rice Lord – quests ” An Extra Sip “, ” Up to the Neck “.
Homer – the task ” Sneaking out of the dam “.
Torlof – replace the ” Test of Loyalty ” list. (Don’t give him the letter until you’ve finally decided which camp to join.)
| Swamp to try
Idol Kagan is an ambassador from the Cultist Camp who sells the herb, Marshweed. Idol Isidro came with him, but he stayed at the bar and doesn’t want to work. Kagan will ask you to sell him a portion of the herb— 10 joints of “Novichok.” Sell it to nameless thieves and bandits in the camp for 10 ore per joint . Reward: special herb / spell scroll / 100 ore , +200 experience .
Share Lares is the leader of the bandits; we’ll hear the terms for joining his gang from him. You need to complete Lares’s own quest: give him 400 ore by selling the Idol of Khagan’s ” Swamp Ore for Trial ,” but you can get it any other way. +500 experience . |
| Supplier of swamp weed
Isidro’s idol is in the bar. We can get there by picking up the “Scraper’s Outfit” in the Free Mine. First, we treat Isidro to a bottle of wine, only then will he agree to sell us some weed: 10 + 20 joints . Once we sell everything, we need to bring Isidro half the proceeds—200 ore. Reward: +500 experience . |
| A roof over your head
Gorn will tell you that Shrike has taken over the house at the entrance. We can settle there if we drive Shrike away. Talking won’t do it. The only option is to fight. Shrike’s weapon is a Spiked Mace (25 damage). We can win with a more powerful weapon. +200 experience . After this, talk to Gorn again; he’ll let us live. +100 experience . |
Free mine
From the New Camp, head west outside, then follow the path south. We’ll come to a quarry where miners extract ore for the water mages.
Sweeney is a miner in the center of the mine. Tell him we want to become a miner, and he’ll give you a free set of Scrapmaster’s Outfit (Defense 10, 10, 5). Any armor, even the tattered kind, reduces damage from enemies. And wearing this outfit will let you into the bar for free.
Okil is a guard on the upper platform.
There’s a blockage in one tunnel, a body lying there with scrolls and potions on it. One chest is unguarded, so grab some food and drinks from there. In the lower tunnel, a chest contains lockpicks and a Ring of Vitality (+30 health).
| Quest: Baloro’s Weapon
Baloro is a bandit standing on the highest platform in the mine, accessible by ladder. He’ll promise to give us a good weapon, and in exchange, we need to bring him a variety of food: 5 apples, 2 schnapps, 5 beers, 3 bread, 2 cheeses, and 2 grapes. Most of the items can be purchased at the bar, but the apples and grapes will have to be bought in the center of the Old Camp or searched through other people’s chests. Once we bring all the food to Balor, he’ll take it but give us nothing in return. The only reward is +300 experience . Getting revenge on Balor right away won’t be possible; he’s very strong. Only in the second half of the game will we be able to defeat the impostor and retrieve our items. |
1.5. Swamp Camp
Gothic 1. All secrets
This camp is located in the eastern swamps, near an ancient temple. There are two representatives in the Old Camp who can take us to their location. The camp’s inhabitants are cultists who worship the Sleeper. They earn their living by growing and selling the smoking herb, swampweed. The leader is the mage Yberion, assisted by gurus called Idols, who do not communicate with those of other faiths. The others are guards, acolytes, and students. Let’s meet the inhabitants:
The left guard at the entrance – we can buy the best starting armor from him, the Acolyte’s Headband, for 500 ore.
Yoru is a student teaching other newcomers. He asks for a daily dose of the herb—three “Northern Dark Ones”—to be brought to him, and he will then tell you how to win the attention of two gurus: Kadar and Namib.
Fortuno is a weed seller located in the northeast of the camp, under the laboratory. Upon first meeting, he gives you three free joints of “Northern Dark.”
Talas is a novice, on the northern stone square.
Niras is a novice, standing in the southern part of the camp, by the river.
Darrion is a cultist blacksmith.
Shret is a hermit who lives in a separate house in the southern swamp. He was a novice but later decided to leave the cult. We can offer to accompany him in conversation, but he will flee when the first monsters appear. We can search the chest in his house to find a torch and “Healing Extract Recipe II . ”
Theron is a hermit in the northeast corner of the camp, on the shore. He has the quest ” New Heights .” If we bring him six pieces of “Northern Dark,” he’ll teach us the skill: Mountaineering .
Invitation to the Swamp Camp
Kor Galom is a guru alchemist, his laboratory is in the northeast of the camp, on the second level. A bodyguard is at the entrance, and apprentice Kain works inside during the day. He’ll tell you that we need the saliva of the crawlers—monsters from the old mine—to make potions. (After this, we can talk to Gor Na Drak in front of the mine, and he’ll teach us the skill “Crawler Jaw Extraction” for free.) Kor Galom will tell you that he’ll accept us into the brotherhood if four other gurus vouch for us.
The Namibu Idol stands at the entrance to the camp, with Lester, the apprentice, standing next to it. We ask Lester to take us somewhere, and when we arrive, we ask, “How can I talk to your teacher?” He’ll figure out a way. We return an hour later, and Lester will be standing there. We deliver the prepared speech: “I have renounced the old gods.” The idol will be pleased. This will give us +250 experience.
The Tondral Idol stands on a wooden platform to the east of the camp. He’ll speak to us and ask us to bring any new acolyte—the quest ” A New Man for the Brotherhood .”
Idol Oran stands in the south of the camp, directing the acolytes as they knead herbs in barrels. He won’t speak. We approach one of his acolytes, Gorim, for the quest ” Gorrim’s Replacement .” Idol Oran appreciates our help, but asks for one more request: ” Swampweed Gathering .” He will grant you +100 experience and a scroll of the “Sleep” spell .
The Idol of Kadar stands just south of the center of the camp and teaches the students about magic. Following Yoru’s prompt, cast “Sleep” on one of his disciples. The Idol will evaluate our magical power, granting us +250 experience . From Kadar, we can level up our magical power and purchase potions, amulets, and spells.
The Idol of Tion performs on the stone square in the center. He’ll support us if we treat him to a special shoal of swamp grass. We can get this shoal from the Idol of Kagan in the New Camp if we help him with the ” Find New Buyers ” sales quest.
| A new man for the Brotherhood
The Tondral idol asks for a new acolyte. We know about the miner Dusty, who’s hesitant to leave the Old Camp, so we’re looking for his friend in the swamp. Melvin is sitting among the novices in a circle of trees, not far from the camp entrance. He’s happy here. We’re heading back to the Old Camp. Dusty wants to leave the Old Camp. Tell him about Melvin, and he’ll decide to leave too. +250 experience . We’ll have to pay 100 ore to the guards at the southern exit; tell them, “We just want to take a walk.” +250 experience . Personally escort Dusty to the Swamp Camp, protecting him from monsters. +500 experience . |
| Gorrim’s Replacement
Gorim – will tell you that Harlock should have replaced him a long time ago. Harlock is a novice, sitting by a hookah near the vendor Fortuno, in the northeast of the camp. We try to persuade him to return to work, but he won’t listen. We draw our weapons and hit him until he falls, leaving him alive. No one around will stand up for him. When he comes to, we send him back to work. +300 experience . |
| Collection of marsh grass
The Oran Idol will ask us to collect herbs from the harvesters and bring them to the lab. We need to find two leaders. Balor oversees the herb harvesting in the south of the camp, across the river. He’ll give you 50 servings of Marshweed and +100 experience . If you ask around, he’ll tell you that the herb can be sold profitably at the New Camp. If you pay 50 ore, you’ll learn the seller’s name—Cypher. You’ll receive +50 experience and a Herb Packet (deliver the pack to Cypher and exchange it for 250 ore). The Idol of Netbeh sits next to Balor. Useless. In the southern building, on the table, is the recipe for Dragon’s Breath Stew . On the upper floors, there are arrows, a statue, and a charm . Vairan is the second leader of the herb collectors, located in the southeast of the swamp. You need to cross rivers and pass through empty fallen trees. He’ll only give you the herb once we’ve gotten rid of the hornets around him. Kill four hornets ahead and four on the nearby island. This will grant you +500 experience . Vairan will also drop 50 servings of Marsh Lily . If you don’t plan to join the Brotherhood, you can run away with the collected herb. If you complete the quest, you can bring the herb to Kor Galom’s lab for +100 experience . After that, you’ll be able to permanently sell the herb packet to Balor. |
| New heights
Theron is a hermit in the northeast corner of the camp, on the shore. If we bring him six “Northern Dark” vodkas, he’ll teach us the Mountaineering skill . |
Before the swamp camp, to the north, there’s a ruined lighthouse. You can enter without a key. Skeletons roam the basement; it’s dangerous. On the shelves above, there’s rice schnapps and a jagged axe . On the topmost balcony is a chest containing 7 wine, 3 lockpicks, 5 arrows, and 24 ore . Down on the sandy shore, there’s a pier where you can find wine, a lute, and a poker .
