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Complete guide to all artifacts in Gothic 1 Remake — locations, delivery and no-return points

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3 weeks ago vpesports

Gothic 1 Remake does not forgive hasty decisions, especially when it comes to artifacts. These are not just loot for the sake of a reward, but real “keys” to the story doors, behind which entire locations and side quests often disappear.

In the remake, the artifacts were placed in a separate inventory category — separate from weapons, consumables, and any paper waste. Among them are five Focus Stones, a Digger’s Egg, an Ulu-Mulu, an Orc Talisman, and several other curiosities. Almost every such item is tied either to the assignment of a particular NPC, or to the transition between chapters — and often to both.

The Impact of Story Artifacts on the Progression of Gothic Remake

It’s easy enough with some of them: found— carried— and received a reward. But there are also those that work as “gateways”. The most textbook example is Focusing Stones. There are five of them, scattered throughout the Colony. Saturas, a water mage from the magicians’ quarter of the New Camp, gathers them to try to destroy the Barrier. You hand over the last stone, and the transition to Chapter 3 begins. And the Old Camp becomes inaccessible forever. Don’t expect any loud warnings from the game — Gothic 1 Remake cuts off the way back.

Focus Stones quest Gothic

Digger’s Egg is the same scheme. In Chapter 2, you make your way into the depths of an Old Mine, to the nest of the Queen of Diggers, and get an egg. Then you carry it to the temple of the Swamp Camp (quest “The Secret of the Diggers”). Handing over the egg — and moving on to the next chapter again.

Ulu-Mulu and the Orc Talisman appear later, in Chapter 4, when you are already in Orc territory. They don’t cut off content as radically as Focus Stones, but if you hurry up with their delivery without closing side cases, you will lose both experience and valuable things forever.

Which quests and locations can be missed in Gothic 1 Remake?

Old—school hardcore is back – Gothic 1 Remake is not going to lead gamers by the hand or post huge warnings in the spirit of modern RPGs before moving on to the next stage of the plot. The structure of the narrative is tied to the transfer of key items: a quest artifact was given away, and the world around it instantly changed, blocking a pack of side tasks. In order not to lose thousands of experience points and top-end equipment, it is critically important to know which triggers permanently burn the available content.

List of points of no return and missed tasks

The transition between chapters in the updated version of the Colony occurs imperceptibly, but the consequences of each such step are fatal. Below are the main plot markers, after which part of the game world will be closed forever:

  • The choice of a faction (whether oath, Gometsu or Kor Kalom). Moves the game from Chapter 1 to Chapter 2. As soon as the Nameless One takes the oath in one of the three camps, the lines of the other two factions instantly fail. You will have to forget about them until the next passage.
  • Delivery Of The Egg Of The Slider To The Stool. Starts Chapter 3. This step automatically cleans the tails in the second chapter and blocks several important tasks in the Swamp Camp.
  • Transfer of the fifth unit (Focus Stone) Saturasu. The worst trigger for fans of the Old Camp, marking the transition to Chapter 4. From that moment on, the location is completely blocked, and all unfinished business inside is canceled.
  • Storming the Ork lands without Ulu-Mulu. The forced breakthrough to the orcs at the beginning of the fourth chapter breaks the logic of the passage. You are guaranteed to lose peaceful access to the Exiled Orc Shaman quest, and with it you will lose about 2,000 XP.

The most serious loss for fans of the maximum level will be inattention when completing the quest “Search for the ULU-MULU”. According to the official guides and databases of Gothic 1 Remake Chapter & Quest List, this chain is considered the absolute record holder of the game in terms of profitability — an impressive 18,400 XP is awarded for its finale. It is impossible to miss it in the plot, because the task is activated in Chapter 4, however, if you run ahead of the locomotive to the lands of the orcs before completing all the accompanying dialogues with Xardas, the game will severely cut both the communication branches and the final reward.

How to avoid faction lockout and NPC deaths?

The faction system cuts off a good 60% of the content in one decision. The unique armors of Fire Mages, Water Guards, or Swamp Camp Guards, as well as rare items from merchants, are strictly tied to your choice. Hardened gothamists use a proven trick: you need to complete about 95% of the entrance quests in absolutely all camps, earn maximum experience from this, make a clean manual save in a separate slot and only after that go swear allegiance to the chosen leader.

Another non—obvious danger is the sudden death of the quest givers. In the remake, the simulation of Colony life has become even tougher: the characters do not sit still, but actively travel between control points. If an important NPC stumbles upon a pack of monsters and dies before you take the task from him, the quest will disappear. This vulnerability is especially noticeable among the guides of the New Camp and the Baals in the swamps. By the way, during the closed tests, one of the game journalists managed to completely block himself from passing the New Camp line in the second chapter — the key character was ambushed by crawlers on the way through the thicket and died.

Player checklist before handing in items

  • Make a fresh manual save (not an auto save!) Enter a new slot before talking to a key NPC.
  • Visit Fisk at the Old Camp and collect useful items from him before giving Saturas the 5th Focus Stone.
  • Check the log for open dialogues with minor characters — make sure they are still alive.
  • Clear all available side quests in the current Colony locations.

