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Gothic Walk Through by JemyM
Gothic Walk Through by JemyM
Gothic Walk Through by JemyM
Walkthrough by JemyM
Started in December 2001
Version - 1.2 (Second Update)
Copyright ((c)) 2001. All Rights Reserved
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_/ Y \_
1. CONTENTS // ~~ ~~ | ~~ ~ \\
*********** // ~ ~ ~~ | ~~~ ~~ \\
//________.|.________\\
`----------`-'----------'
1. Contents
2. Disclaimer & Credits
3. History
4. Introduction
5. Known Bugs in Gothic 1.08j (English Version)
6. Controls
7. General Guidelines and Tips
8. Gothic Rules
- Attributes
- Skills
- Magic Circles
9. Classes
- Warrior
- Mage
- Ranger
10. Learning the Art of Combat
- Lesson One:
The Left-Right-Left Technique
- Lesson Two:
Advancing Forward
- Lesson Three:
Movement
- Lesson Four:
The Spinattack & The Double Swing
11. Art of Sorcery
- Learn how to get away quickly
- The first levels
- Getting the Bow
- Getting the Hammer
- The Scrolls
- Scroll Table
- The spells
- Spell Table
- First Circle Tips & Combos
- Second Circle Tips & Combos
- Third Circle Tips & Combos
- Fourth Circle Tips & Combos
- Fifth Circle Tips & Combos
- Sixth Circle Tips & Combos
12. Story in Gothic
13. Walkthrough Light
- Getting the most out of the first Chapter
1. Old Camp
2. New Camp
3. Sect Camp
4. The choice
14. Complete Walkthrough
- Chapter 1 - Welcome to the Colony
- Chapter 2 - The Mine Crawlers Nest
- Chapter 3 - Artifacts of Ancient Power
- Chapter 4 - Xardas
- Chapter 5 - Guardians of the Portal
- Chapter 6 - The temple of the Sleeper
15. The Stranger (Chromanin)
16. Armor's in Gothic
- Beginners Armor
- Old Camp Armor
- New Camp Armor
- Sect Camp Armor
- Robes
- Late Chapters Armor
Complete List
17. Weapons in Gothic
- Special Weapons
- One Handed Weapons
- Two Handed Weapons
- Bows
- Crossbows
18. Monsters in Gothic
- List
19. Cheats & Console
- Cheat codes, except "marvin"
- Marvin-Mode
- Quickbuttons (Marvin)
- Simple Console Commands (Marvin)
- Insert Command
- Monsters & Characters
- Special Weapons
- One Handed Weapons
- Two Handed Weapons
- Bows & Crossbows
- Armor
- Runes
- Scrolls
- Quest Items
20. Links
21. Final Words
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2. Disclaimer & Credits \ /
*********************** V
*
Credits
-------
Gothic are created by Piranha-Bytes
http://www.piranha-bytes.com
Give them the applause for an excellent contribution to the
Rpg's hall of fame.
If you like this FAQ, be sure to grab a ORIGINAL of this great game.
My thanks goes out to them.
Thanks to people at the rpgdot.com Gothic forum for helping me out with a
few things I hadnt discovered without you. =)
Thanks to the Germans that created http://gothic.gomp.net, even if the
site is in german its the best Gothic site out there.
Thanks for the ASCII Artists who's work I have used in this document.
Thanks to Jerome Cukier that wrote the first english FAQ
Thanks to Xandrius/Ragnar for sorting out who "Quientin" was.
Thanks to DABhand for lots of nice tips
Thanks to txiabxyooj & Llama for filling me in on Sect Camp armor & titles.
Thanks to jon for your input
Thanks to Darian Jenkins for your tips
Thanks to Moralin for your tips & input
Special thanks to Gorath for helping me strighting out of my questions.
Thanks to Ruslan Ismailov for tips & input
Thanks to Geir Gunderssen for tips & input
Thanks to Darian for the Gor Na Drak schedule
Thanks to Marco Rolandi for tips & input
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_..-" `Y` "-._
\ Once upon | /
3. History \\ a time..| //
********** \\\ | ///
\\\ _..---.|.---.._ ///
jgs \\`_..---.Y.---.._`//
'` `'
1.0 First release of this document
1.1 First Update
- You dont need to use skillpoints to impress Fingers (Chapter 1)
- Bloodfly information in "Jumping" (Controls)
- Info about Radeon 8500 on Win9x (Bugs)
- Info about entering "_" in Gothic (Console & Cheats)
- Added mirror site http://gothic.rpgdot.com (Links)
- Added info about 2handed training at Lee's (Skills)
- Added tip about crashes when fighting multiple enemies (Bugs)
- Cheat typo, its Garrett, not Garret
- The collect food quest needed 5 apples (sorry :( )
1.2 Second Update
- Added Neo Seeker as a mirror site
- Added DLH as a mirror site
- Updated "Horatio" (You cannot gain +5 if you reached 100)
- Sharing the bottles for Lefty is worh +100 xp
- More info about being a guard & fire mage "the same time"
- Added info about sleeping (Controls)
- Updated information about Acrobatics (Controls)
- Added info about Fisk's +3 dexterity potion
- Added info about 2 +3 strength potions in the inner old camp
- Added info about Baal Lukor
- Added extra tips about the Orchish Figurine (Chapter 5)
- Added info about hidden area close to the Old Mine (before old mine)
- Added tactic for the spell "sleep"
- Added tactics for taking out Kharim
- Lefty & Shrike cannot be killed with arrows the first time you attack
- Added the Jacko & Quientin connection
- Alternatives to Orc Hammer description
- Exploring Orc Lands as a Orc Dog
- Added tip about killing your own summoned monsters
- Added help how to remove spikes close to Varrag-Unhilt
- Added missing weaponry in the lists
- Added info about finding a Horn in Orc Camp
- Added a new bug that can be used as a money-cheat
- Added Darian's "scheme" for Gor Na Draks journey (sect camp - Mine)
- Added info about how to avoid Lefty
- Added info about the bug involving Lester
- Added tip of what to do after the Stonehenge quest
- Added Armor tip for the Orc Cemetary mission
- Added tips of entering the New Camp bar
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/ '| ()_________)
4. Introduction \ / \ ~~~~~~~~ \
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==) \__________\
(__) ()__________)
What makes Gothic so great?
I think Gothic is a game that hopefully will change the ways we look upon
a RPG on computers, only once before I have felt a so complete freedom in
a computer roleplaying game and that is the game "Fallout 2" by
Black Isle, rumoured by many to be the best RPG in existence.
In Gothic you can walk anywhere you want, no locked door will stop you,
no guards that tells you that you cannot go inside, no walls that keeps
you out... The Colony is a huge area, and takes a lot of time to explore.
Since there are no 'walls' that tries to 'lead your way' or
'lock you into chapter 1' you will feel free like a bird, going wherever
you wish, doing whatever you want to.
The game is full of interactivity. Nearly everything can be used, just
like in reality. You can sit down, pump the Ore Oven, fry your raw meat
into fried meat etc.
The NPCs walk around, sit around the campfire, talk to eachother, and
they seem to have a life on their own. The sun goes up and down...
Its a Gothic world. After just an hour of play you will be sucked in,
and you want get out until you breached the barrier...
This is a "FAQ" for thoose that wants to play Gothic and get as much as
possible from the game.
It contains numerous things that might spoil your experience with the
game, so whatever you do with this material its up to you.
Since I am from Sweden, my english grammar might not be so correct at all
times, but I think you can bare with this.
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Ok, not a fun chapter, but it can be good to know how to avoid the
bugs in Gothic.
Sound Cards
-----------
There are loads of problems with Live Soundcards for
Windows XP. Go to http://www.creative.com to update your sounddrivers.
Graphic Cards
-------------
There are lots of graphic problems with older NVidia drivers for
GeForce cards. Update to at least Detonator 23.11 from NVidias website.
To fix problems with Voodoo 5500, activate 2xFSAA
To fix problems with Radeon 8500 (Win98/SE/ME),
try to force dual monitor operation.
Known bugs
----------
Major rule:
Do not enter 'locked areas until you get a quest telling you to go there.
There is a known bug with the Winch that opens up the way to the
MineCrawlers nest. To avoid this bug, make sure to save your game after
grabbing the two-three templars to the gate-guard BEFORE speaking to him.
Then speak to him, and try the winch, if its stuck, reload.
If you still cant get the gate to open you have to cheat =(
Press the key you have set to look at your Status Screen
(with all your attributes/abilities), default "S".
type:
marvin
Then press "S" again (or the key you set).
"MARVIN-MODE" should pop up to the top left of the screen.
Now stand in front of the gate and press "K" once. Your character
will take one huge step forward, passing through the gate. Repeat this
when you go out again. *WARNING* Even if this might be neccessary,
take care, you wont get help from the Templars if you do this, but
you have to, so you must live with it.
The other bug is that when Skeleton Mage's summon more Skeletons
there is a slight chance that you will be cought by a "Violation"
bug that crashes the entire game and give you a major error-window.
There is one particulary buggy Rogue Guard that is as irretating
as Mud if you accidently get to close to him. He will stop you
quickly and tell you that you dont reach Lares once you joined
the old camp. The only way to "escape" is to try to move yourself
out of the area, one small bit per time. You can also draw your
weapon to avoid this bug (will give you time to move yourself out
of his sight). To avoid this bug forever, you can either kill him
permanently, or jump up on the first hut in the lower section
(behind Baal Kagan).
Another bug is that Baal Pervez sometimes stops to be available
as a guide to the sect camp. To avoid this, dont talk to him until
you really need him, and save first.
Not a bug, but a way to destroy your chances of finishing the game...
If you accidently ending up killing a few of the named Templars
down the mine, you have spoiled the chance of finishing the game
without cheating.
There is a known bug with Gorn starting to attack you in the
attack on the Free Mine. After killing of half the mine, tell him
to guard the doorway, and you will get him out of the way.
There is a bug with Horatio, the blacksmith peasent, that can make
you LOOSE strength instead of earning it. Read more about him in
the info about new camp.
There is a bug with thoose that use Soundblaster Audigy that might
cause a crash to the desktop. To avoid this, set your preferences
from surround to 4 speakers.
There is a bug in the game, that might cause Lester to 'stuck' if you
take him as guide, and then leave him before letting him return.
In this state he refuses to speak to you, wich is bad since you are
unable to solve the game.
Another bug, is that you can hold down your right/left key while
jumping down from a height that would kill your character, and go
away without harm. This is a great way to speed up the time it
takes to go somewhere, so its not really a "bad bug".
When you forge more than one weapon at a time (from raw steel) at
blacksmith try to press 'USE' as fast as you can. This presses the
capabilities of Gothic and somehow the game "forgots" to take your
metal for it... In this way you can quickly spawn LOADS of swords,
and sell them off... For no cost...
- Thanks to Konstantin Kuznetsov for the bug AND the neat trick...
When using potions in combat, and get hit while using it, you might
get stuck with the potion in your hand instead of in your stomach,
an animation bug.
Sometimes bloodflies ends up beneath water (surface) and cannot
get up, since the surface is considered to be a roof.
An infinite Experience bug - Do the orc castle crystal mission
before you are supposed to do it, and when Saturas send you on
the quest, give him the crystal again and again and again.
There are many meatbugs in the game. *HAA HAA HAA*
Hopefully theese bugs will be fixed with a upcoming patch.
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6. Controls
***********
General Controls
----------------
Up/Down/Left/Right
Go figure
Left Control (Use) + Up Arrow
This is the combination that will do most of the things in gothic.
Its used to pick up stuff, to interact with things in the world, to fight
wich is about everything you need. It also helps you to climb ladders, and
open chests/doors.
A (Sneak) = Sneak
This can only be used when you have learned to sneak (its a skill)
This can be used to surprise opponents or sneak into huts.
S (Status Screen) = Status Screen
Here you can see your current level, your amount of experience, the
amount required to reach the next level, and other statistics.
Mouse controls
--------------
In the game, Left Mouse Button substitutes the Use button.
The Right Mouse Button substitutes "ESC".
Inventory
---------
If you press the TAB key during the game, a column will pop up to the
right showing your inventory.
Move right - left to browse through your inventory. There is one column
for Weapons, Armor, Artifacts, Magic (scrolls & runes), Food & Drinks,
Potions & Miscellaneous.
To equip or use something in the inventory, activate the inventory (duh),
then use the mousewheel or the arrow keys to select your inventory item.
Then use the item (Left Control (Use) + Up Arrow).
Potions/food will be eaten, rings/necklaces will be worn, weapons will be
readied and spells will be placed in one of your free quickslots.
To drop an item, press the Left Control (Use) + down.
Oh, yeah, here you can place things in quickslots.
Melee weapons are by default placed as 1, while Ranged weapons are placed
as 2. Spells can be put in 4-0.
When you are not into the inventory, you can use theese quickslots
(press 1-0 on the keyboard) to ready whatever you had in the slot.
So what is 3?
That is your last used spell.
In the inventory lists, Armor and Weapons are autosorted. Best on top.
Bows/Crossbows are sorted separatly.
Limitations
-----------
You need to reach a certain amount of strength to use some melee weapons,
once reached however, you can use both 1h and 2h weapons, even if you dont
know how to use them correctly. Untrained you CAN hurt enemies, but wont
do it with style, so the hits will be fewer, your clumsiness will probably
hurt you and you cannot do as many critical hits and combinations.
You need to reach a certain amount of Dexterity to use some long range
weapons. Once reached however, you can use both Bows and crossbows,
even if you dont know how to use them correctly. Untrained you can
hurt enemies, but will fire arrows slow and inneffective.
You will shoot fewer arrows in longer time, you will miss more often,
and you wont do as many critical hits.
You need to reach a certain Circle of Magic to use some of the runes.
Without Circles you may still use scrolls, but they are wasted after one
use. Teleport runes can be used by everyone, but they still need mana.
The game dont tell you, but you have a hurting neck, and all rings are
thumbrings. This means that you may only use two rings and one necklace
in the same time. Choose wisely. Read in the Classes selection to reicive
tips on Artefacts.
Trading
-------
While trading you will see another two columns in the middle of the screen.
Now, when moving things right/left they will be placed into the middle
columns. You will see a number on top of the columns that will tell you
the total value. Offer as much as you wich, and get as much as you wish.
If your value is total or greater than the sellers total, then you can
do the transaction with using enter and selecting "Accept".
If you want to move multiple items, try this:
use + left/right turn = 1 item per click
use + left/right strafe = 10 items per click
use + left/right turn + shift = 100 items per click
Lockpicking
-----------
To lockpick a chest, stand in front of it, then save.
Now press the use button, the character will kneel in front of
the chest. Now use your left-right arrow to try out the combination.
When you do right, you will hear a 'click'
When you do wrong, you will reicive a message about failing,
and probably your picklock will break.
Keep trying. Some locks have 4 digit codes, a few have 3 or 6.
Once you know the code (or are out of lockpicks) load your game.
When you know the code and loaded the game, unlock the chest.
Sleeping
--------
To sleep, you just have to go to a bed, have it right in front of you
and "use" it.
You can sleep everywhere in any hut, in any camp, if you are quick enough.
If you run to the bed and click quickly enough, noone will mug you in your
sleep. (thanks for Moralin for pointing that out).
Swimming
--------
A few swimming lessons...
Get into the water. =)
The first thing about water is that when hostile enemies are near, you
wont move as quick as you normally would as long as your legs are under
water... Dont let them take you in this position...
To dive you must be 'floating'.
To dive, or to swim beneath the water, press the right mouse button.
As long as you press the mouse button you will swim forward, and you
control your direction with the mouse. To get up to the surface, swim
upwards until your head pops up above the surface, then release the right
mouse button.
To be able to just swim quickly on the surface, do not touch the right
mouse button! Just press forward on the keyboard and choose your direction
with moving the mouse.
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7. General Guidelines and Tips __ : .---. : __
****************************** : \ / :
-" `. | | .' "-
/ |`-'| \
' ]"-_[ `
]"-_[ Ojo 98
"*"
* Whenever you save or load a game, the game will start in the first save
position, so you must scroll up/down to reach the next/previous saveslot.
This is encumbering, so the tip is to call the first Saveslot
"Quicksave". Then use the Quicksave to quickly save/load your
current game, and then the other slots to save in more important places.
* By solving quests you can earn lots of experience, thus gaining Levels
AND skillpoints while being "safe" from harm.
Sooner or later, you must kill stuff to earn more experience.
