Gothic 1 Classic

Gothic 1 Classic

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Gothic Trophies Guide
Von paganist
The trophy is the prey of a hunter or fisherman. Also used in the meaning of the loot captured when defeating the enemy.

Guide about:
  • mechanics and secrets of the game;
  • detailed walkthrough of tasks;
  • how to get more trophies, tasks, experience;
  • how to get the most out from 1st chapter;
  • based on the most adequate version of the game to date Gothic Steam Fix with cut content walkthrough and no bugs;
  • original Russian version of guide.
   
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Gothic
The never-dying classics spawned an entire genre of open-world fantasy RPG games, although it had its own precursors. It's hard to imagine now that the original Gothic was released back in 2001. It is as hard to believe as the fact that the last woolly mammoths lived during the time of the pharaohs, but this is so.
I think that if Gothic had not appeared in STEAM, then it could have met the same fate as mammoths. But thank Sleeper this did not happen. Gothic is not only alive, official additions have been released for it, and thanks to a very professional fan community - mods, fixes and other improvements are still being released. For which I express my respect to all those involved.

In my opinion, of course, this barrel of honey has its own fly in the ointment.
This is the extreme conservatism of the fan community of all parts of Gothic. So that everything would correspond to the very game in which they spiked on a dad's PC in distant childhood, when diseases did not exist, except for the working corn from the mouse with the keyboard)


It's clear that non-plot mods are usually boring, it's hard to compete with a very good original plot. It's a pity that no plot additions take root, be it an expanded crafting system or other changes that seem to organically fit into the world of Gothic, like the Golden mod, alas. Although they could increase the elaboration of the world and the pleasure of passing.

And the second sad moment, in my opinion. This is disunity, in the 21st century, in the era of globalism and multiculturalism, German, English, Polish, Russian fan communities exist on their own. Individual enthusiasts make and throw unfinished mods, improvements. There is no single Gothic, there are many versions of the game, varying degrees of bugs and elaboration.

Therefore, I made this English version in addition to the main Russian version:
https://steamcommunity.com/sharedfiles/filedetails/?id=1615410939
I also recommend the trophy guide for the second part. English version is still in the project.
https://steamcommunity.com/sharedfiles/filedetails/?id=2352047732
Prologue
Geography. The world in which the events of the Gothic series of games unfold is called Morgrad, on it the mainland Midland is located, where the kingdom of Rhobar II - Myrtana is located. Nearby is the island of Khorinis, with a small area called the Valley of Mines, or Minental, where the events of the first part of the game will unfold.

Characters. Unnamed v.s. the World of Ancient Gods, sword and magic and, of course, war. Wars with the orcs. WAAAGH!

So, you are in. We got into the open world. Your movements are limited only by a magic barrier. Complete freedom in confinement. You are free to do whatever you want and go wherever you want. In practice, this means that if you want to live, and not get caught by robbers, or become dinner for local dinosaurs, you must first settle in, acquire connections, master survival skills, and only then you can become a brave adventurer.

I will not tell you the intricacies of the control of this game, especially since in this version the control is facilitated thanks to the steam fix, look into the settings and you will see everything there. From what you need to know - use the Space key in order to take the entire stack of items, up to ten inclusive and Shift up to a hundred, respectively, and the Enter to turn back into a person after transformation spells. Save often and have several saves so that you can "roll back" the passage back if you screwed up the passage of one of the tasks. Yes, and sleep more, it restores health, if you look at the log, you can see the game time and you can sleep several times a day!

P.S. I do not promise that it will be easy, especially if you are playing Gothic for the first time, make sure you have a fireproof chair under you beforehand. Until then:
Ursprünglich geschrieben von Bullit, greets in Gothic:
Welcome to the Colony!
Attributes
At the start Nameless has:
Attributes
Value
Increase Trainers
Trainers Maximum
Increase per level
Strength
10
yes, 1:1
100
-
Dexterity
10
yes, 1:1
100
-
Mana
5
yes, 1:1
100
-
Health
40
no
-
+12
  • Strength, responsible for the damage and minimum requirements of melee weapons;
  • Dexterity, responsible for damage and minimum requirements for ranged weapons;
  • Mana, spent on the cast of various spells, be it a scroll or a rune;
  • Health, is responsible for how much damage a character can take before falling in battle.
For a new level of experience Nameless gets 10 points, which can be spent on increasing attributes or skills.
To achieve the maximum first pump the main attributes of the trainers, and then use the bonuses.
In addition to trainers, attributes can be increased by:
  • quest bonuses, for example, Horatio the peasant + 5 strength;
  • permanent alchemy potions: cooked / bought / found (+102 strength);
  • items that give a bonus while wearing - rings, amulets.
Do not rush to download skills. First, master the characteristics that are responsible for the main damage of the hero. With well-pumped strength, the hero breaks any monster with a couple of blows, even with a rusty poker.
Protection parameters. In addition to the main characteristics presented above, the game mechanics also include characteristics that are responsible for protection against various types of damage. These parameters cannot be raised permanently, but they are increased by various types of armor, rings and amulets.
  • protection against weapons/claws, fangs the most frequent type of damage, the most important type of protection;
  • protection against arrows/bolts reduction of damage from ranged weapons, in some moments of the passage can greatly facilitate the game;
  • protection against fire only some opponents and magic spells inflict fire damage;
  • protection against magic there are not so many creatures in the game that can deal magic damage, and there are even fewer opponents among them.
Might and Magic skills
An important aspect of the game are skills, which are combat (melee, ranged, magic) and non-combat skills that complement the game. Each of the skills themes, or otherwise simplifies the gameplay, but are not required. Almost all skills require a trainers - a special character who can change the skill level of a skill. Except for a few.
    Melee includes weapon skills:
  • one-handed weapon , there are two skill levels, each opens a combination of blows that deals more damage and allows you to attack in motion;
    1st level - 10 skill points
    2nd level - 20 skill points
  • two-handed weapon , can only be mastered from Chapter II, and only if you become a master of one-handed weapons! The skill can be raised two levels. At each skill level, a combination of blows is unlocked, which deals more damage and allows you to attack on the move.
    1st level - 30 skill points
    2nd level - 40 skill points
    Ranged combat includes shooting skills:
  • bow , the main skill of the hunter, is also useful for those who are used to solving problems from a distance - it increases the accuracy of archery and the time required to reload weapons. Like the previous two, this skill can be increased by two levels;
    1st level - 10 skill points
    2nd level - 20 skill points
  • crossbow , the skill of shooting a crossbow is similar to the skill of shooting a bow, with the only difference that the difference in the weapons themselves implies. The skill can be increased by two levels, it also gives an increase in accuracy and reload speed.
    1st level - 10 skill points
    2nd level - 20 skill points
    Magic skills:
  • magic, represented in the game by six circles, each of which opens access to certain spells. When playing as Swamp Camp, you can only master 1-4 circles of magic. Learning requires skill points:
    1st level - 10 skill points
    2nd level - 15 skill points
    3rd level - 20 skill points
    4th level - 25 skill points
    5th level - 30 skill points
    6th level - 40 skill points
Non-combat skills
There is a popular belief that non-combat skills are generally not worth downloading. Yes, they do not affect the main damage. But they give an incomparable variety in the passage of the game, create an atmosphere and increase interest!