Updating the assortment of merchants by chapters

The sellers’ assortment is updated between chapters. Those unique rings, amulets, and stats items that were in the 1st or 2nd chapter will disappear from their shops after the transition. Therefore, the golden rule is: do not give away a large artifact until you have cleaned out all the merchants and closed all side quests. It’s always the right decision.

Where to find all Focus Stones in Gothic 1 Remake?

The five Focus Stones are scattered throughout the Colony, and it’s not easy to get them. You’ll get the first one in Chapter 2 by extracting it from Niras’ body. It lies directly behind the Marsh Camp, above the exit from the temple. This is part of the Sect’s starting quest chain. But the other four stones are already Saturas’ concern in Chapter 3. The water Magician will send you to the Troll Gorge, the Ruins of the Monastery, the Mountain Fortress and under the Ring of Stones. Each location has its own atmosphere and its own set of mobs that guard the artifact. Spoiler alert: there will be no safe zones.

Focus Stones Gothic Remake

The Digger’s egg lies at the very bottom of an Old Mine, behind an iron gate. They are guarded by Asgan on the orders of Torus. The problem is that the guard won’t budge until Ian frees him. And to do this, you must first close the quests of the mine. Then you go down to the Queen of Diggers — she is waiting at the bottom.

Digger Queen Egg location

Ulu-Mulu and the Orcish Talisman appear only in Chapter 4, when the Old Camp has already fallen. They are hidden in the territory of the Orcs — and you will not be able to get to them without a fight.

Orc mascot Ulu Mulu

Answers to questions about Gothic artifacts and quests

Passive effects and characteristics of artifacts

No, most of the artifacts are completely inert. The Focus Stones, Digger’s Egg, and similar items are purely plot triggers. No bonuses to stats or passive auras. Ulu-Mulu and the Orc Talisman are a little more interesting — they carry a semantic load in later chapters, but they also do not work as equipment. Rings and amulets are a separate story, they equip and give effects.

Risk of missing rare items forever

Technically, you’ll find them, but that’s not the point. The danger is that passing on the last key item triggers a transition between chapters. And this closes locations, fails side quests and updates the assortment of merchants. Those unique rings and amulets that were sold in the 1st or 2nd chapter will disappear from the shops. Therefore, the iron rule is: First, complete all current tasks and buy rare equipment — and only then hand over the final artifact.

Number of units and their locations

Only five. You find the first one in Chapter 2 at the Ring of Stones and give it to I’Berion in the Swamp Camp, who gives it to Kor Kalom. Then, in chapter 3, Saturas sends you in search of the other four: into the Troll Gorge, the Ruins of the Monastery, the Mountain Fortress and under the Ring of Stones. Each time there is a danger zone outside the three camps. By the way, Saturas issues a teleport scroll back to the grotto of the Water Magicians after each stone is returned.

Consequences of hasty surrender of Focus Stones

Are you handing Saturas the fifth and last stone? The game immediately takes you from Chapter 3 to chapter 4. The old Camp will become inaccessible forever, and all unfinished side projects there will fail. Therefore, before handing over the final artifact, go around the camp: finish your business, buy everything you can from Fisk and other merchants, and make a separate save in case you want to return. After the surrender, there will be no turning back.

The difference between a Digger Egg and a Queen Crawler Egg

Yes, this is one subject. You mine it in the Queen of Diggers’ Chamber, at the very bottom of the Old Mine, during the Diggers’ Secret quest in Chapter 2. Take the Kor Kaloma to the Swamp Camp, and the next chapter begins. This egg has no other functions, just a plot trigger.

The impact of sudden NPC death on quest items

As a rule, quest artifacts are tied to task triggers rather than character inventory. So the accidental death of a non-item usually does not lead to the disappearance of the item. The real threat is when an NPC who is supposed to start a dialogue with you or act as a guide dies somewhere outside the camp walls. If a Shadow Creature kills such a character before you talk to him, the artifact or reward associated with him may become permanently unavailable. It’s an annoying little thing, but it happens in Gothic 1 Remake.

Using the Wand mod for fast movement

Artifact hunting takes you into the most dangerous zones of the Colony, and often into narrow time windows of chapters that quickly close. Some mods help to reduce tension without breaking quests.

The “Save Location” and “Teleport to Saved Location” functions allow you to capture key points — for example, the grotto of the Water Magicians in the New Camp (Saturas is sitting there) or the entrance to the Old Mine. And instantly return to them. It is especially convenient when you carry the Focus Stones back and forth across the map. And Undo Teleport will help you out if you miss.

“Fly”, “Fly Speed”, “Super Speed” and “Super Speed Multiplier” speed up movement between locations with artifacts. In chapter 3, this is a path through the Troll Gorge, the Ruins of a Monastery, a Mountain Fortress and a Ring of Stones – and under the guise you can avoid meeting with a Shadow Creature. “Player Speed Multiplier” gives you fine-tuning if you want something in between the base speed and a full sprint.

“Add Learning Points” and “Spawn Unique Items” are useful when you want to explore quest chains without first grinding. And “Spawn Keys” will unlock locked areas in a mine or camp, access to which is blocked until you accumulate the necessary reputation.

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