1.6. The final choice of
the Gothic camp 1. Where to join
Choosing the faction we’ll work for will only change the available armor, weapons, and a few side quests. The main storyline remains unchanged. Later, within the chosen camp, you’ll also need to choose a specialization: become a warrior or a mage.
Option 1 – Old Camp
We give Diego the list from the Old Mine, thus completing the loyalty check. We’ll be allowed into the central fortress. Inside, we’ll make new connections:
Scorpio is a guardian who teaches the skill: crossbow.
Bullitt is a crossbowman, stationed in the barracks to the left of the entrance. He’s the same bandit who attacked us at the very beginning. Once we’ve built up more strength, we can take revenge on him. +100 experience.
Stone is a blacksmith.
Skip is a merchant at the forge, selling weapons and armor.
Milten is the mage at the entrance to the temple. Give him the letter from the outside world for +200 experience. He’ll tell you it’s addressed to Xardas. This mage left the Order of Fire, settled somewhere among the orcs, and took up black magic. We’ll receive a reward from Torrez for delivering it: a Ring of Strength +5, a Ring of Dexterity +5, 3 scrolls, or an Essence of Spiritual Strength +5 Magicka .
Thorez is a mage, standing to the right of the temple.
Raven is a baron standing in the castle hall. He will take us to the leader, Gomez.
Bartolo is the baron, the kitchen’s supply man; you can buy any food from him. Omid and Balam are the cooks.
Arto is a baron, the leader’s bodyguard.
Scar is a baron, the leader’s bodyguard.
Gomez is the leader of the Old Camp. At our first meeting, we tell him why he should accept us: “I’ve traveled a lot and have many acquaintances.” He’ll ask for specific names, so we give everyone except Uberion to answer honestly. Gomez will accept us, and we’ll get +1000 experience.
Quest: The Brotherhood’s Great Plans
Return to Baron Raven, he’ll give us the Ghost Garb (30.5, 15.0 armor). Diego will sell you the Ghost Heavy Armor (40.5, 20.0 armor) for 1200 ore. Baron Raven will task us with spying on the Swamp Camp. Preparations are underway for a ceremony, and we need to find out everything about it. Let’s head to the swamps.
Option 2 – New Camp
Mercenary Torlof will tell you to bring a list from the Old Mine. Give the list to Lares, who will correct it, adding what the thieves need. Take the corrected list to Diego; he won’t notice the change. As a result, the new shipment from the outside world will be captured by bandits, and we can collect our share of the loot from the mercenary Gorn. Afterwards, Lares will welcome us to the New Camp. We’ll receive new armor and +1000 experience.
Kronos, the water mage standing in the center of the cave settlement, will give us a new quest: deliver his letter to the fire mages. As the mage’s ambassador, we can easily access the center of the Old Camp. Kronos’s letter will reward us with +200 experience and 200 ore. We can also deliver the letter from the outside world to receive a reward of our choice.
Quest: The Brotherhood’s Great Plans
Afterwards, Lares will task us with spying on the Swamp Camp. Preparations are underway for some kind of ceremony, and we need to find out everything about it. We’ll learn the details from Mordrag at the bar. We’ll head to the swamps.
Option 3 – Swamp Camp
Having gained the favor of four gurus, return to the alchemist Kor Galom, and he will officially accept you into the Brotherhood of the Sleeper. You’ll receive the Acolyte’s Garb (30.0, 15.0 armor) and +1000 experience. Two quests will appear:
| Quest: Monopoly on the Swamp
The alchemist asks you to eliminate his competitors—bandits who have started growing swampweed on their own. Head to the New Camp gate, then left along the mountain toward the lake. You’ll find a small cave, inside of which is the bandit Jako and his two accomplices. Choose what to do with them: 1) Kill them—80 experience each; 2) Threaten them with a punitive command—500 experience; 3) Tell them that Kor Galom will get them soon—500 experience, 95 ore. Return to the alchemist to receive +750 experience. |
Quest: Deliver the Swampman to Gomez
We need to deliver a batch of herbs—30 joints—to the leader of the Old Camp. We head there, and they’ll let us into the central part of the fortress. In the castle’s kitchen, speak with Baron Bartolo, hand over the herbs, and receive +200 experience and 500 ore. At the temple entrance, give the fire mage the letter from the outside world and receive a reward of your choice. Returning to Kor Galom will give you another +200 experience.
Chapter 2. The Lair of the Crawlers
Quest selection menu:
| Story missions:
Unitor for the Guru . |
Old Camp faction:
Quentin’s gang . |
New Camp faction:
The Mercenaries group . Faction “Swamp Camp”: The Guardians group . |
2.1. Gothic 1 Remake Story Quests
. 100% Completion
Quest: Unitor for the Guru
At the entrance to the Swamp Camp, Apprentice Lester will tell us that Yberion has invited us to his place. We enter the temple and listen to the leader. (It seems Yberion has known us for a long time, but decided to hide it.) He needs the magical artifact Unithor; he’s already sent his servant Niras to find him, but he never returned. We’ll receive a map showing how to get there.
We need to climb the plateau north of the Swamp Camp. At the marked spot, we’ll find a stone platform with a servant named Niras nearby. He’ll tell us he found the stone he needs, but he won’t give it up. Niras will attack us, armed with the Steel Tongue mace (29 damage). After defeating him, we’ll take the Unitor from the cliff . Bring it to Yberion for +750 experience and the Flame Amulet (10 fire resistance).
Quest: Crawlers’ Saliva
Next, take the unitor to the alchemist, Kor Galom, for +250 experience. He’ll tell you that the ritual also requires crawler saliva, and he’ll send you to the Old Mine to mine it. Before that, he’ll equip you. Take 50 ore and your choice of a “Light” scroll or 5 healing extracts.
Along the way, we stop by the Old Camp. To the right of the central gate, the traveling band In Extremo is performing on stage.
In the Old Mine, we talk to Jan and ask about the crawler lair. He tells us about his problem: the press in the mine is broken and needs to replace a gear.
From Yan, we descend one floor below and enter a cave with cobwebs, where a mechanism with gears is visible at the bottom. In this cave, there are three crawlers at the bottom. There’s a healing potion on the upper platforms. At the bottom, there’s a dead end with a raised platform; lure the monsters there one by one. After defeating the monsters near the mechanisms, pick up the Gear and bring it to Yan for +750 experience.
We can also explore the other caves. On the lower level, there are two tunnels with crawlers, one with four crawlers, and a dead end containing the Stonebreaker weapon (37 damage). The second dead end contains five crawlers, and a Bone Bow (35 damage) is in the dead end . On the upper island, there’s a Ring of Agility (+5).