Thief skills:
  • picking locks
    1st level 5 skill points
    2nd level 10 skill points
  • theft
    1st level 5 skill points
    2nd level 10 skill points
Special skills:
  • sneaking
    10 skill points
  • acrobatics
    10 skill points
  • alchemy
    10 skill points
  • hunting skills
    discussed in a separate chapter
Breaking locks. In this version of the game, picking locks with a master key is impossible without the skill of picking locks. So you might miss out on a lot of goodies if you don't master this skill. The game contains locks of the 1st and 2nd level, which corresponds to the 1st and 2nd levels of mastery in this skill. The locks in the game have up to 8 turns. But they are always the same.
I go through the whole game with the 1 key. First you try and solve the combination, then load the save before hacking and enter the correct combination.
Is it possible to complete the game "without getting dirty" with a hack? It is possible, all quest chests, or not locked, or have a key that will be obtained during the plot, mostly closed chests in camps with other people's things.

Theft will allow you to take back what was sold to sellers, help in several quests and just look at the inventory of other characters is sometimes very interesting. Theft also adds additional distraction dialogues to the game for key characters, when the hero says something stupid and at this moment shoots his pockets.
If you are planning to mop up the seller's pockets, then you should not steal everything, the characters quickly notice your nefarious intentions and usually really pull 1-3 items and it will take too much time and downloads. Just sell some of the most expensive items to the seller in exchange for his ore and other items, and then steal these items for yourself. The game has characters who are almost constantly sitting, you can talk, reset the dialogue and save, act until you sit down again, or wait until he leaves to another location, so Sharkey leaves the shop in the tavern at midnight ... You can hit (almost all traders are immortal), save until you run away and load. The character will stand for several seconds in confusion - go for it. You can stupidly drag everything in a row, the characters notice, turn and start swearing, but the window with their things remains open - quickly click everything under a clean one, relevant with magicians. If there are a lot of things, they begin to cast spells when there is a lot of health, this is not so important - then run away and sleep. Without any consequences.
Well, yes, but you can not steal, but just buy, not all officials know about this.

Sneaking . Without this skill, you cannot engage in theft and clean chests while the owners are sleeping.
If the guard does not allow to enter the door. Sit down and go back to the door, the guard will run to you to stop the offense, when he comes up - stand up, the guard will go to his point, and while he has his back to you - crawl through the door.

Acrobatics. This is the most useless skill in the game. It adds absolutely nothing, but allows you to jump further and jump from a greater height. However, the roleplaying is becoming more dynamic. To study acrobatics, it requires 20 dexterity, and in the base the hero has 10, just use an amulet +10 to dexterity, or two rings of +5 each. The key combination ctrl + alt + F8 will help you to jump from absolutely any height, press before landing.

Alchemy. With its help, you can brew potions according to interesting recipes, of which you can find a lot in the game. To study you need a book on alchemy, you can buy it, or, rightly, you can steal it. With the help of alchemy in the game, you can brew permanent potions with a permanent effect. But the number of ingredients for them is limited.
Do not drink potions +3 strength and dexterity at once, according to a special recipe they give +4 potion to both characteristics, this is +2 units for each such potion brewed!
The choice of character leveling
The purpose of this guide is trophy playthrough. Trophy means a maximum of trophies: items, ore, tasks and experience. And in order to make the gameplay as rich as possible, and spend all the experience earned, pump in all the additional skills. After studying the basis of pumping. There are several types of passage and, accordingly, pumping:

Trophy passage by the classic hunter. Not a bad option, although arrows are constantly needed. Not that there are not enough of them, in one of the "greedy" playthroughs I amassed 5000+ arrows and 3000+ bolts. Although, in my opinion, ranged combat is implemented very poorly, but you can adapt. You can only swing a bow, or combine with a crossbow. The variety of ranged weapons is lower than melee ones and you still need to know where to find it. Although there is a certain plus in this, because you get tired of the redundancy of the same type of melee weapon. Also, crossbows have slightly higher damage than bows, but not critical, and bows have a higher rate of fire. There is one more thing that in two places you may need a melee quest weapon, Ulu-Mulu and Urizel both have a strength requirement of 30, and in the base have Nameless 10 - just put on the amulet +10/20 and rings +5/10 to strength. Upgrading ranged skills by points is cheaper than melee. I can also say that this type of passage requires a certain amount of wagering. For beginners and those who are looking for something simpler, I would recommend the following type of pumping.