The beginning in gothic is probably the part that takes most time,
since you die all the time, fighting scavengers and other 'newbie
monsters'. The quickest way to learn how to quickly kill monsters
is to play Ranger, but it does have its disadvantages later on
(check out the Classes below).
* Grab all the plants/fruits/whatever you can in the wilderness.
They can be eaten to heal yourself and there are enough to keep
you healthy all the time.
* To get a major load of money and, picklock all chests in the
entire camp. (or everyone you can). Save first, then test the
combination, once solving the combination, reload and use the
right combination. That way you dont need too much lockpick
skill, but get your reward "for free".
* To continue to have *LOTS OF MONEY*, buy the hunting skills
from the pair of rangers you met on the way to the Old Camp.
The money spent will be returned by the double, triple...
No wait, you will get more money than you need in the
entire game...
* There are no shortage of supplies within Gothic. Dont hesitate
to use what you find. The exeption is the permanently stat
increasing potions that you might hold onto until you have
trained up to 100 in your attribute. (100 is the trained max)
* Even if you cannot train to reach more than 100 in your attribute
you can still use potions to raise your stats above 100.
If you hold on to your potions until you have reached 100 you can
get higher attributes than you normally would.
Some have reported that you can reach over 230 strength in the
end by doing this.
* There are many usefull scrolls in the game with spells that
cannot be bought as Runes. Most of theese are transform scrolls.
Theese will help you explore otherwise unaccessible areas,
breath under water etc.
* Once good enough you can beat up whoever you wish and take
their stuff. Dont kill them thou, unless you really want to,
and can do it in a 'hidden place'.
* Got lab flasks? Go to the alchemy lab in the sect camp and use
the apartus there, you will get potions for free.
- Tip by DABhand
* To quickly solve a quest later on in the game, start collecting
theese items from the beginning:
5 Apples, 2 Rice Schnapps, 5 beer, 3 bread, 2 Cheese & 2 Grapes.
Be particulary sure to not eat the Grapes since they are extremely
rare. Theese can be used with a mercenary that guards the free
mine. You are not given much for it, but at least its worth 300
experience.
Grapes can be bought from Wolf (new camp), Rice Schnapps can be
bought from the bartender (one for free at Jeremiah) (both new camp).
Cheese, Beer, Apples & Bread is easiest found by picklocking chests
in the old camp.
* When you have joined a camp you can buy heavier armor. Remember
to save a few thousand Ore to when you join a camp so you can
buy it as soon as you can.
* Never ever try to enter a locked area without having a quest to
go there. Chances are larger than you think, that you break plots
that are critical to solve the game.
* Even if you are a Mage or Warrior, you need to carry a bow and
a few arrows. There is quests that requires you to have them.
* Some NPC's are invulnerable. They will continue to be
invulnerable until you enter a certain chapter in wich you are free
to kill them. They must make their "Plot-critical scene" before they
can be taken out.
* If you dont want to waste points on 1h weapons to use 2h weapons,
you can learn 2h weapons without masterizing 1h first, as long as
you train with Lee (New Camp).
* Some doors/chests cannot be opened with lockpicking, you need the key.
Except for thoose few, virtually every door/chest can be picked, opened
or circumvented.
* A bug, is that you can hold down your right/left key while
jumping down from a height that would kill your character, and go
away without harm. This is a great way to speed up the time it
takes to go somewhere, so its not really a "bad bug".
* If you are caught within a 3d bug, and get stuck with your character,
try the combination ctrl+alt+F8 to escape out of narrow cracks
in the rock I found that if you stand at about 90 degrees to many
non-vertical, but steep rock walls and use the key combo your player
will climb way up onto the mountains.
- Thanks to Darian about that information
* Activate more Gore in Gothic
I believe this is rather useful, since you can follow the
blood flowing from hurted enemies... Open up the text
GOTHIC.INI (in the "System" folder) there and find the line:
bloodDetail=2
Change this line to:
bloodDetail=3
Then Gothic will be even more fun to play.
* Activate the Console
The Console can be reached with "F2" after activating the
Marvin Mode.
(see the Cheats & Console section)
* Making the game 'adult'
Ok, not for kids, but fun =o)
The American version of Gothic was censored, but you can
easily make the game 'Mature' again. Find the file
textures_bikini.VDF
beneath the "Data" folder. Remove the "VDF" part
(You can rename it to textures_bikini.VDF- if you wish,
or why not textures_bikini.BAK). Or you can just delete
the file if you dont want to keep it.
Now the game will contain nudity... =o)
*GREAT GREAT GREAT TIP*
A Bow helps you to take out one stronger monsters from safe
distance, thus earning more xp than usual for monsters you shouldnt
be able to kill so early in the game.
To get a free bow and a +5 dexterity ring early in the game
do the following:
Enter the Mine, walk down to the melt-oven
(with the working Orc Slave).
Here you have two caves leading to minecrawlers. Lure the crawlers
in the left cave into the workers area, and they will be quickly killed
by the guards & templars. You wont get your experience for them by
doing this, but its worth it.
Walk into that cave, search, and you will find what you need.
The bone bow lies next to a skeleton in the bottom. To reach
the ring, climb the ladders.
With this "bone bow" early in the game you can advance in
levels very quickly. The bow requires 18 in dexterity, wich you should
have by now if you followed my earlier tips.
* WARNING *
Be VERY sure that none of the templars OR named NPC's die in
this fight. It will make it impossible to finish the game!
* END OF WARNING *
* If you would like a set of Diggers Dress for free, hold
yourself until you reach the free mine. There tell "Swiney"
that you want to become a scraper.
* You can summon monsters and kill them, they wont fight back, and
you get the xp!
* Not really a Guideline or a tip, just fun information.
In the German version there was a song-number with a
song created by the group "In Extremo".
Its unconfirmed, but the gig was probably cut out
because the international license was too expensive.
Nowadays In Extremo is pretty big in Germany,
their new CDs go straight into the top 10.
The song was in some old language, so no translation was
necessary. It must have taken weeks to animate the band
in such a spectacular and still realistic way.
One of the highlights of the german version.
If you would like to listen to the original song, it might
still be available here:
http://www.mercuryrecords.de/_ram/546602_2_3_isdn.ram
Its named "Herr Mannelig"
In Extremo's website: http://www.inextremo.de
- Thanks to Gorath for the Info.
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/\' .\ _____
8. Gothic Rules /: \___\ / . /\
*************** \' / . / /____/..\ valkyrie
\/___/ \' '\ /
\'__'\/
Gaining Levels
--------------
To gain levels you need to collect experience points by solving quests or
defeating monsters. After collecting enough experience points you
will gain a Level.
Each time you level up, you gain 10 skillpoints, and some extra life.
Your hard earned skillpoints can be used to rise your attributes and
buy skills. Theese are used to get further into the game. Its up to you
what you would like to play, have a look at the chapter "Classes" if youd
like to know more about ways to play Gothic.
Attributes
**********
Strength
--------
Cost:
1 Skillpoint for 1 Strength
Maximum:
You may teach up to 100 Strength,
but increase it with potions and artifacts.
Learned at:
Diego (Old Camp)
Thorus - After becoming Guard (Old Camp)
Lares (New Camp)
Lee - After becoming a mercenary (New Camp)
Gor Na Toth (Sect Camp)
Cor Angar - After becoming a Templar (Sect Camp)
Benefit:
Strength is the primary attribute for a Warrior.
It improves the damage done by close range Melee weapons and
lets you use heavier weapons.
Strength have direct influence on damage.
If you add +1 strength, it will be just like your weapon did
1 extra damage.
Dexterity
---------
Cost:
1 Skillpoint for 1 Dexterity
Maximum:
You may teach up to 100 Dexterity,
but increase it with potions and artifacts.
Learned at:
Diego (Old Camp)
Throus - After becoming Guard (Old Camp)
Lares (New Camp)
Lee - After becoming a mercenary (New Camp)
Gor Na Toth (Sect Camp)
Cor Angar - After becoming a Templar (Sect Camp)
Benefit:
Dexterity is the primary attribute for a Ranger. It improves
the damage done by long range weapons and lets you use better
bows/crossbows. Also it makes you fire more arrows in a shorter time.
Mana
----
Cost:
1 Skillpoint for 1 Mana
Maximum:
You may teach up to 100 Mana, but increase it with potions and artifacts.
Learned at:
Torrez (Old Camp)
Chronos (New Camp)
Gor Na Toth (Sect Camp)
Baal Cadar (Sect Camp)
Benefit:
Mana is the primary attribute for a Mage. It increases the amount
of manapoints you can 'load up' before the combat begins.
The more mana you have, the less chance it is that you run out
of mana when the combat begins.
Life
----
Cost:
None
Maximum:
No maximum, you can also increase it with potions and artifacts.
Learned at:
Life improves for each level you gain, there are also potions
scattered around the colony that increase it permanently.
Benefit:
The more life you have, the more hits you can take before you die.
When gaining levels, you may dare to go against tougher enemies,
since you can take their blows and still survive.
Abilities
*********
Meleeweapons
------------
1h Melee
--------
Cost:
Level 1 = 10 Skillpoints / Level 2 = 20 Skillpoints
Maximum: Level 2
Learned at:
Scatty (Old Camp)
Corc (New Camp)
Gor Na Toth (Sect Camp)
Benefit:
The better you are in 1h Melee weapons, the faster you will
strike, the less chance is it that you accidently make lethal pauses
in your attacks. Also, you will do more critical hits.
2h Melee
--------
Cost:
Level 1 = 30 Skillpoints / Level 2 = 40 Skillpoints
Maximum: Level 2
Learned at:
Thorus - After becoming a guard (Old Camp)
Lee - After becoming a mercenary (New Camp
Cor Angar - After becoming a Templar (Sect Camp)
Benefit:
The better you are in 2h Melee weapons, the faster you will strike,
the less chance is it that you accidently make lethal pauses in your
attacks. Also, you will do more critical hits.
2h Weapons does more damage than 1h weapons,
also they reach longer wich is neccessary to hold opponents at range.
THIS ABILITY CAN BE LEARNED AT Lee IN New Camp WITHOUT MASTERIZING 1h!!!
Ranged Weapons
--------------
Bow
---
Cost:
Level 1 = 10 Skillpoints / Level 2 = 20 Skillpoints
Maximum: Level 2
Learned at:
Wolf (New Camp)
Benefit:
A bow lets you take out enemies from safe distance.
Better levels let you fire more arrows in shorter time, and also lets
you do more shots in less time.
The advantage with a bow is that you can fire arrows very quickly,
wich makes it a better choice if you want to take out
multiple targets on range.
Crossbow
--------
Cost:
Level 1 = 10 Skillpoints / Level 2 = 20 Skillpoints
Maximum: Level 2
Learned at:
Scorpio (As guard, or after the Old Camp have closed down)
Benefit:
A crossbow lets you take out enemies from safe distance.
Better levels let you fire more arrows in shorter time,
and also lets you do more shots in less time.
The advantage with a crossbow is that you can do more
damage than with bows, the disadvantage is that its slower.
Crossbow is a better choice if you want to take out one
stronger target on range. or when you are standing on a
position where multiple targets cannot reach you.
Thief Skills
--------------
Lockpicking
-----------
Cost:
Level 1 = 10 Skillpoints / Level 2 = 20 Skillpoints
Maximum: Level 2
Learned at:
Finger (Old Camp)
Wedge (New Camp)
Benefit:
The better you are in Lockpicking the fewer lockpicks
you will break when unlocking chests.
Lockpicking is fairly useless. If you want to lockpick,
save before trying to unlocking a chest, when you know the right code,
load your saved game.
To lockpick a chest, stand in front of it, then save.
Now press the use button, the character will kneel in front of
the chest. Now use your left-right arrow to try out the combination.
When you do right, you will hear a 'click'
When you do wrong, you will reicive a message about failing,
and probably your picklock will break.
Keep trying. Some locks have 4 digit codes, a few have 3 or 6.
Once you know the code (or are out of lockpicks) load your game.
When you know the code and loaded the game, unlock the chest.
Some doors/chests cannot be opened with lockpicking, you need the key.
Except for thoose few, virtually every door/chest can be picked, opened
or circumvented.
Pickpocketing
-------------
Cost:
Level 1 = 10 Skillpoints / Level 2 = 20 Skillpoints
Maximum: Level 2
Learned at:
Finger (Old Camp)
Wedge (New Camp)
Benefit:
The better you are in pickpocketing, the lesser is the
chance that you fail. Pickpocketing is useless since you can
beat up people and rob them from all their stuff
without anyone caring about it.
Misc Skills
-----------
Acrobatics
----------
Cost:
10 Skillpoints
Maximum: This skill doesnt need extra levels.
Learned at:
Buster (New Camp)
Benefit:
The better you are in Acrobatics, the longer you can jump,
and you will take less damage from falling from heights.
I think Acrobatics is fun but rather useless since it
doesnt award you with anything special,
and in my opionion - jumping twice without acrobatics
is quicker than one jump with acrobatics.
Moralin writes:
The acrobatics jumps I've found to be actually a considerably
faster way to travel than non-acrobatic jumps. Yes, I know that
most of the time taking an acrobatic jump while _running_
is disappointing. Try taking a jump while standing still instead.
Better yet, just stick a finger in the jump key, and then one in
the forward key, and keep both pressed as needed. Uphill it's as
fast as normal running, down an easy slope it's at least twice the
speed of running. Just be careful not to do this on steep slopes,
like the one stairs to the sect's temple, because you can end up
falling a long way.
(Thanks to Moralin for this info! Now Acrobatics sounds better!)
Sneaking
--------
Cost:
10 Skillpoints
Maximum: This skill doesnt need extra levels.
Learned at:
Wedge (New Camp)
Cavalorn (On the road between Old & New Camp)
Benefit:
Sneaking lets you sneak past people, do things
while avoiding getting caught. It helps you to sneak past tougher enemies.
Overall, Sneaking is rather useless unless you
want to impress fingers.
Hunting Skills
--------------
Cost:
1 Skillpoint each (5 in total)
Some of them costs Ore.
Maximum: Theese skills doesnt need extra levels.
Learned at:
Skin Reptiles - Drax
(First Ranger you meet when first going to the old camp)
- Aidan
(Ranger on the way to new camp)
Take Furs - Drax & Aidan
Take Teeth - Drax & Aidan
Take Claws - Drax & Aidan
Take Mandibles - Templar, top level in the mine
* Take Mandibles - Gor Na Drak (free cost)
(Wanders from Old Camp Mine to Sect Camp)
+ First Sect Member you meet in the Mine
* Take Horns/Tounges/Troll Hides/Swampshark Teeth
- Tarrok (Free Mine) - Later on in the game
* Take Bloodfly Stingers
- Chronos (Buy the book about Bloodflies)
* Take Crawler Shells
- Wolf - Later on in the game (New Camp)
(* = No cost)
Benefit:
While Lockpicking is the fastest way to get
loads of money, Hunting Skills is in longer
run the best alternative to be money independent.
One round in the forest, and you can easily
gather enough Ore to get you everything you
need in the stores. I reccomend to get theese
skills as quickly as possible, specially before
you start to kill stuff.
Magic Circles
*************
Magic
-----
Cost:
Level 1 = 10
Level 2 = 15
Level 3 = 20
Level 4 = 25
Level 5 = 30 (Not for sect members)
Level 6 = 40 (Not for sect members)
(Runes needs to be bought, and costs ore)
Maximum: Level 4 for Sect Members,
Level 6 for Fire/Water mage
Learned at:
When you have the option to update from shadow to guard,
you may also choose "Fire Mage". Then you can be tought by Corristo,
the Fire Mage.
When you have the option to update from Fire Mage or
Mercenary to Water Mage, you can be tought by Saturas.
If you decide to join the Sect Camp you can learn up to
Circle 4 from Baal Cadar.
Benefit:
To play the game as a mage gives Gothic a new perspective
if you only played as a Warrior before. Magick is more
powerful than weapons, but require that you
teach yourself a few combinations and what spell is best
against what monster. While one monster is very sensitive
against fire, another might be invulnerable to your flames.
Notes:
* Dont choose the Sect if you like to become a mage.
* The quickest way to become a mage is to join the
firemages in the old camp, if you do, you can switch
to watermages later on.
* You will be rather weak in the beginning,
but once reaching the 4th circle you can
do alot of damage.
----------------------------------------------------------------------------
****************************************************************************
9. Classes
**********
In Gothic you must make up your mind about one thing, what would YOU
like to play. You can play as a Warrior, Mage or Ranger. Once you made up
your mind, you can check out the following hints of where to spend your
hard earned experience.