Once we return the gear, Yan will allow us to open the locked part of the cave. We descend to the very bottom and head to the right of the mechanism. We speak with Asghan; he’ll advise us to bring the swamp guardians here to help fight off the crawlers.
Two guards will agree immediately, and Gor Na Vid will ask for a healing elixir, which we can buy at the shop near Yan. We’ll get +250 experience for each guard. We wait for them to arrive, report to Asghan, and unlock the grate. +1500 experience. Five crawlers will immediately rush out at us.
Continue along the tunnel alone. There are huge pipes on the walls; hide inside them, so the crawlers can only attack us one at a time. At the very end, in a dead end, you’ll see a crawler queen. It’s impossible to kill her at a low level, and approaching her is mortally dangerous. Simply circle around her, collecting her entire brood— 7 Crawler Eggs . We can kill her later, gaining +1000 experience.
On the way out, we talk to Ian. For clearing the caves, we’ll receive 5 bottles of strong beer (+5 maximum health). If we serve the Old Camp, Drake will tell us we can now become a Guardian. We’ve also been promoted at any other camp; we need to go there, choose a specialization, and get new weapons. +500 experience.
| Secret. On the way back, we can visit the Abandoned Mine, which we bypassed at the very beginning of the game. Young crawlers live inside, and only one adult crawler lives in the depths of the cave. We explore all the nooks and crannies, lighting the lanterns with a torch. Along the way, we’ll find the Sword “Spike of Wounds” (18 Strength). At the end, we’ll reach a broken blast furnace. The body of a Swamp Camp guard lies nearby. Search it: 130 ore, plants, and a recipe for a potion made from the eggs of the Crawler Queen (+10 maximum mana). |
We return to Kor Galom, for the collected jaws of the crawlers we will receive 10 mana potions, for 3 crawler eggs we will receive +2500 experience, and a choice of: a potion of magic +5, 100 ore, a healing potion +5, a Crusher weapon (37 damage), a rune “Light” .
Quest: Almanac
The second quest from Kor Galom. The ritual requires the Almanac, which describes how to activate the unitor. The book was purchased from the fire mages, but the messenger, Talas, was unable to deliver it; he was robbed by black goblins. Talas is a servant standing in the stone square. We speak with him and promise to help him; in exchange, we can ask for 50 ore.
Talas will lead us to the goblin lair—south of the forest, near the waterfall, in a cave beyond the bridge. The goblins are weak, but there are a lot of them, so lure them to us in groups of 2-3. Eight enemies await us beyond the bridge, and dozens more in the caves. Search the chests in the right cave to find the Almanac . Return to the swamps with Talas and give the book to Kor Galom. You’ll gain +2500 experience. You can demand a reward of your choice: 5 mana potions, 300 ore, or 3 “Sleep” scrolls.
We wait until midnight, go to the Swamp Camp square, and witness the ceremony of communion with the Sleeper. In a mass vision, we’ll see an underground temple and the face of an orc. After the ritual, Uberion will pass out from the strain.
2.2. The “Old Camp” faction
in Gothic 1 Remake. What’s best to level up?
| Quest: Quentin’s Gang
Baron Raven will ask you to deal with a local gang, but won’t tell you where to find them. If you’re playing as the other camp, simply approach the bandits directly. The gang has a separate camp in the north of the global map, on a clifftop between Troll’s Gorge and the starting lake. Upon entering the camp, speak with the leader, Quentin. You can either attack and kill all the bandits immediately, or join their gang. The first task is to deliver the Letter for Kalesh to the Free Mine without opening it. If we do open the letter, the text will tell us that Quentin asked Kalesh to beat us up. We can skip this and talk to Quentin a second time, and he’ll give us a more serious task. The second task is to steal the Amulet of Brotherhood from the Cultist Camp. Only gurus wear such amulets; you must steal it or defeat one of them. It’s best to attack the Idol of Netbeh, who stands alone in the swamps south of the Cultist Camp. Alternatively, you can defeat one of the visiting Idols in the New Camp. Bring the amulet to Quentin. Reward: +300 experience, 400 ore, and Improved Robber Armor (32.5 armor, 15.0 armor). Task 3: Find Gilbert, who was tasked by the bandits to steal and duplicate a key from the Old Camp. However, he was afraid of the task and hid somewhere. Gilbert hid in the mountains, south of the Old Camp, to the right of the cave with the mole rats. You can reach him via several crooked cliffs shaped like a ladder. Gilbert will give you the Duplicate Key and run away. Bring the key to Quentin for +300 experience. The fourth task is to organize the escape of the thief Alex from the Old Camp prison. To do this, take the guard’s clothes and a sword. Buy a map of the Old Camp from the cartographer so Alex can navigate during the escape. Go to the central castle, enter the building to the left of the forge, reach the bars ahead, and on the right you’ll see a tunnel leading to the underground prison. There’s only one guard in the way; you can beat him or put him to sleep with a spell. Find Alex in one of the side cells and escort him out of the prison. |
The Guardians group
If you want to join a combat squad, talk to Torus. You’ll receive free armor and weapons:
Light Armor (45.5, 20.0 armor), Guardian Sword (32 damage).
Medium guard armor (55.10.35.0 armor) for 1650 ore.
Heavy Guard Armor (70,10,25,0 armor) for 3000 ore.
Return to Baron Raven, +500 experience.
Fire Magicians
If we wish to join the mages, we go to their monastery in the inner castle and speak with Milten; he will let us meet the leader, Corristo. In conversation, we agree to bring light and order. We answer the mage’s two questions: 1) Who is the true god of all things—Innos; 2) What is the highest virtue for mages—Discipline and order.
Fire Mage Garb (40.5,25.5 armor) at Corristo’s.
High Fire Mages’ Garb (50.5,30.10 armor) from Corristo for 1500.
2.3. Faction “New Camp”
Gothic 1 (RPG 2001)
Light Bandit Armor (30.5,15.0 armor).
Bandit armor (35.5,15.0 armor) from Wolf for 1050 ore.
Heavy Bandit Armor (40.5,20.0 armor) from Wolf for 1200 ore.
The Mercenaries Group
In the cave settlement, we enter the upper right cave, guarded by two guards, and speak with General Li. When he asks why we want to join, we answer: “I’ve always wanted freedom, and nothing more.”
Light Mercenary Armor (45.5, 20.0 armor) on Lee after joining.
Medium mercenary armor (55.10.25.0 armor) from Lee for 1650 ore.
Heavy Mercenary Armor (70.10.35.0 armor) from Lee for 2600 ore.
The Water Magicians group
You can only become a Water Mage at the end of Chapter 3.
Water Mage Robe (65.5,40.15 armor) from Saturas upon joining.
Robe of the Supreme Mage (70,10,45,20 armor) for 2600 ore.
2.4. Faction “Swamp Camp”
Gothic 1. When can I join?
Light Acolyte Armor (30.0,15.0 armor) from Cor Galom.
Novice armor (40,5,20,0 armor) from the Namib Idol for 1200 ore.
The Guardians group
We’ll rise from acolyte to guardian; there are no other options. We speak with Kor Angar, and he’ll accept us. We’ll get new armor from Gor Na Tofa.
Light Guardian Armor (45.5,20.0 armor) at Gor Na Tof.
Guardian Armor (55,10,25,0 armor) from Gor Na Tof for 1650 ore.
Guardian Heavy Armor (70,10,35,0 armor) from Gor Na Tof for 2100 ore.
Chapter 3. Artifacts of the Ancient Powers
Quest selection menu:
| Story missions:
Orc Graveyard . |
Help for the New Camp mages . Search for unitors . Unitor in the Crypt under the circle . |
Unitor in the Ruined Fort . Unitor in the Monastery . Unitor in Troll’s Gorge . |
3.1. Gothic 1 Story Quests. How to Get There
Quest: Orc Cemetery
In the Swamp Camp, we enter the temple where Uberion’s body was taken. We speak with Deputy Kor Angar, who will tell us that Idol Lukor recognized the location from a vision—it’s the Orc Graveyard. He went there with his guards, and we need to follow in his footsteps. We can demand payment for the quest—100 ore and a Ring of Wooden Skin (+5 arrow resistance). Acolyte Talas will lead us to the location; it’s near the previous location—the bridge to the left of the black goblins’ lair.