Greedy passage - do not waste disposable items (arrows, scrolls, potions, food) focus on:
  • maximum strength - respectively maximum damage;
  • melee - does not require consumables;
  • two-handed weapon - focusing on two-handed weapons allows you to have the greatest damage, and be the first to hit the enemy due to the greater distance, respectively, do not spend health.
The essence of the two-handed man is take an ax, chop hardcore. In the 1st chapter, the possession of weapons in this pumping does not make sense to swing, now I will explain why. Two-handed weapons can only be pumped after the 1st chapter, for this you need to become a master of one-handed weapons, and this is as much as 30 skill points, 1st level - 10, 2nd - 20. And 70 skill points will take a two-handed weapon, 30 and 40 respectively. In total, you need as many as 90 points, from which in the 1st chapter there will be no benefit, and I squeeze the maximum wagering out of it. Better to pump these 90 points into strength, which will give an instant increase in damage. The weapon skill gives only external usability, speed and additional animations, but not damage! It is important. When you hit strong monsters, low damage simply will not allow you to break through their thick skin and they will not care how beautifully you wield your toothpick. But great strength will allow you to take a really powerful weapon of real men and will give good damage. The hardest thing is to endure the first couple of levels, wielding a crooked one-handed weapon, then you can find a two-handed one and everything will go like clockwork. An attack with a two-handed weapon and without training looks solid, unlike a one-handed one, where the hero runs like a village idiot with a stick.
If you wish, you can go through the whole game as a warrior without pumping weapon skills and without experiencing difficulties.

Passage by the magician. A pure magician is difficult and not for an amateur. I pump magic for fun, variety of gameplay, and help in passing, but after the main pumping. In the first chapter there are only runes of the first circle - the weakest. I usually don't use scrolls because of the "greedy" pumping. Although this is at the discretion. Bringing a troll down and two-hitting is fun. When the Healing rune appears on sale in the II chapter, then by putting on / removing the amulet +10 to mana, you can endlessly heal, but this will only be in the 2nd chapter.
Hunting skills
Ursprünglich geschrieben von Aristotle:
One should hunt both wild animals and those people who, being by nature destined for submission, do not want to obey; such a war is by its nature just.
This build is especially good for hunters (only russian fix). Let me explain, in the original, many points of the animals were too close to the hunters, guards. At the sight of the hero, the animals played the animation of the threat, and instantly sawed out, depriving the player of experience.
Ursprünglich geschrieben von Drax:
If you don’t know how to properly butcher the prey, then all the animals you kill will simply rot for no good. Hunting trophies are usually highly prized. ... Hunting is a good way to earn ore.
Before The Big Hunt I advise you to prepare properly. Complete a couple of simple quests in the Old Camp, increase at Diego attributes and take a good sword/bow. Master Sneaking and Punching Locks, then at night slowly rustle through the chests of miners and ghosts of the Old Camp, pick up some ore, which you will gladly spend on learning hunting skills in order to collect rich trophies from the local fauna of the Valley of Mines.
You can hunt scavengers and mole rats without training, except for meat, they do not give other trophies.
Ursprünglich geschrieben von Drax:
Hides, fangs, and claws can be mined here if you know how. But this knowledge will have to pay.
    Hunting skills can be learned from Drax , or Aidan:
  • extraction of claws - 1 skill point, 50 ore;
  • extraction of fangs - 1 skill point, 50 ore;
  • skin off reptile (leather) - 1 skill point, 100 ore;
  • skin off animals (furs) - 1 skill point, 100 ore;
    Also, hunting skills are taught by Wolf, Baal Kadar, Baal Netback:
  • pulling out the hornet sting - 0 skill points, the Hornets book, costs 150 ore, you can simply steal it from inventory (requires the Theft skill), + activates the minquest Honeycomb;
    Gor Na Drak, and all Guardians teach the following skill:
  • loot crawler jaws - only Gor Na Drak teaches for free, and Guardians for 1 training point;
    And plot skills:
    At Wolf:
  • extraction of minecrawler warriors plates - 0 skill points;
    At orc Tarroc:
  • extraction of the horn of darkness - 0 skill points;
  • extraction of a troll's fang - 0 skill points;
  • extraction of the tongue of the fire lizard - 0 skill points;
  • extraction of a swamp-eating tooth - 0 skill points.
Total: only 4 skill points and 450 ore, or 300 if you have dexterous fingers.
Bestiary: trophies and experiences
Name
Experience
Trophies
Trophies after training
Insects
Meatbug
10
bug meat
-
Bloodfly
70
wings
bloodfly sting
Crawler eggs
-
-
the trophy itself
Minecrawler
130
-
mandibles of a crawler
Crawler Warrior
220
-
mandibles of a crawler, armor plate of a minecrawler
Temple crawler
250
-
mandibles of a crawler, armor plate of a minecrawler
Crawlers queen
2000
-
-
Fish
Swampshark
400
-
skin of a swampshark, teeth of a swampshark
Reptiles
Waran
80
-
claws 4
Lurker
170
-
lurker's claws 2, lurker's skin
Dam Lurker
200
-
dam lurker's claws,lurker's claws 2, lurker's skin
Orc Biter
120
meat 2
claws 2, teeth 2
Snapper
220
-
claws, teeth 4
Razor
200
-
claws 3
Firewaran
500
-
tongue of fire, claws 4
Birds
Young scavenger
40
meat
-
Scavenger
50
meat 2
-
Mammals
Young molerat
40
meat
-
Molerat
50
meat 2
-
Wolve
80
meat
wolfskin, teeth 2
Orcdog
120
-
skin of an orc dog, teeth 2
Bloodhound
220
-
teeth 4
Shadowbeast
400
meat 4
shadowbeast skin, teeth 4, horn of a shadowbeast
Young troll
1000
-
troll skin, troll tusk 2
Troll
2000
-
troll skin, troll tusk 2
Goblins and Orcs
Young goblin
60
club
-
Goblin
60
rusty sword
-
Black goblin
120
nail club
-
Goblin Warrior
150
mace
-
Orc
150
Krush Varrok
-
Orc Scout
180
Krush Varrok
-
Orc Hunter
200
Krush Varrok
-
Orc Fighter
250
Krush Pach
-
Orc Warrior
300
Krush UrRok
-
Orc Clanwarrior
350
Krush Agash
-
Orc Temple-warrior
400
Krush BrokDar
-
Undead Orc Warrior
250
Krush Karrok
-
Orc shaman
500
Grahtnakk
-
Varrag-Hashor
8000
ShaBaNakk, WELTENSPALTER
-
Varrag-Kasorg
8000
ShaBaNakk, LICHTBRINGER
-
Varrag-Unhilqt
8000
ShaBaNakk, ZEITENKLINGE
-
Varrag-Ruushk
8000
ShaBaNakk, DAEMONENSTREICH
-
Grash-Varrag-Arushat
10000
ShaBaNakk, BANNKLINGE
-
People and Undead
People
20-120
-
-
Skeleton
250
rusty sword
-
Skeleton Scout
250
scythe
-
Skeleton Warrior
300
ax
-
Skeleton Mage
500
-
-
Zombie
200
-
-
Zombie the Keeper
1500
orcs amulet
-
Magic creature and Demons
Harpyie
200
-
-
Bridge golem
500
-
-
Stone Golem
1000
сердце каменного голема
-
Fire golem
1000
сердце огненного голема
-
Ice Golem
500
сердце ледяного голема, частица голема
-
Demon
500
-
-
Demon Lord
1000
-
-
Sleeper (Krushak)
20000
-
-
Hunting for humans and orcs
Ursprünglich geschrieben von Anonymous:
If you speak not cheese, but genocide when photographing, the smile will be even wider!