Feel free to play 'mixtures' of different skills, but if you
would like to be sure to be a 'specialized master' check theese out.
Warrior
------- ___
.----. __) `\
| == | < __=- |
___| :: |___ \\ `)/
\ `----' /\ (\) (
\ `. /( \/ /\\ 7jan0 cjr
| : | \ / \\
\ _._ / `" <_>
xxx(o)xx
Playing warrior in Gothic is the "safest" way for glory.
You will master the skills of using close range weapons, dealing
deadly blows with your equipped axe, sword or club. The first
thing to spend your points in is in strength. Always strength,
however, you also need to learn to master your skill in
1h & 2h melee weapons. They costs ALOT of points, but are worth it,
and you WILL get enough points to reach maximum in everything you
need, so dont fear learning everything you can about melee.
Dexterity is fairly needed. You can use it in 2nd hand just to be
able to take out tough monsters from distance with bows/crossbows,
but you dont need dexterity to fight at close range.
Read the GREAT tip in the hints section about how to grab a decent
bow quickly in the game.
Grab the best strength bonus rings/necklace you can find.
*IMPORTANT*
You need a bow with you to solve one of the plot-critical quests.
Also you will need to use a few scrolls, even if you are a warrior.
There are many useful Transformation scrolls in the game.
Thoose might help you explore otherwise unaccessible areas,
breath under water etc.
Mage
----
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I /==\
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Playing as a Mage is a path that is more difficult at the
beginning, but more awarding later on. While the warriors
constant hit-hit-hit tends to be boring you can learn lots
of fun spells as a mage, learning how to combine spells for
a even greater power. You need to learn monsters different
'weaknessess' by trying different types of spells against
different monsters.
Unfortunate, you have one problem. You cannot get magic
right away, so you still have to be able to kill monsters with
at least using a bow (see info about the mine below)...
But save as much skillpoints as you can. Once you can become a
mage its good to have lots of skillpoints saved
(preferably about 70 to be exact, and that just includes the
mage-levels, not the mana you need to use the spells...).
There are two weapons that will help you out when playing as
a mage that dont need you to spend to much points on
Strength/Dexterity. Read the tip in the hints section
about grabbing a decent bow quickly in the game,
but if you'd like to get a "shortcut" to a superb
melee weapon (only one you need as a Mage) check out the
Art of Magic section.
Grab the best protection bonus rings/necklace you can find.
And one more thing - DO NOT JOIN THE SECT CAMP
I would reccomend joining the Old Camp, since its the quickest
way to become a mage and lets you go all the way up to a
master sorceror.
*IMPORTANT*
You need a bow with you to solve one of the plot-critical quests.
There are many useful transformation scrolls in the game with
spells that cannot be bought as Runes. This help you explore
otherwise unaccessible areas, breath under water etc.
Ranger
------ (
\
)
##--------> b'ger
)
/
(
*DISCLAIMER*
Unfortunate, the authors havnt supported people
that would like to play this game as a ranger. There is two
specific monsters that *might* be a problem as a ranger,
since they require to be taken out in ways where a bow isnt enough.
There are just two in the entire game (dont counting the 'stone'guys).
I wont give away wich monsters I mean, becouse it would spoil things,
but once you defeated thoose two you can convert into a Warrior,
decent enough to finish the game. (this is just a really small portion
of the game really, so dont hesitate to play a ranger if you wish
to do it).
If you choose this path, once you maximized your dexterity,
bow and crossbow, start to save to 70 skillpoints. You need to
spend theese in the end of Chapter 5. You will then know why and
what to spend them on.
*END OF DISCLAIMER*
A ranger can take out monsters at long range pretty quickly, from a
safe distance. He will use his bow to take out multiple targets, and a
crossbow to quicker take out single targets. The first thing ou need to
do is to grab the damn bow im talking about all the time (read the hints section
),
then you can start to rock. Spend all the skillpoints you earn
into Dexterity. Also grab the best dexterity bonus rings/necklace
you can find.
Remember, that the Crossbow is slower, but do more damage.
You need both bow and crossbow, but dont worry, in just 16 levels
you can be a supreme master of both... And can spend the rest levels
(about the double) on anything you like.
If you play as a Ranger you cannot beat up others to steal their stuff.
Arrows kills... If you want to rob people of their stuff, you therefore
needs to learn yourself pickpocketing.
I would reccomend the 'rest of the skillpoints' to be put on strength.
See the small disclaimer above.
Also you will need to use a few scrolls, even if you are a Ranger.
There are many useful transformation scrolls in the game.
Thoose might help you explore otherwise unaccessible areas,
breath under water etc.
----------------------------------------------------------------------------
****************************************************************************
,__.___.
(,__=___ \
| | \| ____
| | ' / ,-\
10. Learning the Art of Combat | | | |______________
****************************** | | ) (_______________]
| | J L
`-' `--'
Lesson One:
The Left-Right-Left Technique
If you quickly press left than right you will miss the right swing.
If you wait until your sword is on the characters right side,
then press right, you will make a fluid right-swing, thus making two
attacks pretty quickly.
You can continue to practice left - right - left - right for awhile.
Lesson Two:
Advancing Forward
Now try to do an advance forward. Instead of pressing left after a
left-right swing, press forward. The character will take one step
forward with a upper swing, resting his weapon on his shoulder.
When you see the weapon resting on his shoulder, press forward again
and he will take another step forward and his sword goes back down
to his left.
When his sword is to the left, press right again, and you will note
that the character swings his sword to the left again in a fluid motion,
just like lesson one. Press right and you will return to the basic
position again (your weapon to the right).
Continue following the Lesson One technique by pressing left again...
left, right, left, right, forward, forward, right, left, right, left...
Feel the blade going a fluid motion while you advance forward.
Practice to always keep the sword in motion so it doesnt stop,
even if you advance.
Without breaks you are not allowing your foe to get near you.
With advancing forward you make sure to push the enemy backwards
and this gives you control over him, and he doesnt have control over you.
You may also use this technique to push larger beasts into a wall,
and when they cannot flee anymore you can start to whipe them
left - right -left - right
(since they cannot escaoe backwards they are trapped)
until they are dead. I killed the Troll at level 5-8 by using
this technique. Only critical hits hurted the Troll,
but the important thing was that the Troll couldnt hurt me.
I also tried the same technique against Swampsharks and it
proved to work very well. I defeated all the swampsharks on shapter 2 by
pushing them up against walls.
Lesson Three:
Movement
While the first two lessons is enough to take out most
enemies in the game, you have one problem, multiple enemies.
A novice will take a few hits, but a master can learn the
skill of evasion. To evade is a technique that can cannot be
teached, but have to be practiced until it comes as a reflex.
You must learn how to be able to make a minor break in your attacks,
while strafing to the right, or the left.
After strafing you must learn how to be able to continue
your fluid motion as teached in lesson one and two.
When fighting multiple enemies, try to take one step
backward after your left/right strafe, and then make a forward
attack. If it hits, good, if it doesnt, dont worry.
Retreat backwards, strafe around, and as soon as you feel a
wall coming up behind you JUMP forward...
With acrobatics this is even easier.
Jump forward, trying to jump between the enemies,
ending up behind them. Run or jump once more forward before
spinning around.
Then continue, strafe left - retreat - forward attack
- retreat - strafe right - retreat - forward attack - retreat...
Lesson Four:
The Spinattack & The Double Swing
Now, there is one more thing to learn. This can be done
in the same fluid movements as above, it only uses a different
combination.
Think of this, you wave the sword
right - left - right - left - forward - forward - left - right
- left - forward - forward. Just like lesson one and two.
You can go on that way forever, forwarding against the enemy.
Its enough to take out most enemies in the game.
But try this one out, when you have pressed forwards twice,
press forward again! Your character will spin around in a
spinning attack! Do it ONCE more for a final left-right doubleswing.
Thus - Forward - Forward - Forward - Forward...
In the end of this sequence your sword will be to the right again,
so you can just continue in the same fluid motion by pressing
left - right - left right again... Always keep waving, never stop...
Get it?
This last technique might only be available to "master" skilled people.
If this is true you are stuck with the first lessons, for now.
----------------------------------------------------------------------------
****************************************************************************
,/ *
_,'/_ |
`(")' ,'/
_ _,-H-./ /
11. Art of Sorcery \_\_\. /
****************** )" | (
__/ H \__
\ /|\ /
`--'|||`--'
==^==
hh
The art of Sorcery require you to learn how to combine your magic powers,
and also important - how to run like hell.
*IMPORTANT*
You need a bow with you to solve one of the plot-critical quests.
The Scrolls
***********
There are many useful transformation scrolls in the game that are not
available as runes. Theese might help you explore otherwise unaccessible
areas, breath under water etc.
Scroll Mana
---------------------------------- ----
Army of Darkness 25
Rage 10
Shrink Monster 5
Summon Demon 20
Summon Golem 15
Summon Skeletons 10
Teleport to the Magicians of Fire 5
Teleport to the Magicians of Water 5
Teleport to the Necromancer 5
Orc Teleport Spell 5
Teleport to the Swamp Camp 5
Transform Into Blood Fly 10
Transform Into Minecrawler 20
Transform Into Lurker 15
Transform Into Meat Bug 5
Transform Into Molerat 5
Transform Into Orc Dog 20
Transform Into Scavenger 5
Transform Into Shadow Beast 25
Transform Into Snapper 25
Transform Into Lizard 15
Transform Into Wolf 10
The spells
**********
School Name Circle Mana Damage Value
----------- ---------------------- ------ ---- ------ -----
Common Light 1 1 - 300
Common Healing 2 Inv. 10+ 500
Fire Fire Bolt 1 1 30 300
Fire Fireball 3 5 30 700
Fire Storm of Fire 4 10 50 1100
Fire Rain of Fire 5 15 100 1300
Water Ice Bolt 1 1 20
Water Ball Lightning 3 5 20
Water Ice Block 3 3 50 700
Water Chain Lightning 4 Inv. 25 700
Water Wave of Ice 5 8 50 1100
Water Breath of Death 6 5 100 1500
Sleeper Sleep 2 3 - 200
Sleeper The Fist of Wind 2 3 10 500
Sleeper Charm 3 5 - 200
Sleeper Pyrokinesis 3 Inv. 20 500
Sleeper Telekinesis 3 1 -
Sleeper Storm Fist 4 8 15
Sleeper Control 4 ? - 900
Necromancy Death to the Undead 4 5 9999 1100
Necromancy Uzariel's Wave of Death 6 10 200 10000
Inv. = Investment spell. You use it as long as you wish, and it will cost
mana while you use it.
? = Control doesnt list its Mana requirement (bug probably).
Teleports (Costs 5)
Teleport to the Magicians of Fire
Teleport to the Magicians of Water
Teleport to the Necromancer
Teleport to the Swamp Camp
In the beginning you wont have many spells, so you have to stick
to what you have. You may feel that this sucks a bit, and I agree.
Spells until Level 4 is not as powerful that you would espect,
but as usual in RPG s you will become very powerful as a Mage later on in
the game (In Gothic - The Fourth Circle).
You will note that you dont need to stick to Firemagic when you are a
Fire Magician, and you dont need to stick to Watermagic when you practice
Water Sorcery. Grab all spells you find, and be sure to check out the
Sect Magic too, they have at least two really good and useful spells.
You can obtain most spells in shops around the colony,
but you also find a few hidden away in chests/killed
enemies during the game.
----------------------------------------------------------------------------
****************************************************************************
----------------------------------------------------------------------------
****************************************************************************
1. Old Camp
Go to Old Camp
Speak to everyone, tell Diego you'd like to join and do
everything you can except the following:
- Dont do Thorus Mission without reading "2"
- Dont follow the Baal at the campfire (read on)
- Do Diego's "Test of Faith" if you wish, but DONT give Diego the
list (read on). The best thing of going to the mine so early in the
game is to get the bow (see the tips above).
2. New Camp
Convince Thorus that you are skilled enough to do him a favor.
When you get Thorus mission:
- Dont kill Mordrag, instead warn him about his danger.
Then follow Mordrag to the new camp.
On the way you will meet Cavalorn (Fingers told you about him).
Learn sneak if you have skillpoints (10 points).
To be honest, a rather useless ability, but required to get Fingers vote.
In the new camp - do everything you can. Solve all the quests you can.
Tell them you'd like to join... Talk to everyone.
When you only have the "must betray old camp" left to do,
you can go back to the old camp.
3. Sect Camp
Now find the Baal at the Campfire. Follow the Baal to the Sect Camp.
There, tell them you'd like to join. Do everything you can there,
get all Baals votes. Also make sure to picklock Cor Khalam's left chest
and grab his reicipe (you can do this while his helper is asleep at night).
When you CAN (dont do it now) join the Sect, you are done here.
4. The choice
* NOTE *
I would reccomend to do a MAJOR save here, since it will let
you replay the game without doing the *REALLY BORING STUFF* again.
Specially if you have saved lots of skillpoints.
* END OF NOTE *
Ok, so we have the Old Camp with a load of guards that abuse their
rights as much as they can and force people to work for them (blackmail).
We have the New Camp with a load of anarch bullies and a unforgiving
rice lord that is forcing the people to become slaves for him.
We have the sect camp with a bunch of weed smoking religious whackos...
What would you like to join?
Your choice doesnt matter, unless you would like to play as a Mage (see above).
The advantages/disadvantages of each camp wont affect you much.
Join what you feel for.
You will find out sooner or later who the "good" ones are anyway.
----------------------------------------------------------------------------
****************************************************************************
This is the full walkthrough to Gothic. I have tried to add as many things
as possible, and hopefully havnt forgotten any part of it. I have played
the game through as an Old Camp guy, but dont fear to select any of
the other camps since the game is rather linear after you solved
the first part (wich is longer than the rest together).
I would reccomend saving as many skillpoints you can during your journey
through this part of the walkthrough. If you do, and then save before
selecting your camp you will have a very nice save to continue on when
you want to replay the game (testing other camps/classes) without
having to remake the boring part.
_____________________________________
* *
* Chapter 1 - Welcome to the Colony *
* *
***************************************
* NOTE *
I would reccomend saving as many skillpoints you can during your
journey through this part of the walkthrough. If you do, and then
save before selecting your camp you will have a very nice save
to continue on when you want to replay the game
(testing other camps/classes) without having to remake the boring
part. You should be able to do most of this with only spending
about 10-20 skillpoints, or not even that...
* END OF NOTE *
* Tip *
To quickly solve a quest later on in the game, start collecting
theese items from the beginning:
5 Apples, 2 Rice Schnapps, 5 beer, 3 bread, 2 Cheese & 2 Grapes.
Be particulary sure to not eat the Grapes since they are extremely
rare. Theese can be used with a mercenary that guards the free
mine. You are not given much for it, but at least you get 300
experience.
* End of Tip *
* General
All places have theese commoners. You can talk to whoever
you like, at least the first time you reach this place,
since they will give you more insight about the place they
live/work in.
- Diggers
The diggers live in peace inside the Old Camp, as long as
they pay Ore to the guards. You recognize them pretty
quickly in their brown peasent-like clothing. They are
often armed with nothing but a pickaxe, or a club. That
doesnt mean that you should mess with them yet.
- Shadows
The Shadows are the 'novice guards'. Diego is the leader
of the shadows. They have real armor in red fabric.
Most of them are armed with crude swords and bows.
- Guards
The guards is thoose who have taken one step longer than
the shadows and becomed real guards. They have a bit
stronger armor, real swords and crossbows. Their position
among the guards make them feel supperior, one thing you
will note when talking to them.
- Heavy Armor Guards
There are a few of theese, armored in a really heavy armor
with something that reminds of a monstrous face on its front
plate. They are the supreme guards that watches over everyone
inside the camp. Most of the Heavy Armor Guards are Gomez
closest bodyguards, and also have real names. They are often
armored with even better swords and crossbows.
- Gate Guards
The gate guards makes sure no one gets in that should be
inside the walls, or get out that shouldnt get out.
Something that you will note if attacking them is that
one in each gate cannot be hurt. Probably becouse they
play an important role later on in the game.
- Bridge Guards
The bridge guards is your first encounter with the Old Camp.
Why they are guarding that particular bridge is a question
that I have no answer to. There seems to be alot more reason
to guard the right and back area of the Old Camp since
the other camps are located in that direction.
It could be becouse of Quientin and his gang of thugs that
lives up in the mountains - Geir
- Orc Land Guards
Theese guards are your last warning before entering the
Orc Lands. Thank them, becouse if you walk into orcs right
now you will be torn to pieces faster than you can scream "ORC!".