Along the way, we’ll encounter four Zherkhs—upright dinosaurs of average strength—and four Orc Hunters. By this point, you’ll need to be at least level 16 to defeat these enemies. We approach the rock with the huge skull; the burial site is located inside. Turn the winch on the left and enter.
There are several orc scouts in the first room. There are recesses in the walls, some of which are locked with bars. To open the bars, press the wall switches: 1) on the left wall near the open recess, 2) on the right on the raised platform, 3) inside the wall recess on the right. The recesses contain orc mummies; by examining them, you can collect a variety of potions, scrolls, and rings. The most useful items among them are: Ring of Armored Skin (+10 weapon defense), Amulet of Power (+10 strength), and Guardian Sword (71 damage).
In the second hall, we see Idol Lukor fighting off orcs. We help him. +750 experience. After the victory, Lukor will thank us, and together we explore the remains of the cave. Three tunnels lie ahead, and we explore them all.
In the middle and right tunnels, we’ll find two scroll fragments , which will yield an Orcish Spell Scroll . In the right tunnel, you’ll need to press a button on the wall to open the grate. Beyond the left tunnel is the large hall we visited in the vision. Here, you’ll have to fight a more powerful enemy, an Orc Soldier.
After defeating him, approach the locked gate on the right wall of the hall, cast an orcish spell, teleport to the other side of the gate, and use the winch to open the way for Lukor. Together, we’ll explore the crypt and find the Deathbringer Sword (48 damage) near the skeleton. Finding nothing of significance, Lukor will blame us for everything and attack in honor of the Sleeper. Kill him for +500 experience.
We return to the camp to Kor Angar and report. +2000 experience.
Quest: Healing Herbs for Uberion
Kor Angar will tell you that Yberion briefly regained consciousness and commanded you to no longer obey the Sleeper—it’s not a savior, but a demon. Now Yberion’s condition has worsened, and we need to find a potent healing herb for him. We need five Healing Root plants , with yellow and green petals; they can be found south of the camp, on isolated islands in the swamp. We bring the herbs to Kar Angar for +1500 experience, but it’s too late; Yberion is dead.
Quest: Help the Mages of the New Camp
Kor Angar admits that their plan to destroy the dome has failed, so now we need to try to carry out the Water Mages’ plan at the New Camp, so we head there. From Kon Angar, we’ll receive the Rune of Teleportation to the Temple . In the alchemist’s lab, we’ll get the Almanac and the Unitor from the Cliff from the chests . Alchemist Kor Galom himself has left the Brotherhood and gone in an unknown direction.
At the New Camp entrance, we’ll be met by Gorn, who’ll tell us how to reach the water mages. In the center of the cave settlement, we speak with the mage Kronos and tell him the news: “The Gurus have learned that their god, the Sleeper, is actually an evil demon!” +250 experience. This will intrigue him, and he’ll tell us the passcode, ” Tet-tri-an-doh .” We’ll remember the word syllable by syllable, as the answer choices will be very similar and incorrect. In the upper right corner of the cave, we speak to the guards, recite the passcode, and they’ll let us in. We’ll talk to the mages:
Merdarion is the magician in the room.
Nefarius is a mage in the central hall.
Riordan is an alchemist, he sells elixirs, including speed elixirs.
Saturas is the High Mage, in the room with the pentagram. Give him the almanac and the unitor. +500 experience.
Quest: Search for Unitors
Stauras will tell you that there were only five unitors, and with their help, the mages created the magical dome. If we can find the remaining four, we can attempt to destroy the dome. We’ll receive the Map of Saturas , which shows the locations of all the necessary stones—at the points of the pentagram. We’ll take 20 different elixirs from the alchemist Riordan, including Essence of Dexterity +3 and Essence of Strength +3 . We set out to find the stones; each has its own quest.
Quest 2: Unitor from the Mountain Fort
In the south of the global map. If we approach from the New Camp, we’ll encounter a Stone Golem on the bridge. This monster can’t be killed with regular swords and arrows; only blunt weapons are required. If you don’t have a hammer with you, search the cave on the right; the chest contains a Blacksmith’s Hammer ; equip it.
Lester will meet us at the entrance to the fort; he wants to obtain the deeds to the entire island. There are numerous harpies in the fort; we’ll defeat them together. To the left, we’ll find a library; in the chest, we’ll get a Rusty Key . If we press the lever on the wall nearby, we’ll open a secret room with skeletons. After defeating them, we can loot various potions and a Guardsman’s Armor (15.1, 3.0 armor) from the shelves and chests. On the third floor, we can lockpick a chest containing several potions and a Victorious Sword (46 damage).
We go up to the second floor. On the balcony to the left, unlock the chest with the key we found, give the will to Lester, and he’ll give us four Telekinesis Scrolls . To the left of the chest, stand on the balcony railing and look down at the platform below; the Unitor is lying there. Use the Telekinesis Scroll, and the Unitor will fly into our hands.
Quest 3: Unitor from the Stone Circle
We leave the New Camp and follow the path to the right up the mountain. Along the way, we’ll encounter four Glorkh dinosaurs and two Bloodhounds. In a side cave, we can find a Ring of Vitality (+10 health).
In the clearing, we’ll meet the fire mage Milten. He’ll tell us about a local crypt full of undead. He wants to retrieve an Orcish Talisman from it. We’ll receive a Scroll of Undead Destruction from the mage . We’ll go down together, destroy several skeletons, and use the scroll on the Crypt Guardian for +1500 experience. We’ll take the Crypt Key and the Orcish Talisman from the guard and give it to Milten. We can open one chest with a master key; it contains 96 ore. We can unlock the second chest with the guard’s key; inside is a Unitor and 520 ore.
Quest 4: Unitor from Troll’s Gorge
In the northwest of the global map. Climb the mountains and meet Diego. A mature Troll lives in the gorge; it’s impossible to kill it normally. At the entrance to the gorge, you’ll find a skeleton with a journal and a Scroll of Shrinking Monster nearby . Use the scroll on the troll; it will shrink considerably, allowing you to defeat it. +2000 experience.
After defeating Diego, he’ll approach the winch and repair the mechanism. Use the winch, which will open the doors in the cave on the left. Climb up there. At the top of the cliff, fight the harpies. Take the Unitor .
Quest 5: Unitor from the Monastery Ruins
In the northeast of the global map. We’ll meet the bandit Gorn across the river bridge. Together, we’ll descend into the cave below. Along the way, we’ll kill several Glorkh dinosaurs. In the chest, we’ll find the “Meatbug Transformation” Scroll .
We climb up and cross the bridge over the gorge. On the rise, we destroy a flock of Glorchs. In front of the monastery is a locked gate, through which no human has ever passed. Here, use the scroll to transform into a tiny beetle and crawl through a small opening under the wall on the right. Behind the wall, press “Enter” to transform back into a human. Use the winch to unlock the gate for Gorn.
| Secret. On the monastery’s inner platform, go right and climb the cliffs to the top of the building. Use the action on one of the columns to knock it down, allowing you to reach the adjacent roof. You’ll find a chest (lockpicking level 2 required). Inside: the Heartbreaker weapon (39 damage), potions, and scrolls . |
We head through the center, enter the cave, and at the end we’ll find a separate room. One of the chests contains three Animal Transformation Scrolls and a Unitor . When we return to the platform, a Young Troll will be waiting for us. Together with Gorn, we’ll attack him and receive +1000 experience for defeating him. If we climb the ledges to the roof, we’ll encounter an adult Troll, but he’s not easy to defeat at our current level.