The game itself pushes Nameless to destroy everything and everyone. And the pursuit of experience, and incomprehensible robbers who themselves suggest themselves, and the consequences of the disaster in the Old Mine, and the finding of the teleportation rune to the fire magicians, when the entire Old Camp is already hostile. So why be shy and wait.

If you are a completely fierce perfectionist, then in pursuit of experience and loot, you can beat the guards of the Old Camp in front of the Old Mine in advance. Otherwise, later they will be killed during the quest Test of Loyalty, if you complete it and squeeze the maximum of your benefits. They are immortal until you have received permission to enter the mine, after - everything is in your hands. And if the quest "Test" is completed, then a couple of coins and torches will remain from them. And then the population of the Old mine itself is not tenants, so why shouldn't they become experience? And the guards from the meeting place, who then become inaccessible.

When you turn in all the quests, the NPCs are no longer needed by the hero. You can arrange genocide, start with Mad, if he is still alive. There is one bug here that I usually use, if you attack someone, then the guards will become aggressive and want to punish the Nameless Hero. You need to save and boot again, all the guards will instantly become "waist-deep" - they will freeze in an attack pose with a drawn weapon, and you can beat / kill them with impunity. So I first beat and robbed everyone I could in the Old and New camps, and then just in case I soaked them. All the same, according to the plot, the Old Camp will become hostile, and the New Camp will not understand the revolutionary approaches to the use of the ore mountain.

There are no consequences from the fact that you soaked half of the camp, except for dissatisfied dialogues with the game. Sellers continue to trade in the same way.

Almost all sellers, except for a couple in the Old Mine and everyone who is needed according to the plot, have temporary immortality for the necessary chapters. This was not the case in the original game, and if you cut out the wrong ones, the game will crash during the plot, this is cured in the fix. Hit and kill whoever you want! Except for women, who are already immortal, and eunuch Alex, who helps in business, so I cut out all the extra people in advance. And not only.

According to the plot Ur-Shak invites the hero to cook Ulu-Mulu in order to peacefully pass into the lands of the orcs, yeah. But soaking an orc town is always more fun and more experience. You can cut all the orcs back in the 1st chapter, but then the rest of the chapters are passed without them. On the respawn chapters, only one orc hunter appears, at the entrance to the orc lands where Paco is buried. And the orcs who live in the town are cool, play drums there, grill barbecues, you can leave them until Ulu-Mulu to run among them, you will always have time to fill them up.

As a result, I usually leave only representatives of the Swamp camp, 4 friends of the hero, and a couple of captured orcs, so that there is someone to work in the mine.

Whoever played / will play the second part will understand that after the release from the prisoners who escaped from the colony, there are only one problem. Therefore, you can turn on the mode Judge Dred and not spare anyone. They all deserve their fate. Kill everyone, Sleeper will recognize his own.
Economics
The currency of Gothic is ore. When you enter one of the camps, the trainers of that camp will increase the characteristics of the Nameless for free.
We will complete all quests to the maximum, including Entering Camp X, in all three camps at once (next chapters). This means that first we will have to learn from Diego and not for free, one characteristic value is 10 ore, 5 - 50, respectively. At first it may seem that there is a lot of tension with the ore, but this is not so, in one of the passages I accumulated 32k + ore, in reality there is nowhere to put it if I play meticulously.
In the course of the quest to join the Old camp, you will have to learn thieves' skills, I recommend that you first raise a little strength / dexterity, at least to 20, this is just one level to take a more powerful gun. Then learn Sneak from Kavarlorn and Pick Level 1 from Fingers. This will lighten the chests of the Old Camp, New Camp, Old Mine, as well as the Free Mine Village, and problems with ore will disappear forever.
In other guides, you can find tips on how to abuse a skillet to double meat, or to spawn swords. My advice to you - do not stoop to this shi+, especially since some of these unholy methods are already closed in steam fix. In the last playthrough, I didn't make any swords or grill meat at all, to keep the total amount of ingredients harvested unchanged for interest.