You find them outside the camp, guarding various paths leading
to the right direction.
If you want to explore the Orc Lands, use a Transformation to
Orc Dog scroll =o)
- Thanks to Geir Gundersen for the tip
- Baal Parvez
*warning*
There is rumoured to be a bug around Parvez that makes him
'unuseable' as the guide he is supposed to be. If you want
to be sure, dont talk to him now, and when you talk to him
later, be sure to save first.
*End of Warning*
Around the Campfire you will get a close encounter with a
sect member. This fella will happily guide you to the sect camp.
Dont follow him right now, but be sure to keep the alternative
open since we will use for that purpose later on.
- Dexter
Dexter is one of the five traders in the Old Camp.
He will also ask you to do a favor for him, stealing
a reicipy in the Sect Camp. This is one of the quests you cannot
solve now, so remember it until later. (I will explain how to
solve this quest once you reached the Sect Camp).
After solving his quest he will vote for you.
* Old Camp, Outer Ring, Back gate (or the fallen tower)
You will note that one of the towers have caved in, and fallen
down here. You will also see the exit of the back gate.
Jackal is the guard on duty in this section.
- Jackal
Jackal is the heavy-armoured guard of the back gate.
He dont do much, except having the same job as
Bloodwyn - To make sure you pay. Do it, or dont do it
its up to you. If you payed Bloodwyn, Jackal dont want your Ore.
If you wish, you can beat him up later on for a very nice Crossbow.
- Mordrag
Mordrag is one of the five traders in the Old Camp.
You will recognize him by his bluish clothes and his
bow over his shoulder.
Mordrag is the person Thorus told you to "chase away".
If you warn him about this, he will be your best ticket
to the new camp. Do this by telling hom
"You have a problem".
Doing this will also solve Thorus quest without having to
pay in blood for it. If you beat him up Fisk will stop to
sell you items...
In short - Dont Try To Beat Him Up
After completing everything else here in the Old Camp,
follow Mordrag. Mordrag will kill everything in your way,
and you will earn the experience.
You can drop by at Cavalorn on the way, learning "Sneak"
wich will earn you the vote from Fingers.
When getting closer to the New Camp he will give you a ring
that you should take to Larus, his leader.
This is your free ticket inside the new camp.
- Meatbugs
Theese small critters inhabitate a defenitly abandoned hut
(without roof). You will hear them by their small creaky
noise. Kill them and get their meat. It will soon be helpful.
Except talking to everyone, you can try to take out as many animals
as possible outside the Old Camp. As soon as you get the hunting
skills you can take their hides/furs/teeth/Claws wich will earn you
Ore for your effort. You should have reached a couple of levels by now.
I reccomend you to update your Dexterity to at least 13 before leaving.
Strength is up to you.
Ok, you should have solved all missions except the following:
- Baal Pervez that helps you to the Sect Camp
- Helping Dusty to find to the Sect Camp
- Following Mordrag to the New Camp
- Solving the "Quest of Faith" for Diego
- Getting the Reicipy for Dexter
Its now time to visit the Mine. Dont go there at night, sleep
and wait until the day again and it will be easier.
Kill animals on the way, if you wish. Take whatever you can from the
bodies. Experience is great.
Follow Graham's map to the Mine. Its through the forest, through a cave,
and up in 'the mountains'. You will see a couple of wooden towers in
distance when you near it.
You will encounter bloodflies, rats, and also a few wolves on the way.
Wolves one by one should be possible to take out, but in packs they are
best avoided.
*TIP*
There is a secret area close to the Old Mine.
Its behind a waterfall in the river, 'guarded' by three goblins. Kill em
off and swim in.
- Thanks to Ruslan Ismalov
The Mine
--------
Your objectives inside the mine is to:
* Learn how to take Minecrawler Mandibles (optional, for money)
* Get a list from Ian
* Finding a magical ring and a free bow.
The first person you meet inside the mine is Drake. He tells you about
the directions within the mine. Across the bridge you will meet a
over-confident shop-owner. Buy anything if youd like. Close to him there
is a sect member. He will fill you in on the situation, and you can
learn to take Minecrawler Mandibles from him. Then you can start
exploring the mine.
* General
As usual, you will find a load of commoners here. They will mostly
say the same things, but the first time you come here, you can talk
to them once to get a more insight about the place they are working
in (the Mine).
- Guards
The guards around here can tell you about the mine, and the people
working here. They also say one or two things about minecrawlers.
- Diggers
The diggers in the mine tells you about their hard work and
minecrawlers.
- Templars
The Templars present in the cave tells you a bit more about
minecrawlers and why members of the sect is present.
- Orc Slaves
Down in the mine you will have the first encounter with the Orcs.
The Orc Slaves have little of importance for you, except being
"the first orcs you see". Have a good look at them if you wish, you
will have more close encounters with their brothers later on.
- Mine Crawlers
A note about crawlers... They are lethal if they catch you right now,
so stay away from them. After grabbing the bow you can take them out
one by one at distance for extra xp. You can also lure them to the
guards that will help you to take them out.
* Top Section
The first you will see inside the mine is a bridge, a man standing on
the bridge, and a 'shop' built in wood (with red banners hanging from
it). There is not much to do here, except talking to a few NPC's and
then progress down the mine.
- Drake
The first person you meet in the mine.
Fills you in on the situation, if you give him a beer.
If you only have one beer, save it, you have better use for it
within the mine.
- Santino
Santino is the first of the three traders within the Mine. This guy is
convinced that he have everything you need. Although I do not agree,
you can check out what he have to offer. At least Arrows is useful at
the moment, since you will use up a few in the Mine.
- "Templar"
Next to Santiago's "store" there is a Templar. This specific templar
can teach you how to take mandibles from MineCrawlers. If you like to
know how to do that, he will teach you for no Ore, but it still costs
one skillpoint.
Its up to you if you want to waste one skillpoint to him, since you
can get this skill for free if you get it from Gor Na Drak.
* 2nd Cave
After walking down a ladder you can reach the 2nd part of the Cave
(walk through the tunnel here).
This part contains little of value now, except for Aleph that will help
you to solve a quest later on, so you might as well skip this part until
you have visited Ulbert on the Middle Section.
- Aleph
This guy is a lazy digger that keeps his friends working for him while
he is resting behind a rock as long as the guards cannot see him.
Aleph carry a key, that you will find out about in the description of
Ulbert. You can also buy information from him
(I didnt think the information where worth the Ore, you make up your own
mind about that).
- Ashgan
There is little need of the 1st guard of the 2nd Cave. You can complain
to Aleph to him, it doesnt really matter, except that Aleph will be less
helpful if you do. (You can do it after getting all you need from Aleph,
check the description of Ulbert).
* Small Sub-section
On your way down to the Middle section you will have an "encounter".
- Snipes
You will recognize Snipes quickly, he is a Sniper sitting by his own
with a guard not far from him. He have an offer for you. If you lure
away the guard you can have 10 Ore. Well, read about this in 'Aaron's
description.
- Aaron
Aarons only concern is to not let anyone touch his chest. Specially not
snipes. However, tell him that Ian wants to speak to him, but that you
dont know what Ian wanted to say. Aaron will go away. Talk to Snipes
again and you will gain 10 Ore, but also buy a key from him for 30 Ore.
Well, do it, unlock Aarons chest, and grab everything inside. Later on
you will meet Aaron again in the Middle section. He will be angry of you
but you can sell his key back to him for 20 Ore.
* Middle Section
The middle section contains a small storeroom (inside a wooden hut) and
another 'store' instantly recognized by its red banners.
- Ulbert
Inside the small wooden hut stands a guy named Ulbert.
Ulberts role in life is to guard the chests, but he does enjoy beer
and parties. Ask him about the chests, hand him a beer, then tell him
that the others are having a party down below. He mumbles something
about "Aleph" having the key.
Run all way back to Aleph (2nd Cave) and ask him about this, and you
will get the key for 30 Ore. Then grab everything you can get inside the
chests in the hut.
You will meet Ulbert close to where you meet Aaron the 2nd time, he will
also be angry on you, but its ok.
- Grimes
Grimes is one of the veterans in the mine, and the entire Colony. He will
say a couple of things from his experienced heart, however, you dont
listen very well to what he have to say.
- Ian
In front of the "Store" stands a man named Ian. By talking to everyone
you probably know that Ian is the boss around here. He is also the one
that gives you the list that will solve Diego's "Quest of Faith".
Much later on there is a deal with him and a cogwheel, but I will
describe that in a later chapter.
- Alberto
Alberto is the second Trader of three inside the mine. Not as confident
as Santino, but have about the same things in his small 'shop'.
* Lower Section
The lowest section is inhabitaded by a huge (but broken) masher.
You will see that the Orc Slave have nothing to do.
- Brandick
Brandick is the last of the people you find down in the cave. Brandick
have important role in a quest you will reicive later on, but that will
be explained in another chapter. One warning thou, Brendin is a buggy
character. Do not touch the wheel behind him, and I think its safest
to not even speak to him right now. Just in case.
And do not even walk near the winch, there is a known bug about that
winch that might stop you from being able to solving a quest without
cheating.
* Outside
- Gor Na Drak
Not neccessary close to the Mine, but you might encounter them
while being outside of it, on your way to the Old Mine, or to the
Sect Camp. He and his Templar Buddy are wandering across the Colony,
delivering Crawler Mandibles to the Sect Camp. You can teach yourself
to get Mandibles from him if you wish to. This is reccomended since
the skill is free if you get it from Gor Na Drak.
Darian writes:
I have been researching Gor Na Drak and the Templer who
travel between the Sect Camp and Old Mine.
Old Mine 17:02 - 6:00
Old Camp's Southgate 7:38
Sect Camp 9:02 - 14:00
Old Camp's Southgate 15:25
I think it takes them about 30 min to travel along the
south side of the Old Camp.
- Thanks to Darian for the info
The New Camp
------------
* DISCLAIMER *
I must be honest with you. When I write the majority of this FAQ I still
havnt tried to play this game as a pure New Camper. This leads to some
shortened down descriptions of the characters in this section.
Hopefully the information provided is as accurate as possible.
If you are a rabid New Camper and like to fill me in on missing material,
please do!
* END DISCLAIMER *
The walkthrough of the New Camp is no different from the one given to
you in the Old Camp. Ironically, there is not much difference between
the old and the new camp. The workers still works for "free", and there
are still thoose that harrass newcomers. Some workers even had better
down at the old camp...
* General
You are getting used to this now. Commoners. Like the Old Camp and the
Mine you find them scattered all over the place. Talk to them to get
some more insight about the place.
- Peasents
The peasents in the New Camp spend their day in working at the
Rice Field. When asked, you will discover that they arent so
happy about the New Camp that the advertisement says.
The peasents look like the diggers back in the old camp,
but have some more variations of the color in their clothing.
- Thugs
The Thugs that guards the Rice Field is some of the real 'evil' people
in this game. Specially Lefty...
- Rogues
Rogues are the ones that works up to become mercenaries. You recognize
them by their blue cloak around their shoulders. Their armor is
generally smaller than the Mercenaries.
- Mercenaries
Mercenaries keep things in order within the camp. They have a thicker
armor, many of them armed with huge axes. Their shoulders of their
armor is covered in fur. They have a general "dont mess with me"
look, but tends to be rather handsome when spoken to.
- Water Mages
This will be your first encounter with a mage in Gothic, namely Cronos
down at the Ore Mound. More about him later.
* The Rice Field
The first area you encounter inside the New Camp is the Rice Field.
There are a load of peasents here that works for the Rice Lord, the
guy that provides the entire New Camp with food (rice) wich is about
the only thing the people in the New Camp eats... :P
- Pock
Pock is one of the first peasents that you talk to once you reach the
New Camp. He fills you in on what the New Camp is about, and are always
happy to see you. However, somehow you quickly note that he have a
*VERY* bad memory :)
- Rufus
Rufus isnt too happy about being here. Lefty, one of the thugs, have
forced him to work on the Rice Fields since day one. He gives you his
opinion about the REAL "New Camp" and their so called freedom.
- Horatio
Horatio is a man that ended up here by pure accident. He really have a
sad tale to tell if you like to listen to it. If you can come up with a
good reason why Horatio should teach you a bit about muscle, then he
will award you with a free +5 strength, wich is very useful this early
in the game. But remember that you have 100 points strength as maximum
training value... If you solve his "quiz" after reaching 100 points you
will not reicive any extra points! So do this early!
To be able to give a good reason for him to teach you, talk to Jeremiah
the brewer (located in the bar) and ask Jeremiah about the Rice Lord,
then return and talk to Horatio again.
Moraelin warns about a nasty bug here:
I've already said before that he can't teach you str past 100.
What I've missed before is an even more dangerous problem there.
Last time I already had 103 str when I talked to him, and he made
my str go DOWN to 100. It's NOT funny.
- Thanks Moraelin for the info
- Rice Lord
The Rice Lord is a bloated meanie. He stands there all day, watching the
ricefield, dressed in an orange chaperon. You learn to hate him as
soon as you talked to a few of the peasents, or his lakey Lefty.
The Rice Lord is armed with a 2 handed blade, and are pretty strong
too, but if you wish you can take him out later on (and noone will care).
However, as always when killing someone, you must do it hidden.
Just lure him inside the house and you can assassinate him.
For now, if you talk to him, he will only forward you to Lefty, or
hand you out water to the peasents after "accepting" Lefty s mission.
- Lefty
You have few options to deal with this man. Once you walk by he will stop
you, and whatever you say to him will force you to work for him and the
ricelord. To do his mission you have to return here once per day and hand
out water to the peasents.
Actually you dont need to share more than one bottle of water for Lefty
to stay off your back...
But if you share all 12 bottles and then talk to Lefty or the Ricelord you
earn +100 xp.
However, you will probably forget this task pretty quickly.
Once you did, he will attack you when you reach this area again.
Only way to get rid of him is to beat him up. Feel free to take him out,
I sucessfully took him down with just using the Short Bow found in
Fisk's storeroom, and the +5 ring from the mine...
(This, without boosting Dexterity! I had 10 dex =) )
By using the games sometimes failing AI you can get him stuck on one
of the "steps" while safely standing below him, firing arrow after
arrow on him until he drops. It could be becouse I had so
little dexterity, but my arrows didnt kill him, it just rendered
him unconsious. Take this time to run up, grab all his stuff
(especially his bow).
When he wake up, talk to him. Tell him that he can deliver his water for
himself in the future, and you will get about 200 experience.
Later on, just as the rice lord, feel free to take him out forever
by luring him inside the house and assassinate him.
Lefty cannot be killed by arrows, since its a part of your quest to take
him out once - Thanks to Geir for that info
Marco Rolandi writes the following about avoiding Lefty
The first time you go to the new camp, the last thing you wanna hear
is that lousy Lefty and its stupid mission. In order to avoid the guy
and its task (I've succesfully enrolled into the new camp without
talking to him once) you can simply stop on the first terrace of the
rice fields. Turn right and you'll see the rightmost slope is not as
straight as it should be. In fact, sometimes with a little help from
your jumping abilities, you can easly climb it up and reach the passage
to the dam, without going through the main road and therefore meeting
Lefty. You can even go along the fields and talk to everybody as long as
you're a little far from him (I got my +5 in strenght avoiding lefty).
Going down it's the same and you'll also testify a strange bug that
occurs when you jump down the passage into the rice fields: whatever
your direction, the jump would always be perpendicular to the terrace,
sometimes making you jump sideways.
- Thanks to Marco Rolandi for that info.
* The Gate and the Dam
The real entrance to the New Camp is behind the Rice Field. Here you will
be stopped by Jarvis that tells you a final warning before entering the
New Camp. I never found the inhabitants to the New Camp much of a threat,
not more than the Old Camp, so carry on.
Note by Geir Gundersen:
After going through the "real" entrace notice the winch on your right.
By turning this you close the gate. Good, if you want to have a slaughter
feast and don't want anyone to escape :>
On something that first look like a wooden bridge, but is then discovered
to be a dam, you meet Homer that will grant you with a quest.
More about theese people later. Just want to give you a eye of what we
are looking on here. Here, up in the mountains, there is a small sea with
an island on the middle. On the island you will see the bar where
New Campers can rest themselves after a day of work (or laziness,
depends upon how you see it). From here you will glimpse the HUGE
cave that inhabitates the real New Camp.
To the right, just behind the front gate is the peasents hut.
If you have a good eye, you will note a few huts at the bottom of the sea.
