The story of Ur-Shak is one of the darkest in Gothic. Five orcish shamans once summoned the demon Sleeper to turn the tide of war. The demon helped, but instead of gratitude, it cursed both the temple’s builders and the shamans themselves, turning them into undead. The orcs on the surface sealed the temple and still make sacrifices to appease the monster. Ur-Shak was the only one who spoke the truth: sacrifices are useless, the Sleeper is pure evil, and cannot be controlled. For telling the truth, he was exiled and left to die in the Old Citadel under the watchful eye of guards.
The irony is that this outcast is the only one who can help you enter the orcish enclave. Without him, you cannot complete Chapter Four.
Table of Contents
How to Start Xardas Quest and Why Learn the Orcish Language?
Chapter Four. You have already collected three golem hearts—stone, ice, and fire. Climb to Xardas at the top of the tower. Now, in the dialogue, ask about Saturas, the “Water Mages’ Plan,” and most importantly, how to defeat the Sleeper. The necromancer mage will tell you about the dishonored shaman.
This is where many people rush and ruin their game. Before leaving the tower, be sure to select the “Teach me Orcish” option. Xardas will raise your skill to a basic level. Without it, you simply will not understand a word Ur-Shak mutters. The quest will become a dead weight, and you will be circling the ruins to no avail.
By the way, Xardas has a bottle of Orcish moonshine in his closet. Take it. It will come in handy later.

Where to Find Shaman Ur-Shak and the Exact Route on the Map
Ur-Shak is hiding in the castle ruins east of Xardas’s tower. The coordinates are approximate, but the landmarks are reliable. You will not get lost without a map if you follow this route:
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Descend from the tower and take the left path—the same one you came here on.
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You will pass through the pool where you previously killed the stone golem for its heart. Cross the water and go straight ahead.
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You will notice a tunnel of slanted rock on the right—go through it. It is short, so do not be afraid.
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At the exit, you will see a banner. Turn onto the path to the right of it.
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Further on, there is a serpentine road with flags scattered about—it is hard to get lost. The flags are placed deliberately to prevent you from taking the wrong turn.
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The serpentine road will lead you directly to the castle ruins. The ruins themselves will be on the right, opposite is a stone bridge.
The entire journey takes about three to four minutes, if you do not get distracted by wolves and goblins. By the way, you will sometimes encounter rezors on the serpentine roads—don’t ignore them, they are aggressive.

Some English-language guides recommend getting from the Old Camp on a vulture mount. This method works, but classic Gothic did not have mounts, and many fans disable this option. Our walking route is more traditional and suitable for everyone.

Ur-Shak Quest Walkthrough and List of Hidden Rewards
Inside the ruins, you will encounter rezors—three of them, to be exact. Kill them all. Ur-Shak will initiate a conversation. The quest will be completed, and 1,000 experience will be added to your account. It is a substantial amount, but it is just the beginning.
Don’t leave immediately after completing the quest. The Shaman has a few more perks that most guides do not mention:
Useful Orc Items

Also, do not forget to check the far tower behind the bridge. There is a chest there with Spirit Essence (+2 to mana). Many people run past it, losing the bonus forever.

Obtaining Ulu-Mulu and Completing the Banner of Banners Quest
After talking with Ur-Shak, the next main quest, “Banner of Banners,” automatically starts. The shaman will tell you about Ulu-Mulu, the sacred staff of the orcs. With it, you will be allowed into the city without a fight.
Tarrok, Ur-Shak’s former friend, is now in the mines. He will ask you to bring him four trophies:
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Fire Lizard Tongue (the large specimen near the lighthouse)
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Stone Gargoyle Claw
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Cave Troll Hide
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Mountain Demon Heart
Collect all of them, and Tarrok will craft a staff and ask you to kill him. Yes, such ingratitude. You will have to obey. With Ulu-Mulu in hand, proceed to the gates of the orcish city. The guards will part. Chapter four will end, and you will reach the final stretch to the Sleeper.

Bugs in Ur-Shak Quest and Common Player Errors
According to player feedback, three things most often break the quest:
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Not learning Orcish from Xardas – Ur-Shak simply remains silent, and the quest does not progress. The only solution is loading a save before speaking with the mage.
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Accidentally killed Ur-Shak—his rezors are aggressive, and you can hit the shaman with an AoE spell or a wide strike. Then the quest is permanently failed.
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Forgot about the tower with the soul essence—many leave immediately after the dialogue. You can return, but they usually remember it in the next chapter, when the path is blocked.
One more thing: if you are playing with mods, check compatibility. Some user scripts break the dialogue with Ur-Shak. The solution is to disable mods during Chapter 4.