After collecting all the unitors, take them to the water mage Staruras. Each stone will give you +3500 experience, and all of them +4000 experience. Head to the center of the cave settlement, where the mage Kronos will reward you with 1000 ore.
Chapter 4. Xardas
Quest selection menu:
| Story missions:
Help of the fire mages . |
The Path to the Temple of the Sleeping One . Searching for the ingredients for Ulu-Mulu . |
Additional tasks:
Expulsion from the Strict Camp . |
4.1. Gothic 1 Remake Story Quests . Where to Find Them
Quest: Help from the Fire Mages
The stones have been collected, now all that remains is to perform a magical explosion to destroy the dome. There aren’t enough water mages for this, so Saturas asks for fire mages from the Old Camp to be brought to him. We’ll receive a Rune of Teleportation to the New Camp . From the alchemist Riordan, we’ll receive 20 different potions (+4 to Strength and Agility, +10 to Health and Mana). You’ll be able to join the water mage group if you’ve previously joined the New Camp.
As we approach the Old Camp, we’ll meet the mage Milten at the northern gate, or Diego at the southern gate. From either of them, we’ll learn that a cave-in occurred in the Old Mine, killing almost all the miners. Gomez now has nowhere to mine ore, and plans to attack the Free Mine. The fire mages refused to cooperate, and Gomez ordered them all killed. The guard, Scorpio—the best crossbowman—has moved into the hunter Cavalorn’s detached house between the camps.
If you approach the camp gates, you’ll see they’re boarded up, making it impossible to get inside. Guards Fletcher and Bloodwin stand guard. We can fight them if we choose, but it’s best to run back to Milten or Diego for support.
We teleport to the New Camp and tell Saturas about the fire mages’ deaths, earning +1000 experience. He’ll tell us that Gomez has already captured the Free Mine. We listen to his next plan—the quest “Necromancer Xardas.”
| Quest: Expulsion from the Old Camp
If we previously joined the Old Camp, we’re now considered traitors as well. We’ll have the opportunity to join the New Camp without completing the local bandits’ quests. We’ll speak with the mage Saturas first, and then with the mercenary leader, General Li, in the upper-right cave inside the camp. Li will accept us into his ranks, and then we can join the water mages. |
| Quest: Meeting of Friends
After meeting Diego at the Old Camp, we listen to his request. He asks us to tell his friends to meet him at a secret location. This information must be relayed to Lester and Gorn. For this additional quest, we’ll receive +1000 experience for each friend found: 1. Leicester – in the fort in the south, where we got the unitor. 2. Horn – we will meet him in the center of the New Camp, visiting the water mages. |
Quest: Necromancer Xardas
Since the fire mages have been killed, Saturas suggests seeking help from the hermit Xardas. He was the 13th, the most influential of all the mages, but after being placed under the dome, he turned to necromancy, which many disliked, and he hid from his colleagues in an impregnable tower in the orcish lands.
Saturas will warn you that the journey ahead will be difficult and recommends reading the books in his library. We read two books titled “Arcanum Golum,” which tell us we need to bring any hammer and several fire and ice spells. We can also purchase scrolls from the water mages there.
We head to the southwest corner of the global map. This area hasn’t been mapped yet, and only one road leads there. At the entrance, there’s a small detachment of orcs, and beyond that, a narrow gorge with three golems standing in a row:
- Stone Golem – can only be killed with a hammer.
- Ice Golem – killed by fire or lightning, 200 health.
- Fire Golem – can be killed by ice or lightning, 200 health.
We must loot each golem’s heart. When we enter the necromancer’s tower, a tamed demon will appear. Show him all the hearts as proof of completing the trials, and we’ll receive the “Teleport to Necromancer” Rune . On the lower floor, we’ll break open the chests, collecting 300 ore and potions, including Life Extract (+10 max health). Use the new rune to reach the upper floors of the tower.
Xardas will tell us what he’s learned: the magical barrier wasn’t so huge and powerful due to a mistake by the mages; it all happened because of a local demon, once summoned by five orc shamans and now worshiped by human cultists called the Sleeper. We can learn more if we find the shaman exiled from the orc tribe.
We can buy necromantic scrolls and runes from Xardas. Only from him can we learn the 6th circle of magic . To exit the upper floors, step into the circular teleporter on the balcony and be transported to the lower floor.
Quest: Exiled Orc Shaman
We climb the highest cliff, where the fortress ruins are located. Inside the rubble, beyond the walls, we see a battle between a shaman and three orc guardians. We engage in combat.
| Secret. The floor in the ruins is broken. Jump down to the lower floor. There’s a stone golem there, and in the corner you’ll find a Life Essence Recipe . Press the two small buttons on the wall, and the left column will lower. Stand on it, and it will lift you back up. |
Rescued Ur-Shak will tell you what he knows about the Sleeper: beneath the orc settlement, there’s an underground temple where shamans summoned the demon Krushak. The summoned demon tore out the hearts of five shamans, cursed them, and forced them to constantly make sacrifices to him. Ur-Shak will tell you that you can enter the temple without a fight if you have a special item called Ulu-Mulu. This is a symbol of friendship; holding it in your hands will prevent the orcs from attacking you. Ur-Shak’s friend Tarrok, an orc hiding in the Free Mine, will help you create the Ulu-Mulu. Ur-Shak will complete our map, adding the orc settlement. +1000 experience, Orc Talisman .
We teleport to the necromancer and tell him about it, +1000 experience. We teleport to the water mages, but we won’t be able to answer any questions about Xardas. The mage Riordan will speak to us himself and send us to Gorn, who plans to retake the Free Mine.
Quest: Path to the Temple of the Sleeping One
From the water mages, we head towards the Free Mine. On the way, we’ll meet Gorn and his mercenaries, preparing for battle to retake the mine. We agree to participate, and we’ll get +1000 experience. But before we go, Gorn will recommend talking to Wolf for the side quest “Carapace Armor.”
| Quest: Carapace Plate Armor
After talking with Gorn, return to Wolf. He’s at the far wall of the camp, on the lower level of the houses. Wolf will ask you to kill several warrior crawlers in the mine and bring back their shells. You’ll gain the shell-hunting skill for free. You’ll need 15 shells in total. After clearing the cave, return to Wolf and give him the ingredients. He’ll give you +2000 experience. Visit him again next time, and he’ll give you the finished armor: Carapace Plate Armor (80, 15, 30, 5 armor). |
We return to Gorn and head to the mine together. Along the way, we kill a pack of Steck dinosaurs. We make sure Gorn keeps up. The mine itself contains only dead mercenaries; no invaders are visible. We can search all the chests in the houses, but there’s nothing of interest. We’ll find the Warrior’s Voice Axe on Okil’s body . Only at the very bottom, by the grate, will we encounter a Jackal and two guards. We fight them and take the Heavy Crossbow .
We return to Gorn at the top; he’ll give us the Free Mine Key . We go down, unlock the house to the right of the grate, turn the winch inside, and the grate will open.
A free mine. Crossbowmen will immediately start firing at us as we enter. Jump down to the right, lure them one by one, then shoot the crossbowmen. In the first room downstairs, two crawlers are wandering around in a dead end. In the second room downstairs, there are several more crawlers. From the top, head right and you’ll reach the third room, which is the main path down. We’ll pass through a couple more caves and find an orc sitting on a small rise, +2000 experience.
Tarrok is seriously injured and asks you to find his lost potion. Return to the wooden bridge. To the right of it, there’s a drop-off point, and in the right wall, there’s a small indentation with mushrooms. Jump in, and the Orc’s Potion is there . Bring it to the orc for +2000 experience. Tarrok will tell you about the necessary ingredients—the quest “Finding Ingredients for Ulu-Mulu.”