What exactly they do down there is a mystery to me. Feel free to check them
out.
- Jarvis
Jarvis is one of the mercenaries that watches the gate into the new camp.
He will tell you a bit about what you will experience inside theese walls,
and warns you that the New Camp isnt like the sizzy Old Camp.
- Homer
Homer built the dam that holds the water from flowing down over the
Rice Fields. He have problems with the wildlife thou, since a Lurker
that inhabitates the area, likes to sharpens its teeth upon his creation.
You can help him out if you wish to.
- Dam Lurker
The Dam Lurker is found behind the sea to the right. Follow the wall
between this area and the rice fields, past the peasents hut, following
the mountain wall. The Lurker is standing on a mound close to the sea.
Kill it, and then tell Homer about your deed. Remember that Lurkers are
stronger than your average reptile, so if you are weak you might have to
return later.
I took this one out using a unboosted 10 dexterity + mordrags ring
+ the +5 ring from the mine, and the Bone Bow from the mine. If I could
do that, you could too...
- Cord
Cord is one of Gorns closest men. He can teach you 1 handed sword.
At days he trains Mercenaries on a small cliff right across the sea
where you found the Lurker.
* The Bar
Located on an island in the sea, reached by a small bridge, is the
New Camp bar. Since you arent from the New Camp you are not invited
to go there. There isnt much inside thou, and you dont need to go
there. You can solve a couple of optional quests by going there thou.
- Bouncers
The Bouncers are the only ones standing in your way inside the bar.
They can be bribed by handing over a hundred ore to them. If you have
the ore, give it to them, if you dont, wait until later.
(Sell something to the store owners to collect some extra money...)
In my opinion, if you followed the walkthrough this far, you SHOULD
have more than enough to hand him his bribe =o)
The bar can also be entered with using the "Charm" spell, or wearing
the diggers armor.
If you have joined the sect camp, you can offer them weed to let you in.
If you are a mage you can scare them by saying:
"Are you going to try to stop me?"
- Scrapers
Inside the Bar you will encounter your first diggers of the Free Mine.
Theese fellas are called the Scrapers, and can say a thing or two about
working in the free mine.
- Senyan
Senyan is one of the scrapers at the bar. You can ask him if he works
in the mine, but thats all...
- Mordrag
If you followed Mordrag to this place you will find him inside the bar,
having a chat with his friends, drinking rice schnapps with the others.
You will forward a mission to him, given to you by Lares later on, so
its good to know he's here.
- Cipher
Cipher is usually found at the bar. He is one of the traders here.
He will start selling you stuff as soon as you are told he can sell
you stuff.
You will learn this by Balor, one of the members of the sect camp.
Balor will share this knowledge with you if you propose a business
deal with him. You will get the chance, only by doing the Baal quests
in the Sect Camp.
- Baal Isidro
This drunken fella isnt really doing what he is supposed to do in the
New Camp. Instead of selling weed, he spends his days with drinking
Rice Schnapps at the bar. You can try to tell him you two can work
together with it, but he wont trust you. After talking to Baal Kagan
however, he will be forced to do it anyway. After taking his weed, you
can give him his 'earned' Ore for some extra experience.
The best thing with this one ;) He is drunk! Sell him back the weed
again for 200 ore, and you will still have weed left to sell to others
=) =) =)
To find out more about the effects of weed, read the introduction to
the sect camp.
- Silas
The bartender at this rice-stinking place is Silas. He can tell you
a thing or two about the New Camp, and also sell you some schnapps.
Ask him about a drink to be able to trade with him.
You will get a free Rice Schnapps by Jeremiah behind the bar, but you
should buy yourself a second one (so you have at least two).
This will be used in the "food quest" in the free mine.
- Jeremiah
Jeremiah is responsible for the Rice Schnapps in the colony. He have
a destillery inside the bar, where he produces this brew. Talk to him
and you will get one for free. Ask him about the Rice Lord to reicive
a tip what to tell Horatio (the peasent on the Rice Field).
* Outside
There are a few people outside of the New Camp.
No really important ones, but I mention them anyway.
- Jacko & The Weed Mixers
In a cave, close to the main gate (not the one
between the ricefield/Inner Camp, but the outmost
gate) you find Jacko and his Weed Mixers.
As a Old Camper you dont need to interract with
them, and they will only attack you if you get to
close. As a New Camper I dont know if they play any
special role for you... However, as a sect member,
your first mission is to take out their Weed
Production! DRUGWAR!!! Its simple really, just
threaten them, and they will go up to Quentin and
his gang up in the mountains.
If you join the New Camp you can get free weed from
them, so dont hurt them...
- Aidan
Aidon is found on the way to the New Camp. He can teach you more about
hunting, much the way Drax from the Old Camp can.
- Quentin
Although Quentin doesnt belong to the New Camp, and is on another
place in the colony, he and his 'Thugs' are located close to one
of the focus stones that will play a major role later on in the game.
To be specific, the one guarded by a 3ton monster.
Quentin have the same clothing as the Rogues of the New Camp, but
I dont know if any quests in the New Camp or the Sect Camp involves
him and his gang.
*Thanks to Xandrius/Ragnar/Gorath for the information below*
Rumours are, that this camp had something to do about the "raids"
Blade fears about. This part was cut out due to financial reasons.
Jacko & the Weed Mixers end up with Quentin after you have threatened
them to leave... Thanks to Geir Gundersen for this info.
Free Mine
---------
The Free Mine is unfortunally locked for your entrance, but you
can talk to some of the people here, get a set of free Armor,
and solve a quest that requires you to collect some food to one
of the guards.
* General
Just like any other place in the Colony this place is inhabitated
by some commoners.
- Mercenaries
The Mercenaries in the Free Mine (or, the outer section) doesnt
differs much from the ones back in the New Camp.
- Rogues
The Rogues, just like the Mercenaries, is no different from the
Rogues of the New Camp.
- Scrapers
The 'Free Mine' version of the diggers back in the Old Camp.
Talk to them about working there. They feel better about their
work than the diggers of the Old Camp do.
There, now you have done everything you can here up in the mountains.
Its time to return to the Old Camp, and from there take off to the
Sect Camp.
I will try to make a guide for the Swamp area. Then dont tell me I didnt try!
=o)
Its required that you follow this guide during the daylight, on nights
people are at sleep, and you will miss them.
- "Right Path"
Now take left instead, onto the solid ground. Follow the path.
Your first encounter here will be a Novice that tutors three newcomers sitting
in front of him. This guy is named Joru. One of his Novices is
named Melvin. Theese encounters is described as the "right path".
The 4-way crossing is one of the more confusing ones in the beginning,
so try to remember the directions in this one. The path splits up into
three directions.
One left, middle and right. The right most ends up in a hut,
so ignore that one.
The left leads to the temple grounds, where you have no business
right now.
- "Wooden Arena"
To the right you can see another Arena, with a roof created by fabric.
I call that area the "Wooden Arena". On it you see another of the Gurus,
Baal Tondral,
that tutors a few students. we have no business there,
so walk over to the second cross that is a "Y" cross.
- "The Blacksmith"
Now, to the right we have the BlackSmith. The BlackSmith doesnt
interest us now, so continue forward.
When you stand on solid ground again, I would just like to repeat the
section you just passed. Turn around.
The first way to the left = Blacksmith
The second way to the left = Wooden Arena
Continuing forward = The 'Scene' beneath the Training Arena.
Taking off to the right = Leads to the Swamp Bridge.
Got it? Ok, I knew it would be difficult to explain ;)
However, there is just one area left to explain on the lower grounds.
- "Temple Grounds"
So I lied, there is one more place to go to, but you have probably
wanted to go there all the time. Well continue to follow this path
and you will end up on the Temple Grounds.
Here you will see lots of people, but only two important ones.
The tutor that stands on the mound there is Baal Tyon, the last of the Gurus. Al
so on the templeground you will find Talas that have nothing to
say at the moment.
There are three ways leading from the Temple Grounds. The leftmost
leads to the Weed Store. The two right ones, both leads to the 4-way
cross we before called the "Right Path".
Well, that ends this guided tour. Now you are free to look around for yourself,
talking to everyone you want.
* General
- Novices
If you talk to the Novices you will learn quickly that they are
mostly here to smoke weed and have a good time. They are dressed both
in a light armor or showing off their muscles with no upper
body clothing.
- Templars
The templars are a bit more disciplined than the Novices. They have
real armor and huge 2handed swords on their backs. They have proven
themselves to be worthy, and are among the best fighters in the game.
- Gurus - "Baals"
The five Baals of the sect camp are easily discovered by their robes.
More about them later.
* Lower section
By the guide you should have learned most about the Lower Section.
Think upon it as a 'wheel' and learn how to follow it, and when to
take off. If you dont know where to take off, you can run around in
circles having many difficulties to find what you need in this area.
* Temple Grounds
The temple is innacessible until you have a mission there. However,
you can still visit the grounds outside the Temple. The Guru that
stands here is Baal Tyon. You can also find Talas here.
- Baal Tyon
Like the other Gurus you cannot talk to him. You must prove yourself
worthy. I will describe how to impress all the Baals in the end of
the Swamp Camp walkthrough.
- Talas
Talas is rather useless right now. There is a quest later on that
involves him as a guide. Ignore him for now.
* Upper Section
The upper section of the Sect Camp contains only two important areas,
and thoose are simple to find if you learn from where from the
lower section you can climb up to them.
* Swamp
The camp is built in a swamp, but there are still parts of the swamp
that dont contain any huts. The only reason to go there, is to find
the harvesters for one of the Baal quests.
There is a strange shrine in the swamp... Unfortunate, noone have
figured out a way to use it... :(
- Swampsharks
The Swampsharks are massive worms that inhabits the swamp. Ignore them
for now, they will kill you rather quickly. Try them out later on,
when you feel ready for it.
- Shral
There are one lonely sect member out in the swamp (in a small hut,
surrounded by swampsharks). Shral may follow you as a NPC if you
wish, and are the only NPC that will follow you until you request
him to leave. If you ask him to leave, he will eventually end up
here again. (or die/get lost on the way)
* Swamp - "Inner Harvest Area"
The inner harvest area is easily found if you start out at the
weed mashers. Next (right) of the weed mashers are two huts.
Walk around them and you will see a short stone bridge.
Walk out on it, and dive in. Walk stright across the water and you
will see a guy standing there named Baal NetBek.
The rest of the people is not far from here.
- Baal NetBek
This total whacko is the Baal of the Swamp...
He's funny, no less, no more.
Baal NetBek is really a internal joke, referring to "Joe Nettelbeck",
an editor of the now closed game magazine "Power Play".
- Thanks to Gorath for the info
- Balor
Balor is one of the two Harvesters that you must talk to to collect
weed to Cor Kalom (Baal Orun's quest, read about it in the end of this
text).
Balor can also offer you information that will open up Cipher (New Camp)
as a trader.
Note, after doing the Baal Orun quest, you can get 50 Weed per day
from him =) !
* Outside
- Gor Na Drak
Not neccessary close to the Sect Camp, but you might encounter them
while being outside of it, on your way to the Old Mine, or to the
Sect Camp. He and his Templar Buddy are wandering across the Colony,
delivering Crawler Mandibles to the Sect Camp. You can teach yourself
to get Mandibles from him if you wish to. This is reccomended since
the skill is free if you get it from Gor Na Drak.
Darian writes:
I have been researching Gor Na Drak and the Templer who
travel between the Sect Camp and Old Mine.
Old Mine 17:02 - 6:00
Old Camp's Southgate 7:38
Sect Camp 9:02 - 14:00
Old Camp's Southgate 15:25
I think it takes them about 30 min to travel along the
south side of the Old Camp.
- Thanks to Darian for the info
* The Baals Quests *
To earn respect within the Camp (to be able to join it, or just get a
load of extra experience) you need to do something for each one of the
five Baals around the camp. (Baal NetBek isnt included ;) )
After impressing all five of them, (or four) you can go up to Cor Kalom
and ask him if you can join. (Requires a Robe).
- Baal Namib
The first Baal you meet in the camp is Baal Namib.
#1 Talk to Lester, ask him everything you can.
After asking him everything, ask him to show you to the temple.
As soon as you are out of sight from Namib, ask him how to impress
his master.
Tell him that you changed your mind about going to the temple.
(he will return to the entrance)
*BUG WARNING*
There is a bug in the game, that might cause Lester to 'stuck' if you
take him as guide, and then leave him before letting him return.
In this state he refuses to speak to you, wich is bad since you are
unable to solve the game.
- Thanks to Marco for pointing that out
#2 Return to the entrance. Lester will speak to you loudly.
Say to him that you have renounced your old gods.
#3 Go and stand directly in front of Namib. He will then tell you
that you seem to be worthy and ask him if you want to join.
Tell him that you want to join.
- Baal Orun
The longest of the Baal quests involve Baal Orun, but he also
awards you with an item you need to impress Cadar, and give you
the most experience.
Baal Orun is the one that guards the working Novices that mashes
weed on the "Weed Mashing Place".
#1 Talk to Ghorim, one of Orun's novices.
(Stand in front of him, and he will stand up, then you can
talk to him).
#2 Go to Marlok at the Weed Store.
Tell him to get over to his job.
When Marlok sits down, go up to his back, draw your weapon,
quickly beat him unconcious. When he stands up, tell him
to go to work again, and follow him.
If Marlok seems to strong for you, you can drop your Ore next
to him, then try to take him out even if he strikes you down
a couple of times (just eat yourself up to full again).
Noone will steal your ore, so when you have striked him down
you can pick your ore up again.
Personally I took him out on my first try, with a Withered Axe
and 10 in strength.
#3 When Marlok have returned to his job, Orun will speak to you
if you stand right in front of him.
#4 Go to the Inner Harvest Area:
Next (right) of the weed mashers are two huts. Walk around them
and you will see a short stone bridge. Walk out on it, and dive in.
Walk stright across the water and you will see a guy standing there
named Baal NetBek. The rest of the people is not far from here.
Here, talk to Balorn
Also, ask Balorn who to sell to. Give him his requested Ore.
(This will open up Cipher as a trader in New Camp)
#5 Go to the Outer Harvest Area:
Go to Gor Na Bar, the watcher of the swamp.
(You will find him, if you only follow the edge of the swamp a bit)
Stand right in front of him and look into the swamp.
I like you to temporary enter your preferences
and turn up your visual range to 300%. See the mountain tops?
Take a look stright at the final top before the mountain goes
down into the sea. Now, go stright forward into the swamp.
You will avoid swampsharks but there are a few bloodflies
in your way.
(you are free to reduce the visual range if you want to).
Here, talk to Viron
Kill all the bloodflies around here for him, and talk to him
again. Tell him you dont see any bloodflies.
Note, after doing this once, you can do it each day for 100 Weed!
#6 Deliver the weed to Cor Kalom
Go back and stand in front of Orun. After he have talked to you
its important that you talk to him again and tell him about the
weed delivery (even if he seemed to get it before you told him)
This will gain you a sleep scroll that you will use on the
Baal Cadar quest.
- Baal Cadar
Baal Cadar is the Baal that stands on the scene beneath the training
arena. He will also become a shop after solving his mission.
#1 Use the scroll you got from Orun on one of his students.
Thats all...
- Baal Tyon
Baal Tyon stands on the Temple Field. Solving his quest requires you
to solve Baal Kagan's mission up in the New Camp.
#1 Talk to Baal Kagan in the New Camp
Ask him if you can share his weed.
Give all 10 weed to different rogues (earning 100 ore)
Then talk to him again, telling him that you have shared the
weed. Request his award to be "Help me to join the Brotherhood".
Now you will get a "Prepared Weed" from him.
#2 Give Baal Tyon the prepared weed.
(Talk to him, select "give prepared weed")
- Baal Tondral
Baal Tondral have a wooden arena with a roof made out of fabric.
There he stands all day tutoring his students.
Solving his mission require a trip to the Old Camp, or even two
if you forgot to talk to Dusty Earlier.
#1 Talk to Dusty in the Old Camp, he will tell you about a friend
who joined the brotherhood named "Melvin".
#2 Stand in front of Baal Tondral and he will speak to you.
Ask if its ok to speak to him.
Ask him about Loyalty
#3 Find Melvin, that sits in front of Joru ("Right Path") and tell
him you met his friend Dusty.
#4 This is a great time to return the Reicipy for Dexter, so
be sure to get it from Cor Kalom's left chest (wait until his
co-worker is out of the hut, and then picklock it).
This is also a good time to speak to Thorus and tell him
that he will never see Mordrag again. (If you havnt done so
earlier).
