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Gothic 1 Remake: Complete List of All Chapters, Main and Side Quests with Playtime

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5 days ago vpesports

The remake of the iconic “Gothic” is divided into chapters, and it’s quite difficult to move along the plot without a task map. The main pulp of the first chapter of “Welcome to the Colony” is an introduction to the three camps, a bunch of assignments for local authorities and, of course, the choice of a faction. We have collected all the confirmed quests, put them into camps and a mine so that you don’t get lost in the mines. The list will be updated — the developers promise not to show everything yet.

What Plot Tasks Await the Player in the First Chapter

In the first chapter, you will have to explore the Old, New and Swamp camps, work for the locals, raise your reputation and only then decide who to join. The best advice: don’t rush to make a choice. Run errands everywhere — it will give you experience, money and useful things. Below is a list of quests by location.

Gothic Remake Old Camp

Quests of the Old Camp and the Old Mine in Gothic Remake

There are plenty of quest givers in the Old Camp. Here’s what we managed to find (and confirm):

  • Casting shadows — there’s clearly going to be a showdown.
  • A test of faith — you’ll have to go to the Old Mine.
  • Out of sight is the classic “take the problem away.”
  • The Snafu recipe is to get the ingredients for a local craftsman.
  • A finger ring is a small thing, but it’s nice (and the experience is dripping).
  • The Whistler’s Sword is a weapon—oriented quest.
  • The missing guard is a search, a quest from the category “where is he?”.
  • An amulet is a thing with a story.
  • For Fisk, the new reseller is a link between the Old and New camps.
  • The price of magic is that magicians also want to eat (and ore).
  • The recipe for the cult is a bridge to the Swamp Camp.

Tip: before going to the Fire Magicians, go around everyone who can give an assignment. Some quests become available only after completing others.

New Camp Assignments for Quick Character Upgrades

The new Camp is a simpler place, but there are almost as many tasks here:

  • Dam lurker — someone is hiding at the dam.
  • Finding clients is a huckster’s fuss.
  • A roof over your head — help the poor guy with housing.
  • Herb Merchant — collecting plants, a classic.
  • Thirsty farmers — do they have problems with water or crops?

Nothing too complicated, but you can safely level up before you get into a fight with the orcs.

The Errands of the Swamp Camp and the Rituals of the Brotherhood of the Sleeper

Boggies live by their wits. Their assignments are the most… unusual:

  • New souls for the Brotherhood — recruitment, and in the Old Camp (brazenly, but it works).
  • Aim higher — shooting practice.
  • Replacing a Gorim is to find a replacement for a tired employee.
  • Collecting marsh grass — yes, yes, that’s the grass.

If you plan to join the Brotherhood, start with these quests. But I warn you: boggies love strange rituals.

Secret Quests in the Old Minental Mine

You don’t have to go around the camps to get assignments. There were three assignments in the Old Mine:

  • Special pieces — ore is not ore, but rather specific samples.
  • Aaron’s chest — a key or a break-in? It’s up to you.
  • Ulbert’s barn is either a warehouse or a trap.

The mine is a dark place, so get a torch and be patient.

The Main Plot Forks and the Choice of a Faction in the Colony

Before the first chapter, there are two mandatory quests: “Letter from the Fire Magicians” and “Joining the Old Camp” — they start the whole story. And already in the first chapter, two forks appear: joining a New Camp and joining the Swamp Camp.

So far, this is all that has been confirmed. The guide is being updated — stay tuned. Meanwhile, take your sword and go to the Colony. There’s… well, you know, waiting for you. Gothic is Gothic.

How Many Chapters in Gothic 1 Remake Game and Total Completion Time

The storyline of Gothic 1 Remake is divided into exactly 6 chapters — the developers from Alkimia Interactive carefully transferred the canonical structure of the original 2001 masterpiece. The backbone of the narrative has remained intact: the balance of power in the Minental is changing step by step, opening access to new mechanics, locations and equipment. Fans shouldn’t worry — key milestones in history like joining one of the three camps, searching for ancient Juniors, and having a long-awaited audience with Xardas in their seats.