We leave the cave and talk to Gorn. We return to the New Camp and report to General Lee. He’ll give us +500 experience and a Firestorm Rune (4th Circle, 50 Fire Crowns). We also give the collected shells to Wolf.
Quest: Finding the Ingredients for Ulu-Mulu
According to the orc Tarrok’s quest, we need to collect the following ingredients:
- Swamp Eater’s Tooth (in the Brotherhood of Sectarians, in the swamps).
- Fire Lizard’s Tongue (in the northeast of the map, on the beach near the wrecked ships).
- Darkling’s Horn (in the forest between the Old and Swamp Camps).
- Troll’s Fang (near the monastery or in the north of the global map).
Once we’ve collected everything, return to Tarrok in the Free Mine. +10,000 experience. The Orc will assemble the Ulu-Mulu Weapon (35 damage) from various horns. At the exit of the mine, Gorn will be amazed by our new weapon. This concludes the chapter.
| Quest: The Stranger
While we’re searching for ingredients for Ulu-Mulu, we can start a side quest—to do this, we need to visit the Mist Tower on the northeastern cliff, above the shipwrecks. To go there, you need to be at least level 20. Inside the tower, descend into the dungeon. Always go left at forks, as the paths to the right are dead ends. Along the way, kill numerous skeleton scouts and warriors. In the large hall, you’ll encounter a special monster—the Misty Tower Skeleton Mage. He constantly summons new skeletons, so you should kill him first. Take “Chromantine 1″ from his body. Read it in your inventory to receive a quest to find the remaining books. Each subsequent book appears in the designated location only after the previous one has been read. (The locations of the books on the map are shown in the ” Secrets ” section.) Book 2 – at the top of the highest tower in the game, where we met the shaman Ur-Shak, +300 experience. Book 3 – north of the Old Camp on the river there is a small island, on it to the right of the central rock a book will appear, +500 experience. Book 4 – to the left of the entrance to the New Camp, opposite the fishing houses, on the other bank, +700 experience. Book 5 – on the beach between the shipwrecks, +850 experience. Book 6 is in the cave beneath the Fog Tower, where the quest began. There, we’ll find a new human corpse. Loot it for 300 ore, a Vitality Amulet (+30 health), a “Fire Rain” Rune (5th circle, 100 damage), and 6 Chromantine . Once we’ve read the book, it’ll give us +1000 experience. Three skeleton mages and a dozen regular skeletons will appear in the cave. There’s nothing else of interest here, so it’s best to quickly escape this dangerous area. |
Chapter 5. Guardians of the Portal
Quest: Path to the Temple of the Sleeping One
Having obtained Ulu-Mulu, we head to the orc settlement. Before the bone bridge, we’ll meet the rescued shaman, Ur-Shah. He’ll tell us that the entrance to the temple is magically sealed, and there are only two ways to enter: use the “Orc Portal” scroll, or remove the statue from the column the shamans worship.
We cross the bone bridge; the orcs won’t bother us. In the settlement, we find a locked gate and turn the winch to the right of the gate. We descend into the cave on the right, press the buttons in the corridor to unlock the side bars, and in the open prison, we’ll find the Vengeful Steel Sword (92 damage) and the Amulet of Dexterity (+20) . Further on, in one of the chests, we’ll find the “Orcish Portal” Scroll . We take it, but don’t use it. It’s useful because it can be used from anywhere, so we’ll save it for later.
We return to the hall with the shamans. In the center stands a pyramid-shaped column, with a Statuette on top . Use the “Telekinesis” scroll on the statuette; it will fall, and we pick it up. The shamans and nearby orcs will start attacking us, so we quickly run to the barred gate, turn the stone pillar, and the hero will automatically place the statuette, allowing us to enter.
Temple of the Sleeper . We enter a separate area with four orc statues ahead. We cross the cliff and follow a fallen column. At the entrance, there’s a guard named Gor Na Ran, one of the alchemist Kor Galom’s troops. We fight him. There will be many such guardians along the way. To minimize health loss during combat, attack them twice, block, attack again, and repeat this process.
We enter a circular room with a semicircular wall in the center. Here, we must first eliminate the skeleton mage, otherwise he will constantly summon new skeletons. Behind the far left column, we’ll find an Essence of Agility (+3) .
Go into the first corridor on the left, press the button on the wall, and the grate will open. Kill a couple of skeletons inside, then press two buttons in the two side chambers to open the grate ahead. You’ll reach a dead end with three stone pillar switches. Activate them in the correct order: middle, left, right . This will open the doors ahead in the central hall.
We return to the hall, enter the next corridor on the left, and unlock the door with the button. Inside is a temple guard; kill him. There are two switches on the sides, the one on the right has a “black sun” painted on it. If we turn this switch, the ceiling will lower, and we’ll die. So we only need to turn the one on the left, which has a ” white sun ” painted on a black background. This will cause the columns in the main hall ahead to rise.
1st Shaman . In the next room, on the left, there’s one of the cursed shamans; you need to kill him. The shaman attacks with his magic staff from any distance, so you need to quickly run up and constantly hit him with short blows to prevent him from casting his spell. Take the rune, staff, and sword from the shaman’s body, and +4000 experience. There’s a scroll on the altar; grab it from afar, triggering a trap. To exit the room, plunge the shaman’s sword into the square stone on the floor.
Second shaman . In the center, climb up the columns to a large balcony. There’s a passage in the rock on the left, but the path beyond is blocked by bars. First, go right through the doorway and press the button on the arch. At the dead end, kill the second shaman and loot his items. There’s a tomb ahead; climb up the ledge, and a pit of spikes will open in the floor. Wait for the spikes to deactivate, then jump into the pit. Press the button on the sarcophagus, climb back up, and the entrance door will open.
3rd Shaman . Return to the center and descend into the lower tunnel, where several Crawlers are wandering. Continue along the tunnel to the right and reach a dead end. Turn the three stone pillars in any order. The first two times, lesser demons will appear, and the third time, a shaman. Kill him, loot his items, stab the sword into the floor stone, and you’ll be able to exit.
Go left through the underground tunnel and emerge in a large, bloody room with spikes on the floor. Press the button on one of the columns, opening a small dead end with a safe floor. Then, shoot the large square button on the adjacent wall and quickly hide in the safe dead end. After a few seconds, spikes will extend in the room, and then a dark wall will begin to descend. Shoot another button behind it. This will open a grate leading to the next room, which contains three rotating columns. Shoot the button on the wall; behind it, you’ll see a clue with the correct sequence: left, right, middle .
The path to the center of the temple will open. This door is guarded by the guardian Gor Boba; kill him and proceed through. Further on are several more nameless guardians, both humans and orcs. To the left is an opening in the rock, blocked by bars. Go right, through the door between the orc statues, through a corridor with emerging spikes.
The fourth shaman . Enter a cave with a river of lava. You can walk along the column to the right. At one end of the tunnel is a Temple Builder’s Diary , at the other end are two crawler eggs and a Barbarian’s Fist Axe (98 damage) . In the main hall, go around; the side rooms are inhabited by flame demons that kill with one hit, so shoot them from afar without entering the rooms. Once we turn the columns in all three rooms, a bridge will appear to the stone building in the center. There’s a deadly spike trap at the main entrance, so go right and climb inside through the gap in the wall. In the hall, kill the fourth shaman and loot his items. Be sure to take the Unusual Sword from the pedestal .
We return to the crossroads and head left toward the locked castle. Ahead is a lava lake with several columns. We jump along the columns to the central platform, turn the stone pillar, and the elevator will take us down. In the half-flooded hall, we turn both pillars and return to the top. This will open the grates, allowing us to enter the castle.