Now go all the way back to the Old Camp and talk to Dusty.
You need 100 Ore to bribe the back guards, and if you have,
Dusty will follow you. Now save!
This part can be a bit tricky, and if you are unlucky Dusty
may "get lost" behind your back, so keep him in sight.
Go all the way back to Baal Tyon, and keep sure that Dusty
is with you.
There is btw, a known trick called the "hunting with dusty"
trick. Dusty is immortal, and can be taken anywhere on the
map. Let him attack the monsters (and take their concentration
away from you) and you can pick them from behind, with range
weaponry, or with the help of Dusty. Keep on until you get
tired of it. ;)
#5 Talk to Baal Tondral again when Dusty is next to you,
and tell him you have a new student for him.
Then tell Tondral that you would like to join the Brotherhood.
Ok, you have returned the reiciphy... And you have impressed the
baals enough to be able to join the sect. Its now time for a
decision...
The Choice
----------
So now you have three choices. What you choose is up to you.
This guide is made by an author that have solved the game
as a Old Camper, but you are still free to join any camp
you wish. Each camp require you to be Level 5 before you join.
Personally I was Level 14 before I joined my camp, and I had
explored alot of the surroundings. This helped me alot since
all the upcoming missions was easy with a so experienced character.
You can beat up everyone you like to, as long as you dont kill
them. Some NPC's are invulnerable. They will continue to be
invulnerable until you enter a certain chapter in wich you are
free to kill them. They must make their "Plot-critical scene"
before they can be taken out.
Some people CAN be killed, but I would reccomend against killing
npcs just like that.
Feel free to explore the world before you decide to join. Kill
all monsters you think you can defeat, and collect skillpoints
that will help you quickly buy the things you can buy once
you joined. Everything important you kill will respawn after
you joined a camp (Chapter:2 is soon after that) but be sure
to keep all objects that seems important. As for weapons, if you
encounter the Orc Hammer, NEVER sell it! Its a needed quest item.
*note*
I have reicived lots of comments about the Orc Hammer, many
people have told me that there are lots of better hammers in
the game, such as the "Gods Hammer" that can be bought by the
smith in the Sect Camp. Also, the Orc Hammer is not a real
quest item, but you must have at least one hammer to solve
the game. What differs the Orc Hammer from the rest, is that
you can grab it in the first chapter, and its without costs.
*end of note*
And! Even more important!!!
Never, ever try to enter a locked area without having a quest to
go there!
You need to be Level 5 to join any camp, wich shouldnt be a problem.
I ran through all the quests that I described here without killing
a single monster (that I didnt need to) and reached Level 6 without
spending a single skillpoint...
You can remain neutral for awhile, and still enter chapter 2...
You wont get as good armor if you do that, but its up to you.
If enough people have voted for you in Old Camp you can enter
the inner section once you reached Level 5... If you pay 1000
Ore you can bribe yourself in. This is useless really, since you
will only earn 200 experience by handing over the letter but will
still not be able to enter Chapter 2 without joining a camp...
And if you walk down to Gomez he will kill you.
When you have joined a camp you can buy heavier armor. Remember
to save a few thousand Ore to when you join a camp so you can
buy it as soon as you can.
One tip for replay value is to make a decent save here, specially
if you have collected many not-used skillpoints, since then you
will be able to replay the game without having to do all the
"hard work" all over again.
* Old Camp:
- General
While Gomez and his men are rather satisfied with the barrier,
theese people are the 'rulers' within the Colony. They have most
job-privelegues if you compare them with the others.
- Advantages
You will have everything available to you when it comes
to learning new skills.
Its the quickest way to reach Magic if you want to reach the
highest circles and become a master mage.
You will later on be able to switch camp (when time is ready)
- Disadvantages
The negative part with Old Camp is that you wont get as
good armor from them as you get from other camps.
Gomez is a rude jackass that deserves spanking
BUT!
You will later on be able to switch camp to New Camp (GREAT)
- Armors
Shadow's Dress - Free
Weapons 30 Arrows 5 Fire 15
Shadow's Armor - 1200 Ore
Weapons 40 Arrows 5 Fire 20
- Walktrough
#1 Speak to Diego & Give List
#2 Speak to Thorus
Read the end of the part "Inside the Walls" for a full
walkthrough of everything you need to do to reach the position
as a shadow, and where to go next until you can enter
chapter 2.
* New Camp:
- General
Your greatest wish is to get out of the barrier, and theese
people seems to have the most sane idea upon how to escape.
The New Camp is also more free, and more friendly than the
Old Camp.
- Advantages
As a rogue you can freely enter huts in the new camp
without people stopping you. You can get almost as much
training as in the Old Camp.
You will eat lots of rice
- Disadvantages
New Camp is not a good career if you would like to become
a magician. You wont be able to join the water mages until
very late in the game.
You will eat lots of rice
- Armors
Light Rogues Dress
Weapons 30 Arrrows 5 Fire 15
Bandits Armor - 1050 Ore
Weapons 35 Arrows 5 Fire 15
Heavy Bandits Armor - 1200 Ore
Weapons 40 Arrows 5 Fire 20
- Walktrough
#1 Give list to Lares (He will edit it)
The final point is "Is that enough?, if you say that
you are transformed into a Rogue.
"Light Rogues Dress"
Weapons 30 Arrrows 5 Fire 15
#2 Ask Lares "And what am I supposed to do now?"
#3 Go and talk to Cronos, ask him about a message to Fire Mages
#4 Go and talk to Wolf, and ask about Armor, he will sell to you now:
"Bandits Armor" - 1050 Ore
Weapons 35 Arrows 5 Fire 15
"Heavy Bandits Armor" - 1200 Ore
Weapons 40 Arrows 5 Fire 20
#5 Talk to Mordrag about the Sect
#6 Give the list to Diego
#7 Talk to Thorus
#8 Back in the New Camp, talk to Lares, then Gorn!
Read the end of the part "Inside the Walls" for a full
walkthrough of everything you need to do to enter
chapter 2.
* Sect Camp
- General
The Sect Camp might be a bit wierd to some, but they are overall
the most protective and 'honourable' among the camps.
They have a way that MIGHT help you to get out of here...
And their armors look cool, dont they?
- Advantages
Templars are very strong warriors, and you can add some magic
next to your warrior abilities. The Sect Camp is the most
"friendly" camp to their members.
You will not be redeemed by the Sleeper when he awakens.
(Just kidding)
You will smoke lots of weed
(No kidding)
- Disadvantages
By joining the Sect Camp you say no to a sucessful career in Magic.
You can never reach higher circles than level 4 by joining the
sect camp, wich is required to solve the game as a mage.
You will smoke lots of weed
- Armors
Light Novice Armor - Free
Weapons 30 Arrows 15
- Walktrough
#1 Speak to Diego & Give List
#2 Speak to Thorus
Read the end of the part "Inside the Walls" for a full
walkthrough of everything you need to do to reach your "Novice"
status, there I will also describe all you must do as Sect member,
and when you read it, you are ready for chapter 2.
* Castle Courtyard
Ok, follow the walkthrough upon how to reach the inner courtyard.
The first people you will talk to after speaking to Thorus is a pair of
gate guards. You will just tell them that you have Thorus permission,
then we are in.
You will see a hanged skeleton in the middle. Just a reminder upon what
they do to people that isnt careful inside the walls.
To the left we have the barrack, and the Blacksmith.
To the right we have the Ore Barons House, and the Temple
- Scorpio
Scorpio is standing in front of a couple of guards that wave their
weapons. He is the trainer of the guards. Once you joined as a Guard
he will teach you how to use crossbows.
He will also train crossbows to anyone in Chapter 5...
Behind Scorpio's training ground you will find some ore stone's...
Lead the way down in the basement, it ends up in a skeleton with
arrows in it... Well, at least you got some ore for the trouble.
- Cutter
The Heavy Armored guard in front of the barrack can tells you a thing
or two about the castle and the uprising.
- Rodriguez
One of the firemages, Rodriguez, will give you nothing more than a
cold shoulder... :P
- Torrez
Another firemage...
If you ask Torrez about magic he can sell you magic stuff, like runes,
scrolls potions etc. He will be the one that gives you your award after
speaking to Milton (read below)
- Milton
Milton is the one you will finally deliver your message to. If you are
a Rogue you will also give your water mage message to him. Milton will
be one of your closest friends later on, so take care of him ok?
Once you have returned the message and its time for your reward,
choose Mana Potion. Its the only "permanent" award you get,
the rest of the stuff will either be used up, or replaced.
* The Barrack
To the first left is the Barrack. There are no valuable NPC's there,
but loadsand loads of chests to lockpick. I recomend to take the
contents of theese chests, since they will really keep you money
independent for the rest of the game. In the Barrack you find the
pathway down to the dungeon, but there is nothing to do down there now.
You will also find Bullit here, and if you are strong enough you can
take him out if noone else sees you.
*Tip*
Also there should be at least one +3 strength (permanent) potion around...
If you enter to the Barrack (where Bullit is), there is a door to the left
- enter and turn 90 degrees to the left. There you see a chest.
It contains another the potion.
- Thanks to Ruslan Ismalov for the info
- Bullit
Remember him? He's the one that welcomed you with a punch to your face.
Feel free to take him out with whatever you carry. I lured him to
get stuck behind that bookshelf behind him, standing below the step,
firing arrows at him. Then I killed him. I could have just teached
him a lesson, but I wasnt satisfied with that. Feel free to do
whatever you wish with him. =)
Make sure the guards doesnt see you thou, else youre screwed...
* The Blacksmith
The blacksmith is located to the top left of the courtyard.
*Tip*
Also there should be at least one +3 strength (permanent) potion around...
There is two chests near the Stone (the smith). In one of them is the potion
and some other stuff, the other contains 3 rusty two-handed swords.
You can lockpick them without disturbance.
- Thanks to Ruslan Ismalov for the info
- Stone
Stone is the blacksmith here. He doesnt have anything to offer right
now, but he will defenilty offer you something BIG later on in the game.
- Skip
Skip is the trader of arms inside the castle walls. He will also hand
out armor to thoose who can pay. However, he doesnt deal with nothing
else but guards, and since you are not a guard, you are not
welcome yet...
* The Temple
To the top right you find the Fire Mage's temple.
The temple is inaccessible to you at this point... You only know that
Corristo, the firemage leader is inside. You will only be granted to
enter if you become a Fire Mage yourself, wich you wont become until
later. There are just two mages inside, Drago, and Dramarak, that have
nothing to say to you anyway.
So you made it this far. Now you have completed the part
of gothic that is the 'non-linear' part, from here on it
doesnt really matter what you have choosen, it will still
be the same. Regardless what camp youve choosen you have the
permission to speak to Y'Berion, the leader of the sect camp.
You wont be able to train as a Magician yet (if you havnt selected
Sect Camp, wich are useless as mages anyway) but after this chapter
you will, if you joined the Old Camp.
* The Temple
Ok, this is one of the final presentations of new NPC's in the game,
and its very short... You should be able to find to the temple, and
the guards will let you in if you tell them Lester sent you.
- Chant
Chant is Y'Berions living fan, she is standing there all day, waving
over him with a feather duster... Keeping him cool...
Like all other girls she wont speak to you...
- Natalia
Unfortunate, the last girl in gothic, stays in one of Y'Berions rooms.
Like all other girls she wont speak to you either...
- Y'Berion
So this is Y'Berion, the legendary. The one that will open the path
to your destiny as the saviour of the colony...
Y'Berion want to wake up the sleeper, and he needs you to find a magical
item, a focus stone. The previous one that he sent for the stone "Nydas"
havnt returned. You get a map from him so you can find the focus altar
up on the mountain above the sect camp.
So go there, kill whatever you want in your way.
When you see the altar, save...
Once you reached the Altar you will also meet Nydas that is completely
out of his mind and needs to be spanked before you can get your hands
on the focus. So give him a good beating, and take everything he have on
him. You dont need to kill him if you dont want to.
Take the focus back to Y'Berion and you will reicive your second mission,
to go and do Cor Kalom a favor...
So go over to Cor Kalom
Cor Kalom is a man with a plan. By getting enough secretion from minecrawlers
he can mix up potions of them that will enhance the spirits of his
novices, wich will help them to contact the sleeper.
This will help them to break the barrier, so it sounds right, doesnt it?
If you play as a Ranger, you should know that the queen is rather resistant
against arrows. If you want to take her quickly, you need a amount of
damage spell scrolls or a decent melee weapon for this mission.
To find a great 1h weapon that only requires 22 in strength follow
this guide... It should be enough to take out the monster in close range.
Guard!
If you have joined the Old City, you can now report to Thorus to be
promoted as a guard. As a guard you can get a updated armor from Stone,
Learn 2-handed combat from Thorus, Crossbow from Scorpio
and buy things from Skip.
Ask if you can become a fire mage first, then end the conversation.
Now go straight to Coristo, the head fire mage, and talk to him.
(If you became a guard before speaking to Coristo, you will never get
the option to become a fire mage!) Say you want to be a fire mage,
take his test, then let him go up the stairs, and DON'T follow.
Go back to Torus _now_ and say you want to be a guard.
Get your guard armour, train whatever guard skills you want (like crossbows)...
No you can change your mind any time you wish and still become a fire mage!
(go back to Coristo on the upper floor with the pentagram to become a Fire Mage)
(Thanks to Moralin for the in-depth description of this procedure).
Light Guard Armor
Weapons 45 Arrows 5 Fire 20
Fire Mage!
See the information about Guard above to get the advantages of being
a guard even if you become a fire-mage.
You may also request to become a Fire Mage, then you will meet
Corristo that will take your oath of becoming a Fire Mage.
I hope you have saved loads of experience by now, buy as many
circles you can (preferably all four (70 points)).
Buy all the runes you can from Torrez (Old Camp), Cronos (New Camp)
and Baal Cadar (Sect Camp). You can probably buy about 10 in Mana
now if you have skillpoints left, but then its time to start saving
again, becouse we need another 30 points for the next circle and then
another 40 for the next circle beyond that. From now on you may
learn Mana from Corristo and access the Temple, so go ahead and rob
the chests on the first floor. Heheheheh....
Fire Robe - Free (Corristo)
Weapons 40 Arrows 5 Fire 2 Magic 10
Cor Kalom lets you choose your award. Again, the best option is
probably a mana potion, since its the only permanent award you
can get, and is useful for all classes.
Templar!
You can now become a Templar if you joined the Brotherhood.
Speak to Cor Angar, if you reached Level 10.
You can from here update to Medium Templar Armor at Level 15 and
Heavy Templar Armor at level 20, but theese requires you to reach
a certain chapter.
Talk to Gor Na Tooth for new Armor.
Light Templar Armor - Free (Chapter 3)
Weapons 45 Arrows 5 Fire 20
- Thanks to txiabxyooj & Llama for filling me in on Sect Camp
armor & titles.
Now Cor Kalom wants you to get a small red book, an Almenach
that one of his novices failed to return. This Almenach is needed
in the invocation of the Sleeper, so you must get it.
You can start out with speaking to Talas, you can find him on the
Temple Grounds. Talas will help you to find the bridge that leads
you into a Goblin Cave. This part is rather tricky, even if you
are a decent hero at this time. You need to take out loads of goblins
and there are also a particulary nasty bug that will quit your game
if you have certain soundcards (read about it in the bug section).
Once you managed to kill them all, you can go into the cave and rob
all chests you find. This includes to find the book you need.
Give it to Cor Kalom, and the invocation will begin.
Right... Go down to the temple, and there will be a video showing
you the invocation...
____________________________________________
* *
* Chapter 3 - Artifacts of Ancient Power *
* *
**********************************************
Talas, your old friend, will show you there, so go speak to him...
I think this is a good time to present you to the Orcs...
Orcs in gothic comes in a couple of tastes ( = how difficult they
are to kill) and right now its time for the apertif.
Even if this isnt main course, do not try to go up against more
than one orc at a time. You should, however, be able to take them
out one and one, as a warrior mage, or ranger. Mage at this point
is probably the most difficult, so there will be lots of running...
But the running as a mage is soon over (promise).
Ok, when you come over the bridge (that you are led to by Talas)
you will first encounter a few Biters, that shouldnt be any
problem to you at this time. However, the Orc Hunters that are
coming up might be more difficult. Try to lure one by one to
yourself and then take them out with your best you can do.
Now, there is a winch there somewhere, not far from the
'skull entrance'. In normal fashion when you see a winch
SAVE FIRST then use... And beg to god it works.