A full—fledged exploration of the Colony with map cleanup and side quests will take about 30-40 hours – these figures were announced by profile journalists after they got acquainted with the pre-release version. If you follow the plot markers exclusively, you can see the credits after 15-18 hours. However, with this approach, the game will quickly punish for a weak character level.

Gothic Remake colony map

All the Story Stages and Timing of the Game from the Barrier to the Final

Story Campaign Chapters

Chapter Number Official Title Main Objective and Chapter Focus
Chapter 1 Welcome to the Colony Exploring life in Minental, working for influential figures, and making the final faction choice
Chapter 2 Nest of the Minecrawlers Clearing the first large underground dungeon, completing camp quests, and encountering the first Unitor
Chapter 3 Artifacts of Ancient Powers A valley-wide search for Focus Stones across the entire Mine Valley
Chapter 4 Xardas Meeting the legendary necromancer and witnessing the collapse of the old order in the Colony
Chapter 5 Guardians of the Portals A dangerous journey into orc territory and final preparations for the assault
Chapter 6 The Temple of the Sleeper Clearing the final underground complex, battling the archdemon, and reaching the ending

Chapter 1 Basics of Survival and Reputation Among Local Gangs

The starting stage is the large—scale foundation of the entire game, which is easy to spend the first 20 hours completing. The Barrier is not going to coddle an Unnamed Hero. The main goal here is to understand the laws of survival in the Colony, earn a reputation among local gangs, and decide on a leveling vector.

It’s definitely not worth rushing to burn bridges. As soon as you officially take the oath of the Old, New, or Swamp Camp, the quests and teachers of the other two factions will become unavailable until the global regrouping of forces. The first chapter is considered fully open and ends at the very moment when the vaults of the chosen faction close over the hero’s head — immediately after that, the second part of the story begins.

Chapter 2 Clearing Minental’s Underground Locations

The second chapter, called “The Nest of the Mole Rats”, flies faster than the starting one, but takes on the dense atmosphere of a classic dungeon crawler. The nameless one will have to go deep underground for the first time and test the strength of the local fauna in pitch darkness.

In addition to routine tasks, the hero will be given the first truly important task from the top of the camp. A key quest for the extraction of the egg of the queen of crawlers (mole rats) is sewn here, which directly promotes the story arc of the sectarians from the Swamp Camp with their Great Call. For the mercenaries of the New Camp and Gomez’s guards, the tasks will be slightly different, but the essence is the same — we stock up on torches, patience, and prepare to fight a lot in cramped corridors.

Chapter 3 The Search for Focus Stones in the Open World

The third chapter is considered to be the most protracted and demanding to explore the world. Quiet walks between the three inhabited points come to an end — the Focus stones (Units) are scattered in the darkest corners of the map. You will have to storm an abandoned monastery, climb into the gorge to the trolls and search the ancient Stonehenge.

Here, the remake makes full use of the trumps of the updated content. In the process of searching for artifacts, Alkimia Interactive will throw up a ton of fresh side quests, and the solutions to many tasks will directly depend on what kind of armor your character is wearing.

Chapters 4 5 6 The Tower of Xardas the Land of the Orcs and the Ending of the Story

The fourth act turns the rules of the game on its head — the storyline achievement “My new friend the Necromancer” is given out for its closure. It is the old magician from the tower who will be your main guide until the very end.

The fifth chapter ruthlessly kicks the player into Ork territory. To go there without top—end equipment and a competent build is a guaranteed suicide, the balance in this zone is twisted to the maximum. Well, the sixth chapter is entirely devoted to the storming of the Temple of the Sleeper. The final dungeon will set all the dots over the “I” in the history of the swamp cult and the Barrier, and the clearing of the underground halls will bring the final trophy “The Sleeper has awakened … no!”.

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