We clear several rooms of guards and demons. We collect all sorts of potions from the shelves, including a Potion of Strength (+8), Potion of Agility (+8), Potion of Mana (+15), and Potion of Life (+15) . Ahead is a bridge and an underground tower, where we’ll meet the final shaman. We try to hit him, but normal weapons don’t damage him. +1000 experience. We need to teleport back to Xardas; our runes don’t work in the temple itself, so we first leave the area.
Quest: The Magic Sword of Urizel
We tell Xardas about the temple. He tells us of an orcish prophecy that a “Sacred Enemy” will one day come and destroy the Sleeper forever. The mage believes that we are the ones who will fulfill this prophecy. We show Xardas the unusual sword, and he reveals it’s Urizel’s blade. He promises to learn more about this weapon, and sends us to search for armor in his old, flooded tower.
The old tower is in the center of the lake, on top of a nearby cliff. We arrive there, swim to the center of the tower, and dive underwater. We swim through an underwater tunnel into a cave. Inside is a skeleton mage; kill him first, then the other skeletons and zombies. Search both side rooms; in one, the chests contain potions and ore, and in the other, the “Teleport to Fire Mages” Rune and Ancient Iron Armor (95, 25, 40, 10 armor) .
Using the rune, we can teleport inside the locked Old Camp. In the Fire Mage building, we’ll be met by Bartolo and a couple of guards. Kill them and take the Warehouse Key . Scar offers the best one-handed sword and the War Crossbow (100 damage, 60 agility) . In the main castle, kill all the barons and Gomez himself. Take the Dungeon Key and Gomez’s Key from his body . Search all the chests in the buildings. Enter the building to the left of the forge, proceed to the grate ahead, and descend to the underground prison on the right. Inside, you’ll see dead fire mages in the well, and dead Swamp Camp ambassadors in the far room. Unlock all the cells in the corridor and find Stone the blacksmith, who will thank you. Visit him at the forge during the day, and he will upgrade your armor to Improved Iron Armor (100, 30, 45, 15 armor) . We can unlock the camp gates by turning the winches.
We teleport back to Xardas’s tower, where he’ll give us a spell to restore the sword’s magical properties. We’ll teleport to the water mages, where we’ll meet the only surviving fire mage, Milten. We ask him to help us with the spell. Together, we’ll secretly descend to the New Camp’s pile of magical ore. We’ll perform the ritual, and the sword will be charged with magic, giving us +5000 experience. The water mages will notice this and begin pursuing us. Milten will teleport out of danger, and we’ll also use the teleportation rune, and we’ll travel to Xardas.
Chapter 6. The Temple of the Sleeping One
Quest: Awakening the Sleeper
If we’re playing a warrior, we’ll keep the Sword of Urizel (120 magic damage, 30 fire damage, requires 30 strength). If we’re playing a mage, we’ll speak to Xardas, who will extract the “Death Wave” rune from the sword , which we’ll use. We’ll use the “Orcish Portal” scroll to return to the temple.
Quickly run through all the previous halls without killing any enemies. The sword doesn’t do much damage to regular enemies. Reach the final bridge, attack the fifth shaman, and loot his items for +5000 experience. At the entrance to the tower, there are two Apocalypse Guardians; kill them with the sword as well. Use the shamans’ swords on the five stones on the floor, and the grate will open inward.
In the hall with the dragon statue, we’ll meet Xardas. He teleported here to tell us how to defeat the Sleeper: destroy five shaman hearts. Afterward, Xardas will lose his powers and faint. There are four exits from the hall. We’ll explore the two furthest ones first. In the dead ends, we’ll find many enhancement potions, giving us a total of: +68 Strength, +28 Dexterity, +120 Health, and +90 Mana . The two near corridors lead to the lower floor, where the ceremony is taking place.
Right before our eyes, the cultists will summon the Sleeper—a huge dragon with crawling claws. But first, we fight only Mad Kor Galom; he’ll attack with fire spells. Quickly approach him and strike him, preventing him from casting. Then, 10 possessed acolytes will rush at us. Run away from them into the corridor, hide behind a crack in the floor, and strike them one by one with a sword or rune.
Boss: The Sleeper . Return to the hall to the Sleeper, but don’t get too close to him, or he’ll put you to sleep with a spell. Hide behind the torches beneath the boss. Run up to the stone sarcophagus, dodge the Sleeper’s fire blast, then quickly tear open the sarcophagus. You’ll automatically pierce the shaman’s heart with his sword. After this, a demon lord will appear from behind. Run back under the torch and kill the demon. Repeat this for all five hearts.
The ending
A huge portal will open behind the Sleeper and begin to draw him in. The hero will emerge, strike with Urizel’s magic, and the Sleeper will fly back to his demonic world. Victory! On the dark screen, we hear the hero’s words: “I emerged and looked up at the sky. The Magical Barrier above my head was gone, and my adventures were only just beginning.”
Secrets
Gothic 1 Monster Chart: How to Play
The main difficulty in Gothic is that there is no “sandbox” environment for a low-level hero. Defeating monsters depends primarily on the hero’s leveling, but powerful monsters can be encountered at any time. There are no indicators on enemies indicating their strength, so you have to rely solely on their appearance.
If you’re well-versed in the local bestiary, you’ll have no further problems. The table below lists all the monsters and the approximate hero level at which you can begin attacking them.
| Monster | Experience | Extraction | Level |
| Meat beetle | 10 | 1 meat | 1 |
| Young scavenger | 40 | 1 meat | 1 |
| Young mole rat | 40 | 1 meat | 1 |
| Young creeper | 40 | 1 jaw | 2 |
| Scavenger (ostrich) | 50 | 1 meat | 2 |
| Mole Rat | 50 | 1 meat | 2 |
| Young Goblin | 60 | 1 club | 3 |
| Hornet | 70 | 2 wings | 3 |
| Lizard | 80 | 4 claws | 5 |
| Goblin | 80 | 1 rusty sword | 5 |
| Wolf | 90 | 1 skin, 2 fangs | 7 |
| Black Goblin | 120 | 1 club with nails | 9 |
| Zherkh (scavenger) | 120 | 2 claws, 2 fangs, 1 meat | 9 |
| Orc dog | 120 | Nothing | 9 |
| Shnyg (looker) | 130 | 1 skin, 2 claws | 10 |
| Crawler | 130 | 1 jaw | 10 |
| Goblin Warrior | 150 | 1 heavy mace | 10 |
| Orc Scout | 180 | 1 sword Crash Varrock | 12 |
| Orc Hunter | 200 | 1 sword Crash Varrock | 12 |
| Harpy | 200 | Nothing | 12 |
| Zombie | 200 | Nothing | 12 |
| Glorkh (dinosaur) | 220 | 1 claw, 4 fangs | 12 |
| Steck (dinosaur) | 220 | 3 claws | 12 |
| Warrior crawler | 220 | 1 jaw, 2 shell | 12 |
| Bloodhound | 220 | 4 claws | 12 |
| Skeleton | 220 | 1 ancient axe | 12 |
| Skeleton Scout | 250 | 1 ancient mower | 13 |
| Orc fighter | 250 | 1 Crash Pagh sword | 13 |
| Temple Guardian | 250 | 1 sword Crash Carrock | 13 |
| Temple crawler | 250 | 1 jaw, 2 shell | 13 |
| Skeleton Warrior | 300 | 1 ancient sword | 13 |
| Orc soldier | 300 | 1 sword Crash Urrok | 14 |
| Orc Guardian | 400 | 1 sword Crash Brokdar | 16 |
| Orc soldier | 300 | 1 sword Crash Urrok | 14 |
| Marhoris (bear) | 400 | 1 skin, 4 fangs, 4 meat | 16 |
| Swamp Eater | 400 | 3 fangs, 1 skin | 16 |
| Fire Lizard | 500 | 1 tongue, 4 claws | 18 |
| Skeleton Mage | 500 | Nothing | 18 |
| Flame Demon | 500 | Nothing | 18 |
| Golem | 1000 | Nothing | 20 |
| Queen of the Creepers | 1000 | Nothing | 20 |
| Young troll | 1000 | 1 troll skin | 20 |
| Troll | 2000 | 2 fangs, 1 troll skin | 20 |
Achievements (42 pieces)
1. Story (10)
Gothic 1 Remake Achievements
Camp selection (3 pieces)
| Gomez’s Paperboy: Become one of the Old Camp’s members. Enter the camp in the center of the map. |
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| Cult Loon: Become one of the Swamp Camp’s members. Enter the camp in the east of the map. |
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| Lowlife : Become one of the New Camp’s members. Join the camp in the west of the map. |
2. Abilities without skills (8 items)
Gothic 1 Remake. Achievements, trophies
| Crafting Newbie: Craft an item for the first time. Simply find meat, a frying pan, and fry it over a fire. |
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| Headshot Houdini: Kill 10 enemies with headshots. Any bow or crossbow shots count. |