If it does, enter the cave. If it doesnt, well, you have to cheat
again :P
Now you will meet a couple of more Orcs, and see lots of mummies
of old dead orcs. You can loot theese mummies, they have loads of
potions on them. =)
Carry on, and you will meet up with Baal Lukor, the last survivor
of the first sect members that got here. Help him out and he will
join you.
*BUG*
Some people tell me, then Ball Lukor doesn"t following them to the
certain place! (it"s a bug, I think). But there is a solution:
if you transform into monster he attack.
- Thanks to Ruslan Ismailov for this info
Ok, now you are standing in a room with four exits (including the
one you came from. The left gate will be the last one you should
enter, and the other two leads to what seems to be "Dead ends".
Exit #1
There is a iron gate here and Baal Lukor stops you, telling you that
there must be something here. Lit a torch and walk into the small
cave next to the iron gate and you will find a switch there...
Push it!
Return and you see that the gate is opening up. Walk in there, and
you will find a half-torn document. Give this to Baal Lukor and
he will tell you that there must be another piece.
Return to the main room and take the other exit...
Exit #2
This room have a hole in the floor, and some skeletons scattered
around. Next to one of the skeletons is your second piece. Give
it to Baal Lukor. He still cant get what the document means...
Return to the main room, and suddenly Baal Lukor understands
what the document is... Its a Orcish Teleportation scroll.
He gives it to you. It must be used in a certain place he
tells you...
Lets go to that certain place... Enter the last doorway.
You will end up in a larger section with four pillars in the
middle of the room. See the Orc there? That is a Orc Warrior,
a bit tougher than your average Orc, but you gotta get past him
like the rest, so just ready your weapon and get on with it.
When the battle is over, go and stand yourself in the middle
of the room (between the four pillars).
Baal Lukor will mumble some stuff, and then go and stand next to
the wall. Take a look at the wall, it looks like a huge gate...
Stand right in front of it and use the orcish teleport spell.
First time I tried this, I tought nothing happened, but you have
to do this: Ready the spell so you see the glowing in your hand,
then hold down the use button and press forward, dont stop pressing
forward until you are teleported. It takes a couple of seconds...
On the next side of the wall there is a winch that opens up the
gate and lets Baal Lukor to pass. Talk to him again...
Save and continue down the corridor.
When you reached "the end" Baal Lukor will loose his mind, starting
to attack you. Beat him up, and rob him of his stuff. You dont need
to kill him if you dont want to. Grab the sword on the altar if you
want, its worth a bit.
Now run all the way back to Cor Angor and talk to him. He will update
you on the situation - Y'Berion doesnt feel very good... You need to
collect a number of healing herbs (5) from the swamp.
If you dont have them already, go over there, grab them, and then return.
However, its to late. =( Y'Berion have met his sleeper, and will sleep,
forever.
Talk to Cor Angar, and he will send you to the Water Mages with the
Almenach and the Focus Stone (found in Cor Kaloms Right chest)
He will also grant you with a teleport rune that will send you back
to the sect camp any time.
If you are a member of the Old Camp, its now a good time to report
back to Raven. Once you did it, or if you are a member of any other
camp, go to the New Camp.
If you are a New Camper you can now become a mercenary if you talk
to Lee. He can teach you 2-handed combat, and you will update your
armor. Note that you dont need 1-handed skills to learn 2h from Lee!
Mercenary's Armor - Free (Lee)
Weapons 55 Arrows 10 Fire 25
Talk to Cronos. Give him a insight in what happened and you will get
the password you need to talk to the Water Mages, specifically Saturas,
the leader.
The order you pick them up is up to you. I have chosen to take this
order since Stonehenge is the closest one to New Camp, and its not
to easy to get from Stonehenge to the Mountain Fortress without wading
through hordes of Orcs... However, its in the Mountain Fortress you find
the best melee weapon for Mage's and Rangers, namely the "Orc Hammer"...
1Handed Hammer, Strength 22, Damage 50...
*note*
I have reicived lots of comments about the Orc Hammer, many
people have told me that there are lots of better hammers in
the game, such as the "Gods Hammer" that can be bought by the
smith in the Sect Camp. Also, the Orc Hammer is not a real
quest item, but you must have at least one hammer to solve
the game. What differs the Orc Hammer from the rest, is that
you can grab it in the first chapter, and its without costs.
*end of note*
Stonehenge (South-West)
-----------------------
Finding the Stonehenge is easy, from the exit of the New Camp, (the
outer gate) there is a path leading up to the mountains (to the left
of the opening). Follow it, all the way. Watch out for the Blood-Hound
within the cave...
In the end of the path you will meet an old friend, and you will directly
see who he is becouse you have talked to him a couple of times in your
past. This guy searches for a Orc Talisman that is worn by a really nasty
undead being. He will hand you a scroll that you shall use for taking out
that monster. Hold on to that scroll! And before entering the cave SAVE!
Its really important that you use the scroll on the right monster and
nothing else, but to be honest, running around to find another is not
fun. So start with taking out the skeletons, then when everything is
double-dead, use the scroll on the 'warden'.
Now loot the warden's body, and the chests. Should be enough to have the
stone and make your friend happy.
Moraelin writes:
- Stonehenge focus stone mission: after quickly looting the chests, run
after your friend and follow him all the way to his cave.
(It helps if you lockpicked the left chest before looting the dead guardian.)
IF you're with him, he'll fight all the orcs and orc hounds in his way.
And he's immortal. You won't get xp for his kills, BUT he draws all attention
to himself so you can attack them from behind, kill them and get the xp.
This isn't just free xp now, it will also mean far less orcs and orc hounds
for you to fight alone later, when you you get sent to find Xardas the
necromancer. For that matter, feel free to draw more orcs to him,
which he would have otherwise avoided on his own.
- Thanks to Moraelin for the tip!
______________________
* *
* Chapter 4 - Xardas *
* *
************************
If you are a ranger, and if you have maximized
Dexterity / Bow / Crossbow I reccomend you to start
saving 70 skillpoints now, or as soon as you can...
Additional skillpoints can be used on other things.
I wIll explain later why.
Chromanin
He who is willing to
renounce all depravity
and wanders on the path
of righteousness, shall
know where the source
of my power lies
hidden. So that he might
use it to break the chains
of this world and prove
worthy to reicive
Chromanin.
The Wise One sees to
having a general
overview before he
dedicates himself to his
next mission.
Now you will get the "Stranger Quest". The Chromanin quest is a
quest to find 4 lost books spread out all over the Colony. Each
time you find a new book, and read it, the next book will spawn in
the next place. I will mark out when its time to grab the next book
so you can pick them up on your Journey, but if you like to either
skip this quest, or figure it out on your own, you can skip them.
The Shaman
----------
Perhaps you have seen it by now, there is a ruin located on top of
a high mountain. You can reach it with a bridge not far from the
place where you found the Orc Hammer. You can also reach it from
a path not to far from Xandars tower.
Here you see a couple of particular strong Orcs fighting a magic
using Orc Shaman. Help him out. This is Ur-Shak, a new friend.
Ur-Shak will give you a insight in the real story about the Sleeper.
Now he will give you a quest, that in my opinion is a long extra run
but have to be made anyway :P You need to find someone that can creates
an object that lets you pass the orc village unharmed. By this time you
have probably killed off the entire Orc Population there...
Well, whatever, lets do it for the massive amount of experience you get
from this quest.
Chromanin
Carried from the tides
of time, Chromanin's
visions have opened my
eyes. No price could be
high enough to ever
renounce my faith in
them, for it touched my
heart to intensely.
What is divided will be
reuineted, after being
massively separated
for a short time.
The Not-So-Free Mine
--------------------
Return to Xardas and report to him. Then go to Saturas
and talk to him. Riordan is here and says that Gorn asked for you.
You can find him on the way to the Free Mine. Talk to Gorn, and agree
(I think you get more experience by saying that you want to help him
clean out the place, instead of saying that you had business there
anyway). When you start running towards the Mine, Gorn will stop you
and tell you to speak to Wolf before you leave.
Well, talk to him... Wolf have an offer that you defenitly want to take...
Now return to Gorn.
Run with Gorn all the way up to the Free Mine. Feel free to loot the
bodies if you want to. At the bottom of the area you will ancounter
Jackal with his co-workers. This time, remember that you must kill each
person you knock...
There is a winch in the house next to the gate. Go there, and as all
other winches, save before you use it.
Also, save before entering the Mine. You will directly be attacked by
a heavy guarded guard and lots of crossbow using guards. This fight
can be rather difficult, even for experienced close-range fighters.
Its easier as a Mage or a Ranger.
When running around in the mine have a couple of things in mind:
1) Pick up EVERYTHING you find, be sure to search every corner for
stuff. Eventually you will find a niche with a book and a strange
potion, keep this potion, its a required quest item.
2) Whenever you kill one of the heavy minecrawlers here, pick up
its shell. You need to kill a total of 8 crawlers to have enough
plates for Wolf's armor (and I know you want it).
3) Every guard you knock down require you to kill them before you
leave them, even if you have stolen their weapon.
4) There is a known bug here, involving Gorn getting crazy...
If he does, just tell him to wait in the entrance to keep him off
your back.
When everything in the Cave is annihilated you have probably
encountered the lonely Orc Slave sitting in the deepest
part of the cave.
Talk to him.
New mission, to collect Items for an Ulu-Mulu, a Orc icon of
friendship. If you carry that weapon, orcs wont attack you.
The four items required are
* Teeth of a SwampShark
* The Tounge of a Fire Lizard
* The Horn of a Shadow Beast
* The Skin of a Troll
So lets go out and get them... You will probably note that your
teleports doesnt work inside caves, so you have to go out from
here. You will meet Gorn outside, talk to him.
Now its time to find the monsters required.
At first, you can return the items to Wolf, and he will start
working. Right.
Chromanin
Oh, Ancient Gods. How
can it be that a man like
me, simple and unworthy,
may reicive such a great a
legacy. I feel great
fear to lose all of it
again by a slight
faliering in word or
deed.
The wise fisherman
occasionally tries to get
lucky on the other side
of the lake.
Chromanin
I dare not hope to be in
the presence of
Chromanin one day. Gone
are the days of wasting
and wailing. So easy it
will be to achieve
absolute perfection. I'm
not far from it.
Long forgotten are the
deeds of those who once
where aboard.
The Hunt
--------
Then we go out on a real hunt (Drax, you keep your Scavengers ;) )
- Swampshark
Theese fellas are found in the swamp. It doesnt matter if you
killed them in a earlier chapter, they have respawned, so
you can go back and kill them all over again. Have fun.
- Shadowbeast
The easiest way to find a Shadowbeast is to return to the back gate
of the old camp. Now focus on the Swamp Camp, and stay on the first
bridge you have to cross (close behind the wrecked ruins of a wooden
house)... Stand on the bridge, and look at the forest. Now think
"Swamp Camp", and then go stright into the forest...
There you should find a Shadowbeast. Good luck.
There was also a couple of horns in Gomez chests so check your
inventory first...
- Troll
You find a new troll where you find the Focus Stone in the
Troll Canyon.
- Fire Lizards
Theese ones are found both beneath Xardas tower, and on the
beach where you found the shipwreck...
Ok, one thing, even at Level 35 their breath are lethal, so
take out them on range, or swiftly with melee weapons.
While down at the beach you can as well finish the rest
of the Chromanin quest:
Chromanin
But I shall not walk this
path alone. This honor is
mine. I must accept to
share the power within
myself with the worthy
ones who are to come and
find me. I hope they're
coming soon...
You will find me where
it all began.
Chromanin
Lone sailor with
power of Chromanin.
Fate brought you here
with so much knowledge.
Fate took you away.
Lost to this world is
Chromanin, following
your soul into heaven.
The seeker of Chromanin
will seek in vain.
- JemyM
Return to Tarrok
----------------
Once having all the components, return to Tarrok again, and hand
everything over. There you go, an Ulu-Mulu. Hm. =)
Leave the Mine again, and Gorn will talk to you...
Then...
_______________________________________
* *
* Chapter 5 - Guardians of the Portal *
* *
*****************************************
Ok, begin with dropping by at Wolf to grab your new armor. Nice
one eh?
Crawler Plate Armor - 15 Crawler Plates (Wolf, Chapter 5)
Weapons 80 Arrows 15 Fire 45 Magic 15
Also check out Cronos stock. I think he have Rain of Fire now,
even if I didnt found that Rune particulary powerful.
If you are a Mage, grab some strength rings and a strength
necklace. You will only need them once during the upcoming
mission.
As both Warrior or Mage you need a bow/crossbow before leaving,
(and a few arrows) that is needed on this mission.
If you are a ranger, I hope you have maximized
dexterity / bow / crossbow by now... But its now time to start
saving yourself 70 experience points. Also try to buy the best
strength rings you can find. Ill explain later why.
Ok, now its time to either use your Ulu-Mulu, or kill the rest
of the Orcs. Before the bridge you meet Ur-Shak again.
He gives you two tips upon how to enter the temple, one requiring
a Orcish Teleport Scroll, and one requiring Telekinesis.
Walk inside, and you can now open the gate with the winch.
(save first).
Note: There is a Horn (musical instrument) in one of the chair's.
It can be used, but doesnt seem to do anything.
- Thanks to Geir Gundersen for the tip.
Here you will find more Orcs. Well, either walk past them with
the Ulu-Mulu or beat em up for some good experience.
Keep caution about the Temple Orc Guards, they are much tougher
and hit harder than the rest of the Orcs. Also the Orc Shamans
is very irretating once they started to throw fireballs at you.
Either take them out quick, or use long range weapons against them.
Loot all the chests and you will probably find both telekinesis
and the Orc Teleportation scroll. I had both when I finished that
part, perhaps I had saved a few Telekinesis scrolls from earlier,
I dont remember.
*tip for the pacifist*
There is an option to grab orcish figurine and not to start a
combat: if you climb up to mountains, then you could find a
place from where telekinesis scroll would work nicely.
- Thanks to Ruslan Ismailov for this one
The options is to either walk to the gate and teleport yourself
inside, or you use telekinesis on the Ikon on top of the Totem
pillar. Grab it and use it on the switch to open the gate.
You will note a few locked gates here. Between the gates are
three small pictures in different colors.
Orange, White and Purple.
Next to one of the gates (to the left) is a switch. press it.
Save, prepare a weapon, and walk inside.
WHAM! The door will shut behind you, and you will be attacked by
two skeletons.
After dealing with them you will find two switches. Press both
and you can enter the next room. Here you will find three switches
that looks like boulders of rock. See the paintings on the floor?
Use them in the right order. Before using the Purple, save.
(Just in case).
Orange, White and Purple
Note down where the three was located (in wich direction).
Nice view, the gates are opening. This sequence might fail (bug),
and if it did to you, reload.
Ok, go forward. A new room with lots of ways out of here.
Go into the leftmost door, and you will meet your first undead
orc. They are not quick, but their punches do a hellofalot damage
to take it easy. Search for loot, and press the switch.
Ok, trapped again. This time you need to use the right switch.
The left switch will kill you, so take the right one. Thats right.
*tip*
About the lowering roof in the orc temple
if you use the left switch, the roof comes down. This doesn't
need to kill you. Just go into the small caveren in the back
of the room. Then wait for the roof to come and go.
- Thanks to Geir Gundersen
The front doorway is open, and pillars have risen wich will allow
you to climb up to the right later on, but now we will enter the
front door. Save before you do, and ready your weapon.
Up and go
---------
Now exit the tomb of Varrag Hashor, and jump up on the pillars. Save
and enter the doorway (not the cave to the left).
Cave of death
-------------
Now you can jump down in the tunnel below. Here you will meet
more tough minecrawlers. Check out the floor for goods, use light
or torch if you want to be sure to get everything.
Follow to the right and jump up there. Now you will find yourself
in a room that are not unlike the first room, with three
switches. However, this time they are not marked, so you need
to remember wich order you used the switches in the first room.
You might want to search the place for loot before you begin.
A nice demon will appear after you used the first two switches,
kill them...
Save!
Target Practice
---------------
Ok, return to the dark cave again and take the other path.
Here you will see a man guarding a gate and a couple of
Crawlers. Take out the Crawlers first.
I have found a particulary great strategy with Templars.
Use wave of Ice to freeze them, throw one maximum loaded
Storm of Fire, then use another wave of ice, and throw
another storm of Fire... Repeat until dead.
Warrior and Rangers use their usual tactics. As a Warrior
you have probably found how great it is to bought
mastership 2handed by now, its nearly impossible to even
reach templars with 1handed weapons.
