Hideo Kojima will reveal new details of Gothic 1 Remake — a large-scale action RPG from THQ Nordic is preparing to rethink the cult classic, where every wrong step in the Mining Valley can cost the main character his life at the start. The release of the updated version of the legendary game is scheduled for PC and PS5, and the developers promise to preserve the very oppressive atmosphere where trust is too expensive a currency.
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Who should I give the ore to in the Old Camp: the dilemma of Bloodwin and the Jackal?
The first acquaintance with the inhabitants of the local colony quickly knocks down the arrogance of newcomers. As soon as you get to the Old Camp, a couple of colorful guards, Jackal and Bloodwin, will immediately roll up to you. Both characters will offer the Nameless One a standard deal for these places: to unlock 10 nuggets of ore for the so-called “protection fee”. The guards will assure you that it is simply impossible to survive among the local contingent without their protection. But taking your word for it in this game is a questionable decision. By the way, each choice here has its own price and very specific consequences for the passage.
Is it worth giving 10 nuggets to the Jackal?

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One payment and no hidden conditions: The Jackal is definitely worth paying, because he will take 10 nuggets of ore only once. This guard will not come to extort money again (and this is not an exaggeration).
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Real fulfillment of obligations: He keeps his word — no one else will put a stick in your wheels. You will receive protection from aggressive raiders from the New Camp and local madmen.
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Limits of patronage: There is an important caveat. If you have a conflict with another convict who also brought a share to the Jackal, no one will harness the guard for you — you will have to deal with the opponent solely on your own.
If you decide to save money and ignore the requirements, the Jackal will not attack personally or send hired thugs. However, for beginners who are launching Gothic 1 Remake on PC or consoles for the first time, his services will make life much easier at first, until the character gets normal equipment and improves his fighting skills.
Dialogue options with the Jackal and hidden quest triggers
In the process of communicating with the guard, the game will offer a standard dialogue wheel, where each replica runs its own script. Apparently, the developers from THQ Nordic carefully transferred the original forks:

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“And what will this membership give me?” — a routine question, after which the Jackal will describe his duties in detail. Expect classic tales about aggressive guys from the New Camp and local sectarian lunatics.
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“Here you go. Ten nuggets for your help” — instant closing of the deal. A fraction of the initial capital will be deducted from your balance, but you will receive guaranteed strength support within the location.
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“What if I don’t pay?” — direct refusal to cooperate. No fines, but no one will watch your back either.
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“See you later” is the standard exit button for the conversation. It allows you to temporarily pause the dialogue in order to save up resources and return to solving the problem later.
Why is the Bloodwin in the Old Camp so much more dangerous than the Jackal?
The situation with Bludwin is completely different — this guy is engaged in outright racketeering and banal blackmail. By the way, his “roof” does not guarantee any real safety. The meaning of the transaction in this case is purely pragmatic: by giving away 10 nuggets, you will simply save yourself from problems with local sixes. However, he won’t be able to milk the main character endlessly — Bloodwin’s extortion will automatically stop immediately after you officially join the Old Camp.
If you don’t want to get hit on the head in a dark alley in the first hours of playing Gothic 1 Remake on PS5 or PC, you’ll have to give up the ore. But then an important behavioral mechanic turns on — after paying for this ransomware, you need to bypass it for several game days, otherwise it will turn on the extortion script again and pick your pockets.
The fork in the dialogue with Bludwin looks like this:
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“Hmm, why not. How much ore do you want?” — you meekly give the base amount, but the guardian will quickly get a taste for it. Prepare for the fact that he will start demanding 10 more nuggets at each subsequent meeting.
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“Are you asking for protection money? I can stand up for myself” is a display of audacity that the game does not forgive. The consequences will come immediately — you will be attacked by an aggressive digger acting on the orders of the guard.
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“Is that a threat?”— Bloodwin will just grin and cynically call what is happening a “gentleman’s agreement.” The hint is more than transparent.
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“I don’t have 10 nuggets of ore (lie)” is the worst possible choice. An attempt at deception will lead to a harsh search, as a result of which the guardsman will simply confiscate all the cash available in the inventory.