In the course of describing quests, I will write how to honestly solve quests in the most greedy way. Himself Geib would be glad, believe me.
Armor and weapons
Armor. I recommend taking from Sweeney for free Miner Pants. Then buy yourself something better as the story progresses. Quite good for the 1st chapter - the Robber's Armor, it is in the chest behind Quetin, he has the key. Stealing is not difficult, but you can also overwhelm the robbers after passing their quests and get this armor. The best is the novice's armor, or similar from another camp.

Weapon. Among fans of Gothic, I many times met such an opinion that with a heavier weapon you attack more slowly, which means it is easier to take a weaker cannon and poke faster. Like a choice at the very beginning between an old and rusty sword. Their choice. It is useful when fighting other characters.

My tactics are simple. To take a bigger club, but more powerful and how to break in, sometimes the second blow is no longer necessary, when the hero has 100+ strength, the little thing falls from one blow. If not, then tactic step back => hit works great even without skill training. Artless, but practical. Therefore, we will fight with two-handed weapons. I will describe a couple of good guns, the main milestones so to speak.

The coolest two-handed weapon is a secret sword in the Abandoned Mine named Ancestor's Hand. He's cool not for his damage, but for his initial availability. It has its own beautiful model and requires only 20 strength with 40 damage! This means that at the second level it is possible to break the faces of miners from a greater distance of two-handed weapons. This weapon is understandably only available in Gothic with Steam Fix. By the way, in some other versions the Abandoned Mine is implemented differently, so it may not exist.

Ax of the orc hunter Crash Varrok. 40 damage and requires 50 strength. Weak, but they can already break the Crawler Queen in close combat, and that's cool. By the way, before the rebalance in the fix, the Orsk weapon was cooler. Orc can be overwhelmed, but you can get this ax and a funnier method. Behind Paco there is a stone arch above the orc dogs along which you can climb the mountain where the orc hunter sits, if you aggro him, you just need to come closer, he will run after the hero from the mountain down the labyrinth, in most cases it breaks on bends and crashes from falling from a height. But I feel sorry for him. Experience, I mean, so I just smash the orc's skull.

There are also a couple of secret swords that are not sharpened by the plot for Chapter I, but I usually get them anyway. This is Blood attack, stats 85-75, in the room under the barons, where you have to pinch through the lattice bug from the outer ring of the Old Camp castle, the entrance above the hut Fisk. And the sword Vengeful steel, which can be grabbed even at the first level, if you run fast. To do this, you need to climb the mountain from the territory of the orcs, closer to the New camp, jump in the Outer Orc Temple, climb into the sub-temple dungeons and take the sword. Although you can pierce your way there with a sword, another sword.

In addition to such difficult paths, you can get good two-handed hands if you beat the Guardians of the Swamp Camp, I did not touch them for religious reasons :D And you can also knock out a lot of two-handed hands in the New Camp, almost all characters with names are equipped with them. For example, ax Li as much as 105 damage!
Camp selection philosophy
To get the maximum experience, and at the same time in the process to decide on the choice of the camp, you need to carefully complete all three quests Acceptance to camp X in order to understand the philosophy of each camp, and only then join the one that you like. The game itself contributes to this, you can enter one of the camps only upon reaching the 5th level.

The world behind the barrier, like any closed society, was divided into camps of interests. Almost immediately we have to make a choice in which camp to join. But don't be in a hurry. The camps are not just faceless factions that differ from each other only in color, as in other games, each has a whole philosophy behind them!

Old camp. The biggest and most influential. Belongs to the ore barons who trade with the King. Everything is very attractive. But if you look closely, it turns out that this is a society of prisoners who have seized power, therefore there are specific orders characteristic of the army, or prison. Strict hierarchy, protection, and outright extortion. Just remember how they welcome newcomers. Not our way!

New camp. It consists of outrageous thieves, so fierce that they could not even fit into the thieves' laws of the Old camp, mercenaries and magicians, obsessed with the idea of ​​destroying the barrier with the help of magic ore. Why they stupidly put it in the middle of a large cave, they do not trade with the King, and in order to survive, they engage in robbery and force the newcomers to work hard in the rice fields. Mostly nobody cares about you, but the camp is full of bad guys, outright bastards who will sell you for a bottle of rice schnapps. And just like that, to immediately destroy this barrier, where the laws of the King do not apply, you can take advantage of this and earn your first million, and only then remove the barrier. There are no women in the New Camp at all, which is why they are all so angry there.

Swamp Camp, or Brotherhood of the Sleeper. The entire main plot of the game is built around the events of the Swamp Camp. The camp is notorious for the fact that only fanatical sectarians live in it. But their God - Sleeper, unlike the gods of fanatics in real life has one advantage - he exists! After talking with the locals, I realized that there are many adequate people who entered the camp because of more humane conditions than in other camps. There are real believers who live in meditation, simple converts - novices and enlightened gurus, or Idols who wield the magic of the Sleeper, there is a caste of Guardians - tough warriors with two-handed swords, and not these one-handed pokes. There is a place in the camp for outright freaks, like Baal Netback. Everything is very democratic. The people are peaceful, they are not at war with anyone, unlike the Old and New camps, which squabble with each other and for the King's handouts. The people of the Brotherhood are engaged in agriculture - they grow roots, swamp, medicinal herbs, so they do not depend on anyone. Everyone is in business: who is enlightened, who works in the swamps, or in the forge; exercise, or just sit on a picnic with a hookah. Worship Jah Sleeper, and generally close to nature, which is important for a hunter-researcher. And most importantly, they give out a bog, for free! As a child, my mother told me that the uncles on the street would also give me a bog, if you know what I mean, but the real world is even worse than the Old Camp. By the way, the bogie gives an incomparable experience for the first time. From the Novice you get +5 to experience, and from the Northern Dark +10. Well, and the last straw was the letter. These pigs from the outside world are plotting against the Brotherhood, as the people of the Swamp Camp call themselves. Such is the case, brother, I chose the Brotherhood!
Old Camp

The hierarchy of this place is such that you need to achieve the location of certain people, to curry favor with important bigwigs.