Switches
--------
Three switches, three colors.
Each time you do this wrong, a demon will be summoned.
If you want, level up a couple of times if you want...
I killed demons enough for two levels myself ;)
An awarding trap ;)
When you are to tired to continue, use them in the right
order.
Orange, White and Purple
The gate where the templar stood will open up.
Save...
- "The Corridor"
This Corridor leads through the entire complex.
Its inhabitated with a couple of Crawlers, and you are
also able to find their nest from this corridor.
Exits from start to end:
* The "Pillars in the pool of Lava" room. Not very useful
since you cannot get back up to the doorways from here.
* You can jump up to the "Middle Room" somewhere on the
middle of the corridor.
* The "Crawlers Nest"
* "The "Island in the Sea of Lava" ends the corridor.
When you reach the cave to the right, save, and walk down.
Kill a few crawlers. I have noted that this area is a bit
close to the Lava, so the game might bug you so you die
in flames... :P
Kill the crawlers. In the first room you encounter you will
find a small room that where once the final haven of a
bigger that escaped the orcs. You can read his book, and
rob his chest.
When you return, choose the right exit and you will end
up in a small nest with a couple of eggs, potions etc.
Grab it all and return...
Now go forward to the "Island in the Sea of Lava"
Now you can exit the window again, and take the second bridge
into the small corridor with spikes. Pass them and you will
end up in the room we called "Middle Room" again...
The Circle is Complete... =)
Unfinished Business
*******************
Xardas will tell you that the sword is the magical Uriziel
that needs to be activated. While he is messing with it
you can go to his old tower and loot it.
Sounds like fun isnt it?
Sunken Tower
------------
You might have been there already, the sunken tower next to
the old orc-ruins... Dive in and enter the tower.
There are heaps of skeletons and zombies here, including a
Skeleton Mage. Do the experience hunt if you want. Then
loot all the chests you find.
Here you find two really cool items:
* Ore Armor - Free (Sunken Castle, Chapter 5)
Weapons 95 Arrows 25 Fire 40 Magic 10
* Teleport to the Magicians of Fire
You dont need to exit the tower. Just use the teleport
to Xardas and he tells you that its time to activate the
sword (wich will give you some new enemies =o( )
Activating Uriziel
------------------
Before doing this, you might finish everything you need
to do in the New Camp. Check out Cronos stock, practice
everything you need at the teachers... etc... etc...
If you are a ranger and have heaps of skillpoints left, you
might want to learn yourself 2 handed sword now...
You are unfortunally destined to use Uriziel now :(
Then go to Saturas. Milten is here. Talk to him. He will help
you with the ritual. Go down in the cave behind Saturas and
you will reicive a Full-Motion Video Sequence...
_________________________________________
* *
* Chapter 6 - The temple of the Sleeper *
* *
*******************************************
Now you will reach a room with five of the odd stones
on the floor. It doesnt really matter what sword you have
active in your Inventory, just 'use' them all five.
In the next door you will find Xardas again, he will fall
asleep...
After you are done, do not attack the sleeper. If you wake
him up you will probably fall asleep and he will throw
fireballs at you. Instead note the five boulders around him.
On each one there is a stone that can be opened, and if you
do the Hero will pierce the heart inside with the five
Shaman blades. Each time you do this (except the last) a
Demon Lord will appear.
You might want to save here, if you want a souveneir...
Later on that save can be used if you want to leave the
temple and mess up the world with cheats...
The last one will finish the game...
----------------------------------------------------------------------------
****************************************************************************
.ad88ba.
.ad8888888a.
15. The Stranger d8~~988P~~988b
**************** 9b,,d88,,,d8888
d888P~~9888888b'
d888 '88KHW8P
`dP' 9888P
The optional quest within Gothic, named "The Stranger" AKA "Chromanin"
have bothered many people. Here are some additional hints upon how to
find theese books.
Remember that you must read each book before you can find the next one.
The first book is found on the Skeleton Mage in the Fog Tower
(The tower, next to the beach with the shipwreck).
- I wrote that ;)
----------------------------------------------------------------------------
****************************************************************************
Beginners armor:
****************
Diggers Dress - Free (Swiney, Free Mine)
Weapons 10 Fire 5
Light Diggers Trousers - 250 Ore (Fisk)
Weapons 10 Fire 5
Diggers Trousers - 500 Ore (Fisk)
Weapons 15 Fire 5
Lioncloth - 500 Ore (Sect Camp Guard)
Weapons 15 Fire 10
Robes
*****
Fire Robe - Free (Corristo, Chapter 2)
Weapons 40 Arrows 5 Fire 2 Magic 10
High Robe of Fire - 1500 (Corristo, Chapter 3)
Weapons 50 Arrows 5 Fire 30 Magic 10
Water Robe - Free (Saturas, Chapter 4)
Weapons 65 Arrows 5 Fire 40 Magic 15
High Robe of Water - 2100 Ore (Saturas, Chapter 2)
Weapons 70 Arrows 10 Fire 45 Magic 20
Robe of the Dark Arts - Free (Xardas, Circle 6, Chapter 5)
Weapons 90 Arrows 20 Fire 60 Magic 30
Late Chapters Armor
*******************
Crawler Plate Armor - 15 Crawler Plates (Wolf, Chapter 5)
Weapons 80 Arrows 15 Fire 45 Magic 15
Ore Armor - Free (Sunken Castle, Chapter 5)
Weapons 95 Arrows 25 Fire 40 Magic 10
Improved Ore Armor - Free (Rescue Stone, Chapter 5)
Weapons 100 Arrows 30 Fire 45 Magic 15
There are probably more weapons in Gothic than any other game...
To bad you find the really good ones so quickly :)
Special Weapons
***************
Item Type Damage Req. Value
----------------- ---- ------ ---- -----
Innos Rage 2h 110 90 570
Ulu-mulu 2h 35 30 1000
Whistlers Sword 1h 20 15 110
Thorus Sword 2h 90 75 460
Scars Sword 1h 85 70 460
Lesters Mediator 1h 60 40 340
Lee's Axe 2h 105 95 560
Red Wind 2h 105 80 570
Artos Sword 1h 65 50 360
Diegos Bow Bow 70 45 390
Sila's Axe 1h 55 40 290
Thorlof Axe 2h 99 85 550
Cord's Clefter 1h 60 50 310
Oriks Axe 2h 95 90 540
Namibs Club 1h 50 40 300
Wolfs Bow Bow 5 35 200
Uriziel 2h 90 30 900
Uriziel Updated 2h 120+30 30 10.000
*Added by Geir Gundersen*
Paw's Punch 1H 55 40 300
Fortuno's Club 1H 20 15 110
Raven's Right 1H 70 55 400
Kalom's Sword 1H 70 55 400
Orun's Club 1H 60 50 330
Req. = Requirement
1h = One Handed
2h = Two Handed
Bows
****
Item Damage Req. Value
---------------------- ------ ---- -----
Longbow 40 20 240
Hedge Bow 44 22 280
Willow Bow 48 24 320
Oak Bow 52 26 360
Wolf Shredder 56 28 440
Wind Breaker 60 30 480
Army Bow 64 32 520
Horn Bow 68 34 560
Nimrod Bow 72 36 600
Short Bow 20 10 40
Rider's Bow 24 12 80
Field Bow 28 14 120
Hunting Bow 32 16 160
Bone Bow 36 18 200
*Added by Geir Gundersen*
War Bow 76 38 640
Orc Chaseer 79 40 680
Demon Bow 85 44 760
Storm Bow 85 42 720
Bow of Death 88 50 1000
Crossbows
Item Damage Req. Value
---------------------- ------ ---- -----
Light Crossbow 50 25 180
Crossbow 85 42 780
Heavy Crossbow 90 45 1000
Crossbow of War 100 55 1300
----------------------------------------------------------------------------
****************************************************************************
Str = Strength
Dex = Dexterity
Man = Mana
Lif = Life
PA = Protection Against
Wea = Weapons
Arr = Arrows
Fir = Fire
Mag = Magic
----------------------------------------------------------------------------
****************************************************************************
After solving the game once, you might want to give yourself a quicker
start when you replay the game the second time. Perhaps you want to see
the armor you never could carry? See hidden stuff?
This chapter is for you!
Code Effect
---------------- ---------------------------------------
42 Resets all the following
clock Show a clock on the top right
godzilla All the other creatures becomes larger
southpark The character moves faster
taki Refills your health & mana
garrett +1000 Ore
sodom +1000 Ore
guardian God Mode
eowyn All the NPCs goes in slow motion
clerks The character runs in slow motion
melville It start to rain
garfield Makes all NPCs fat
maitai Wireframe Mode
caipirinha Removes all textures
ticktock Lots of rain
grommit Pancake mode
thequeenmustdie Kills Mud
convenant Intro Sequence FMV
knokator Summoning of the sleeper FMV
pixies Loading up the Uriziel FMV
Marvin-Mode
***********
To activate the real cheats, and the console,
you need to activate the marvin mode.
Enter your Status screen (character screen) so you can see your
skills & attributes.
On the keyboard, type "marvin".
Exit your Status Screen again, and make sure "marvin-mode" is written in
the top left corner.
Now you have activated the Marvin-Mode and the Console.
This make hundreds of options open to you.
The first one you will note, is probably, that when you are running,
and pressing down your draw-weapon key, that you will start to run
with double the speed.
_ _ _ _ !!!
If you want to write "_" in Gothic, hold down Shift and press the key left of
the Right shift...
Here are the lists:
Quickbuttons (Marvin)
*********************
Key Effect
--- ---------------------------------------------
F2 Opens the Console
F3 Changes between window/fullscreen
F4 Sets the game to "Image Mode"
F5 Freezes the Camera
F6 Makes the camera mobile
F7 Move the camera to different sections
F8 Fills up the energy and mana
HOME Returns to the Character
K Teleport the character forward (very useful)
O Take over the body of a selected creature
H Reduces the health of your character
Insert Command
**************
In the console, type: insert <code>
where <code> is replaced with any of the following:
Insert (Armor)
--------------
Code Item Wea. Arr. Fir. Mag. Value
----------- ----------------------- ---- ---- ---- ---- -----
vlk_armor_l Light Diggers Trousers 10 5 - - 250
vlk_armor_m Diggers Trousers 15 5 - - 500
stt_armor_m Shadow's Dress 30 5 15 - 750
stt_armor_h Shadow's Armor 40 5 20 - 1200
grd_armor_l Light Guard's Armor 45 5 20 - 1350
grd_armor_m Guard's Armor 55 10 25 - 1650
grd_armor_h Heavy Guard's Armor 70 10 35 - 2100
grd_armor_i Royal Guard's Armor 50 5 25 1 1500
ebr_armor_m Robe of State 72 7 26 3 2160
ebr_armor_h Gomez Armor 85 9 42 3 2550
ebr_armor_h2 Heavy Ore Baron's Armor 80 8 40 3 2400
sfb_armor_l Diggers Dress 10 - 5 - 250
org_armor_l Light Rogue's Dress 30 5 15 - 750
org_armor_m Rogue's Dress 35 5 15 - 1050
org_armor_h Heavy Rogue's Dress 40 5 20 - 1200
sld_armor_l Light Mercenary's Armor 45 5 20 - 1350
sld_armor_m Mercenary's Armor 55 10 35 - 1650
sld_armor_h Heavy Mercenary's Armor 70 10 35 - 2100
nov_armor_l Novice's Lion Cloth 15 - 10 - 500
nov_armor_m Light Novice's Armor 30 - 15 - 750
nov_armor_h Novice's Armor 40 5 20 - 1200
tpl_armor_l Light Templars Armor 45 5 20 - 1350
tpl_armor_m Templars Armor 55 10 25 - 1650
tpl_armor_h Heavy Templars Armor 70 10 35 - 2100
gur_armor_m Guru's Robe 71 7 35 3 2130
gur_armor_h High Robe of the Gurus 82 8 41 4 2460
kdf_armor_l Fire Robe 40 5 25 5 1200
kdf_armor_h High Robe of Fire 50 5 30 10 1500
kdw_armor_l Water Robe 65 6 40 15 1950
kdw_armor_h High Robe of Water 70 10 45 20 2100
dmb_armor_h Robe of the Dark Arts 90 20 60 30 2700
crw_armor_h Crawler Plate Armor 80 5 30 5 2400
ore_armor_m Ancient Ore Armor 95 25 40 10 5700
ore_armor_h Improvec Ore Armor 100 30 45 15 6000
lam_armor Supposed to be the Judge - - - - ?
Wea. = Protection agsinst Weapons
Arr. = Protection against Arrows
Fir. = Protection against Fire
Mag. = Protection against Magic
Insert (Runes)
--------------
(See the table in "Art of Sorcery" for more information)
Code Item
-------------------------- ----------------------------------
itarrunebreathofdeath Breath of Death
itarrunechainlightning Chain Lightning
itarrunecharm Charm
itarrunecontrol Control
itarrunedestroyundead Death to the Undead
itarrunefireball Fireball
itarrunefirebolt Fire Bolt
itarrunefirerain Rain of Fire
itarrunefirestorm Storm of Fire
itarruneheal Healing
itarruneicecube Ice Block
itarruneicewave Wave of Ice
itarrunelight Light
itarrunepyrokinesis Pyrokinesis
itarrunesleep Sleep
itarrunestormfist Storm Fist
itarrunetelekinesis Telekinesis
itarruneteleport1 Teleport to the Magicians of Fire
itarruneteleport2 Teleport to the Magicians of Water
itarruneteleport3 Teleport to the Necromancer
itarruneteleport5 Teleport to the Swamp Camp
itarrunethunderball Ball Lightning
itarrunethunderbolt Ice Bolt
itarrunewindfist Fist of Wind
urizielrune Uzariel's Wave of Death
Insert (Scrolls)
----------------
Code Item
-------------------------- ----------------------------------
itarscrollarmyofdarkness Army of Darkness
itarscrollberzerk Rage
itarscrollchainlightning Chain Lightning
itarscrollcharm Charm
itarscrollcontrol Control
itarscrolldestroyundead Death to the Undead
itarscrollfear Fear
itarscrollfireball Fire Ball
itarscrollfirebolt Fire Bolt
itarscrollfirerain Rain of Fire
itarscrollfirestorm Storm of Fire
itarscrollheal Heal
itarscrollicecube Ice Block
itarscrollicewave Ice Wave
itarscrolllight Light
itarscrollpyrokinesis Pyrokinesis
itarscrollshrink Shrink Monster
itarscrollsleep Sleep
itarscrollstormfist The Fist of Wind
itarscrollsummondemon Summon Demon
itarscrollsummongolem Summon Golem
itarscrollsummonskeletons Summon Skeletons
itarscrolltelekinesis Telekinesis
itarscrollteleport1 Teleport to the Magicians of Fire
itarscrollteleport2 Teleport to the Magicians of Water
itarscrollteleport3 Teleport to the Necromancer
itarscrollteleport4 Orc Teleport Spell
itarscrollteleport5 Teleport to the Swamp Camp
itarscrollthunderball Thunderball
itarscrollthunderbolt Thunderbolt
itarscrollwindfist Fist of Wind
itarscrolltrfbloodfly Transform Into Blood Fly
itarscrolltrfcrawler Transform Into Minecrawler
itarscrolltrflurker Transform Into Lurker
itarscrolltrfmeatbug Transform Into Meat Bug
itarscrolltrfmolerat Transform Into Molerat
itarscrolltrforcdog Transform Into Orc Dog
itarscrolltrfscavenger Transform Into Scavenger
itarscrolltrfshadowbeast Transform Into Shadow Beast
itarscrolltrfsnapper Transform Into Snapper
itarscrolltrfwaran Transform Into Lizard
itarscrolltrfwolf Transform Into Wolf
----------------------------------------------------------------------------
****************************************************************************
___|\
20. Links | \
********* |___ /
|/
~ ~~ __
_T .,,. ~--~ ^^
^^ // \ ~
][O] ^^ ,-~ ~
/''-I_I _II____
__/_ / \ ______/ '' /'\_,__
| II--'''' \,--:--..,_/,.-{ },
; '/__\,.--';| |[] .-.| O{ _ }
:' | | [] -| ''--:.;[,.'\,/
' |[]|,.--'' '', ''-,. |
.. ..-'' ; ''. '
The end of this document, the start of your adventure!
******************************************************
Good luck on your quest, keep the hitpoints high and the monster
population low. Enjoy this game!
~By JemyM
jemym@home.se
This document Copyright 2001 JemyM