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| Master Thief Garrett (Master Garrett) Pick 20 locks. No lockpicking skill required, just a few lockpicks. Move the latches on the plates left and right until the latch at the top pops out. Some plates also move other plates. First, move the plates that rest against the outer parts; this is dangerous (if you hit the edge twice, you’ll lose the lockpick and have to start over). After moving the dangerous plates to the center, observe the pattern by moving each part left and right. Find the plate that moves all the parts at once and set the latch on it. Then move the one that moves the fewest parts and set it on it. Lastly, move the plate that doesn’t affect anything else. When all the latches have popped up, open the chest. |
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| Armor -geddon: Obtain the ore armor. Story-related? The armor will be available starting in Chapter 2. |
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| Bookworm : Read 10 books. Books are sold by mages and in abandoned castles. |
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| Gravity Kills: Kill an enemy by dropping them from a great height. Lure them to the edge and strike them repeatedly with melee attacks. |
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| The Way of the Fist : Defeat 10 enemies using your fists. Don’t stomp on the meatbugs; just punch them. |
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| Deflect (Deflect) – Parry 5 enemy attacks without dodging or taking damage. While the enemy is attacking, hold down Ctrl. |
3. Skills (9 pieces)
Gothic 1 Remake. Achievements, trophies
| Anvil Enthusiast : Craft 5 weapons. Requires the Blacksmith skill. Taught by Huno in the Old Camp. |
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| Garrett : Pickpocket 20 times. Requires the Pickpocket skill. Taught by Fingers at the Old Camp. |
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| Scribbler : Prepare a scroll for the first time. Requires magic and scroll creation skills. Fire and water mages. |
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| Foreign Language Master : Learn the Orcish language to level 2. Requires the Language Mastery skill. |
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| Alchemist : Brew 10 potions. Requires the Alchemy skill. |
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| String Wielder: Learn to master all ranged weapons. Two weapon types: bows and crossbows. Requires Mastery skill. |
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| Adept of Arms : Learn to master all melee weapons. 4 weapon types: swords, clubs, sickles, and others. |
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| Higher Magic (Abracadabra) – Master the sixth circle of magic. You need to level up your magic to cast 6th-level spells. |
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| Elemental Showoff: Deal all three elemental damage types to a single enemy. Requires learning three magic elements. |
4. Side quests (8 pieces)
Gothic 1 Remake. Achievements
| Mud Freak: Go through all dialogue options with Mud. 24 lines. Mud will be encountered north of the Old Camp and will start chasing you. Talk to him until your Steam stats reach 23 lines. Punch him, and you’ll hear his final line. |
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| No gate can stop you. Get into the Old Camp. Enter the camp’s central courtyard through the rooftops? |
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| Pimp my armor Get all armor upgrades. |
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| The Fixer Complete the Escape Plan mission. |
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| The Anatomaniac: Complete Cavalorn’s book-related quests. 5 quests. |
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| True Stranger Complete all missions in the Chromanian series. |
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| In bed with Xardas: Visit Xardas’s chambers. A side-effect of the story. |
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| Mercy Over Madness: Spare Gomez. A side effect in the story. |
5. Collections (3 pieces)
Gothic 1 Remake. Where to find
| Map Sniffer: Collect all the maps in the colony. 12 of them. |
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| Transformer (Transformer) Use all spells to transform into creatures. 16 pieces. |
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| Overachiever Get all available lessons. 46 of them . |
6. Special walkthroughs (4 pieces)
Gothic 1 Remake. Where to find
| Insomnia Champion: Complete the game without letting your character sleep. Don’t use beds for healing. |
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| No Time to Die: Complete the game in Permadeath mode. Set the difficulty to Easy, but don’t save the game. |
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| Colonyholic : Complete all achievements. Platinum. Awarded for all other achievements. |
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| True Connoisseur (Gothic 1 Remake Completionist) : Complete all achievements in Gothic 1 Remake and the Nyras Prologue. Platinum for the game and the Prologue. |
Questions and Answers
Gothic, what does this word mean, why was the game named that?
This is a medieval architectural style in Eastern Europe, characterized by pointed buildings and numerous ominous sculptures. It’s a terrifyingly majestic style. The term was borrowed from the English “gothic,” and translates as “rough,” “cruel,” or “barbaric.” The style of the game “Gothic” fully corresponds to this term.
Gothic 1. Where can I find Tarok’s medicine?
From Tarok we return to the wooden bridge, there is a descent down to the side of it, and on the right wall there is a small recess with growing mushrooms, the medicine is there.
Gothic 1. When will Namib accept us?
The Namibu idol stands at the entrance to the camp, with Lester, the apprentice, next to it. We ask Lester to take us somewhere, and when we arrive, we ask, “How can I speak with your teacher?” He’ll figure out a way. We return in an hour, and Lester will be standing there. We give him the prepared speech: “I have renounced the old gods.” The idol will be pleased.
Gothic. How to turn back into a human?
Press the “Enter” key.
Gothic. How to become a water mage?
Join the New Camp right at the start. To do this, collect 400 ore for Lares and deliver the letter from the Old Mine first to Lares and then to Diego. Later, in Chapter 3, you’ll have the opportunity to join the Mages Guild.
Gothic 1 Remake. What’s best to level up?
Starting with “Strength” and a little “Dexterity.” All secondary, one-time skills are essential: “Thieving,” “Lockpick,” “Acrobatics,” and “Alchemy.” It’s best not to over-level “One-Handed Weapon” and “Bow” skills; they’ll only be useful early in the game. Later, for more powerful weapons, you’ll need to level up “Two-Handed Weapon” and “Crossbow.” If you’re playing as a mage, you can level up “Mana” by smoking the most expensive joints in the Swamp Camp, and it’s better to spend your training points on increasing your “Magic Circle.”
Gothic 1 Remake. What to do with coins?
Coins are completely useless; you can give them away for free to any merchant or carry them with you for the rest of the game. Magic ore is used instead of currency.
Gothic 1 Remake. Where can I find the troll for Ulu-Mulu?
Trolls live in the north of the global map – in the Troll Gorge, and in the northeast of the map – in the ruins of the Monastery.
Gothic 1 Remake. Where can I find the gear for Ian?
From Jan we go down to the floor below, at the middle height of the shaft there is one cave with sliders on the side, inside there are old mechanisms and 3 sliders, there we will find a gear, right under the mechanisms.
Gothic 1 Remake. Where to find Lester in Chapter 4?
Lester remained in the Mountain Fort, in the southeast of the global map, the same place where we met him in Chapter 3.
Gothic 1 Remake. Where to find Urizel?
Inside the Temple of the Sleeping One, in a cave with a circular river of lava, in the central structure where the 4th Shaman resides. The sword of Urizel lies on a stone pedestal.
Gothic 1 Remake. When can I buy the heavy guard armor?
Once we complete the additional quest from the Baron of the Old Camp, “Quentin’s Gang,” their camp is located in the north of the global map.