Joining the Old Camp. It is a large quest, part of which is displayed in the journal in the form of entries within this task, and the other part in the form of separate tasks related to the main one. They can be performed in any order.
  • Whistler's quest: helping a loser buy a sword from Fisk. Don't tell Fisk that you are from Whistler. On the same day, give the sword to Whistler, otherwise he will think that you deceived him. The sword is still tasteless and weak.
  • Fingers quest: is that you need to master thieves' skills. Thieves are held in high esteem in the Old Camp, and it will come in handy for you. We learn the skill Sneaking at Kavarlorn outside the camp, Theft and picking locks of the 1st, 2nd level at Fingers. Also, Wage from the New Camp teaches thieves skills, but for the services "for strangers" he fights a lot of ore.
  • Scatty's quest: fight in the arena. There are two ways. Or immediately merge Karim, after laying out the ore. This will be enough for Scatti, but not for us. The second way is to kick аss Karim and Kirgo. This will give a sense of superiority more experience and their stuff. Gor Hanis will not fight you as long as you do not belong to any camp. In fact, in order to win in the arena, you first need to pump up the power of Diego and get a normal weapon. Let's say Ancestor's Hand, or a two-handed staff from the Swamp Camp. You can use a trick - enter the arena so that the grill is closed between you and your opponent. It will be easier to win with a two-handed weapon, so that you don't get poked by your opponent.
Separate tasks related to the quest Joining the Old Camp:
  • Vanished guard. A ghost named Sly, he sits in his pants in the outer ring of the camp, asks to find the amulet of the guard Nek. Sly advises asking the locals, for example, guard Fletcher, from him traces lead to Snef:
  • Snaf's Recipe. Cook Snef sent guard Nek to pick mushrooms, but he disappeared somewhere.
    The solution for these two quests is common. We go through the southern gate behind the camp. On the way, we collect trophies from meat beetles from abandoned huts, behind the gate is full of mushrooms, next to it we find a cave, in it lies the body of Nek, who fell in an unequal fight with mole rats. We take the amulet and run to hand over the quests. We give the cook the ingredients for the brew. We receive a reward in the form of daily free servings. We are running to please Fletcher that Neck has become food for rats. And we hand over the amulet I send. You can turn in the amulet after the quest Scatti in the arena.
  • Recipe of the Sect. Dexter wants to acquire the intellectual property rights Cor Galom in order to drive the potions himself. Honestly, nobody wants to work here! The recipe will have to be stolen, and for this you need to already have the skill of picking locks of the 1st level. Wait until Kain, assistant Kor Galom, dumps out of the laboratory and act. Yes, if you bargain for a long time, then Dexter will give the ore in advance! Ask Baal Parvez to escort you to the Swamp Camp, at the same time activate the quest Acceptance in SC.
  • Throus' Quest. Torus will be glad if you get rid of Mordrag. Do not kill him, it is better to ask to be taken to the New camp, at the same time you will start the quest Acceptance in the NC. If you show Torus the letter, the miner Grant will appear at the southern exit, who wants to rob you. Fortunately, it will not be difficult to beat a miner. Take his meager belongings, and only then ask Mordrag to accompany you to the New Camp.
  • New partner for Fisk. Fisk is unhappy that now Mordrag is gone and no one is delivering stolen goods to him, find a replacement in the New Camp in the person of Sharkey.
  • Test of loyalty. The final part of the quest Joining the Old Camp, activated by Diego. He sends you to the Old Mine, you need to take a list of goods from the local chief Jan. Do not forget to ask Diego for the passphrase, or Jan will send you. To begin with, forcefully demand a card from the miner Graham. Then take the list. Do not forget to go to the New Camp to Lars in order to bump heads against the reds and blues and gain experience, and after handing over the quest - equipment at Horn. I recommend before Lars to beat the guards in front of the Old Mine yourself, they will not live anyway. After that you are ready to be accepted into the Old Camp, but do not rush to hand over the quest, first complete other "Joining the X Camp".
Other tasks from OC:
  • Letter to the Magicians of Fire When you solve the quests Diego and Torus you can safely go to the castle to the fire magicians. Talk to Milten, get a reward from Torrez. Yes, the counter with running past the guards in attack mode finally does not work in this version! If you read the letter (turn in unread), it becomes clear that it would be useful in the Swamp Camp, but this is provided only in the Golden mod, which lagged behind in all other game improvements, so accept it.
  • Quests related to Bloodwin. They are not marked separately in the journal, but they are rich in events and give experience. Don't give ore to Bloodwin! Then his accomplice Grim will lure you out of the camp to teach you a lesson. Yes, not alone, but with a couple of miners who are sitting outside the fire. I recommend to get rid of these crooks in advance, take their swag, the contents of the chest, and only then go with Grim, then they will not interfere with how to beat Grim for betrayal. Also, a miner named Herek, servant Bloodwin, wants to teach you a lesson for insolence. Put it in its place! Miner Jesse will give a couple of useless advice and ask to pay his debt to Bloodwin. Agree, and then the main thing is not to pretend to be a noble guy, otherwise you will not get your legitimate 50 experience from Jesse.
  • Miner Gilbert. Not marked separately in the journal, this is part of the quest The gang Quentin is located in a secret cave at a height, between two passages to the orcs. After the dialogue, you can immediately fill it up and rob it without any damage.
Old Mine

  • Aaron's Chest. Classic story. Guard Aaron is guarding his chest, and miner Snipes wants to screw him up. Distract the guard by claiming that Jan wants to see him for some reason, it will work, take the key from Snipes for 10 ore, loot the chest and sell the key back to the guard.
  • Ulbert's Storeshed. In a separate branch of the mine is sitting idler Aleph (do not hand him over to the guards) he sells tips and a key to the warehouse. When you have the key, give the warehouse guard Ulbert a drink and hang him noodles about the fact that they are eating meat below. Clear the contents of the chests.
New Camp

Ursprünglich geschrieben von Pendalf:
They steal and throw everything, cut each other and hang ... In general, there is a normal civilized life.
Joining the New Camp. It is a large quest consisting of several tasks, you can complete them in any order. Initiated by the Throus' Quest, or directly from Mordrag.

Key characters:
  • Mordrag. Ask the thief the honest merchant Mordrag to show the way to the New Camp. He will escort you and give you a ring for Lars, it will be a pass to the main thief of the New Camp. Yes, for those whom Mordrag kills on the way, you will get experience.
  • Lars. Greedy for ore Lars will ask you to rid Baal Isidro of the contents of his pockets. You can just give him 400 ore right away to get behind. Also Lars is connected with the quest Test of Loyalty, the mercenary Orlof can also suggest this, let Lars correct the list of goods from the Old Mine.
  • Baal Isidro usually straightens out karma in the tavern. To get into the tavern for free, you need to pretend to be a miner. Take the miner's pants from Sweeney, he hangs out in the village in front of the Free Mine, behind the New Camp. Drunk Isidro is greedy for everything that burns. Treat him with a beer and he will gladly give you his bog, which costs 400 ore for only half the amount.
Other tasks from the NC:
  • Canvassing of Customers. This quest is given by Baal Kagan his story is connected with Baal Isidro, he can tell a lot of interesting things about him, I solve their tasks at the same time. Baal Kagan asks for a promotion to distribute the swamp to local aboriginal thieves and mercenaries. Distribute grass, get ore - profit. Then do the same with the bog Isidro. Thieves at the entrance to the camp, on the second floor of the tavern, and mercenaries on the tower of the New Camp also love the swamp. People in the village of Free Mine without this dialogue. If the grass remains, sleep and repeat the action the next day. When you hand over the quest to Baal Kagan, do not be greedy in any way and ask him to help you join the Brotherhood, he will give you a special joint for Baal Tion, only in this way you can get an additional experience and complete the quest Joining the SC.
  • Lurker at the Dam. Homer asks to kill the shnyg, whose individual plot was destroyed by the erected dam, kill the unfortunate animal, the shnyg lives on the other side of the lake. Show proof Homer.
  • Shrike's Hut. Gorn will report that a thief named Shrike is arrogant and lives among the mercenaries. Give the division of people into castes! Put the thief in place - beat Shrike, acquire his hut and get approval from Horn.
  • Horatio the Peasant. It will help you increase your strength by 5 points, after you inform him that it's time to beat the rice lord and the gang Lefty. This thread of dialogue can only be activated after talking with Jeremy in the tavern.
  • Water Carrier. This quest is directly related to the previous one. It is necessary to distribute water to the peasants and the next day to activate the repetition of the task from Lefty. The gang Lefty is strong enough for an unprepared hero, you can leave them for later, but for now just bypass.
Free Mine:
  • Baloro's Weapon
    Ursprünglich geschrieben von proverb:
    There's a sucker born every minute
    Have you noticed that at first the hero looks rather silly? So this is noticeable to many. Mercenary Baloro decided to get hold of a hawk on this. Bring him what he asks for, it can be collected right there by looting the chests of the Free Mine. You won't get weapons, but experience is experience. Baloro can then be beaten and returned to yourself, but for this you need to have a good weapon.
Swamp Camp

Joining the Brotherhood. It is a large quest, part of which is displayed in the journal in the form of entries within this task, and the other part in the form of separate tasks related to the main one. They can be performed in any order.

Key characters:
  • Baal Taran . He will tell the hero in general terms about the Swamp Camp, or the Brotherhood of the Sleeper at first hand, he will advise him to turn to Baal Parvez. He initiates the quest Acceptance to the Swamp Camp.
  • Baal Parvez will agree to escort the hero to the Swamp Camp, and he will also get some experience for it. As well as for the animals he killed.
    In the camp:
  • Yoru. He is a novice, but an activist, like the headman. His word is quoted by other gurus, because he tests the substances created by Kor Galom, so he sits firmly on the swamp. Can tell you how to get into the trust of the rest of the gurus. His task is quite simple - bring him your daily dose of swamp from Fortuno.
  • Baal Tion. Give him a special joint from Baal Kagan, this is a really fickle thing, the guru will come with it with your participation. And this is the most difficult quest for accepting into the Swamp Camp, because you can confuse the reward of Baal Kagan and then Baal Tion will not show his favor to you. You can enter the camp without it. But this is an experience, and the quest itself is cool.
  • Baal Namib. Ask novice Lester to show you the camp, walk with him, say, to the forge, there ask how to impress his teacher Baal Namib. Go back to the entrance and work for a grateful audience.
  • Baal Kadar. The local magician will not communicate with any rabble. Yoru suggests that he can be impressed by casting the Dream spell on his students. And I suggest that Baal Namib has the rune of the Dream spell, and it can be stolen. Only here's the trouble. Without the first circle of magic it cannot be used, and only Idol Kadar [/] can teach the first circle. We'll have to use the sleep scroll. By the way, you can get it for the quest Harvest swamp in the same camp, or from Baal Kagan in the New Camp, but then you will not get a miracle jamb.
  • Baal Oran. Will give the quest Harvest swamp, but only after you solve the quest Changer for Gorim. After solving these quests, you will impress of Baal Oran and you can go to turn in the Acceptance quest Kor Galom.
Separate tasks related to the quest Joining the Brotherhood:
  • Ghorim's Replacement. Gorim works hard at the production of the bog and is pretty bored, because his replacement Harlock is in no hurry to work. You need to shut it down properly to reset your thinking, but not kill it! This will activate the following quest from Baal Oran:
  • The Swampweed Harvest Baal Oran admires our adherence to the ideals of the Brotherhood, therefore he will give an important task "bring it and give it." You need to pick up a crop of grass from the swamps and take it to the laboratory for distillation. But everything is not so simple here. We need to pick up the crop from two local agronomists. One named Balor is at the near part of the swamp. In a conversation with him, choose selfish remarks, then he will offer to work as a herb courier for 50 ore, and you will get as much as 250 ore when you deliver the weed to the huckster Cypher from the tavern of the New Camp. The second agronomist - Vairan, will ask you to prove your stubbornness commitment to the Brotherhood, for this you will have to cut all the swamp hymenoptera in sight. Then bring the harvest Kor Galom to the lab, then look at Baal Oran. This task can be repeated in a day, then Vairan will stop giving grass, and Belor will start ignoring you.
  • Canvassing of Customers. You can activate the quest at Baal Tondral, or else in the Old Camp at Dusty, he is interested in how his friend Melvin is doing in the Swamp Camp. Lead him through the south gate to the Swamp Camp. The guards don't want to let the simpletons go free. We'll have to give them a bribe of a hundred ore. Then beat the guard and get your ore back. And Baal Tondral can whistle the Light rune as an additional reward.
Tasks issued after joining the SC:
  • Taking Weeds to Gomez. They took it and carried it.
  • The Weed Monopoly. Eliminate competitors Cor Galom. They are sitting in a cave near the New Camp. There are three alternatively gifted thieves sitting there. They can be scared that the Guardians of the Swamp Camp have already left for them, they will also pay for this ore. Then I recommend killing them for their own good. They are wildly scripted and have little resistance. If you let them go, they will come to the bandit base to Quentin and will stand there without dialogue.
It is also worth mentioning that the novice Shrat lives in the swamp, an atheist from faith in Sleeper, in the camp of believers it is bad for him and he can become your companion, but he is of little use.
Quests outside the camps
  • Map for the hunter. Hunter Retford wants to acquire colony cards, accepts any. Give him whatever you take. Then you can beat him and put everything back.

  • The Stranger. Get ready to run. In the dungeons of the Tower of Mists there is a skeleton mage, from whom you can take the book Chromanin. This is the start of a boring mystery quest:
    Book 1 says: "... a wise man reconsiders his past deeds from above ..." - shuffle into the ruins with a tower, to the top ..
    Book 2, it says: "... what was divided will become one" - a speech about the island opposite the Old camp.
    Book 3 will tell you: "... a smart fisherman will try to find luck on the other side of the sea ..." - swim to the other side of the lake opposite the flooded huts.
    The 4th book tells about: "... forgotten the affairs of those who were once on board ..." - go to the wrecked ships.
    The 5th book will take you "back": "... you will find me where it all began" - you can guess what it is about.
    6th book - as in that joke "water washed away all the ink". The mysterious stranger is dead and took his secret with him. And all because he was still wearing the first suit, instead of normal armor. When you read an empty book, a bunch of undead will appear around you, rest them too. Skeleton magicians rivet skeletons of three in a row, it seems like endlessly and you can raise experience. But I do not recommend, experience is enough. Weapons that drop from skeletons cost as much as 0 ore.
  • Quentin's Gang. In front of the New Camp there are two bandits who pretend to be thieves from the New Camp and ask for a "tweet to paycheck." Get on the ♥♥♥♥♥♥♥♥ as soon as you can. They have help from Kvetin. This is the boss of a band of robbers that sit to the right of the troll's gorge in the northern forest. But if you go to them without help, the robbers-bureaucrats will attack you! Kvetin will congratulate you on your initiative and direct you to Kalesh with another help. The help says that the Nameless Hero is a moron and needs to be beaten. Kalesh not a bad war, but he can be defeated. Then we stomp back to Quentin with a forehead. He will say that the joke has failed. Build a dialogue peacefully, otherwise you will not get the continuation of the quest. Then Quentin will ask you to get the most secret amulet of the Brotherhood of the Sleeper. This is a powerful artifact that immediately adds nothing to all the characteristics and skills of the hero and costs 5 ore. There are three such artifacts in the game. In the chest Kor Galom and a couple of the most powerful Guardians of the Sleeper. And finally, Quentin will give you a normal quest. You need to find Gilbert and his duplicate key. I found him and finished him off at the very beginning. He hangs out in a secret cave at a height south of the Old Camp and for dialogue with him at the very beginning you can get a hundred experience. We give the key to Quentin and get the continuation of the quest - you need to save Alex. We take the guard's skin, the key and go to the zindan under the Old Camp to save the poor man. This is the last of a string of robbery quests. After that, kill the spent robbers, Alex can be left. Quentin has a key to a chest with armor, which is not bad for the 1st chapter. But do not shine your armor in front of the living Quentin, otherwise he will be offended. After all the robbers are dead, you can start a dialogue with the immortal miners for 300 experience. The miners will go to idle in the Old Camp in the room from the fallen tower.
These are all tasks that can be solved in the 1st chapter of the game.
Chapter 1 summary
The 1st chapter ends after Acceptance to camp X and a dialogue with the head of the camp you joined during the passage. This dialogue can be delayed as much as possible and squeezed out of the game as much as possible before the end of the 1st chapter, as I did:
Having turned on the maximum greed, I got the 29th level at the end of the 1st chapter. This is 290 skill points, even without the quest Horatio, permanent potions and potions brewed with alchemy. This was enough to pump everything that was needed according to the original plan and even 41 unallocated points hung.
Chapters 2-6
If there are no wishes, I will not describe in such detail the subsequent ones after the 1st chapter, I will only indicate a list of their quests. If you have read the previous chapters completely, then this already makes no sense. All the plot tasks are straightforward, in most places we have already visited in the first chapter (I was so sure in all). After such a fierce trip through the 1st chapter, this is a rather boring run from point A to point B with the accompanying cutting of the spawned animals and dialogues about those places that were already cleaned up in the 1st chapter. What else is worth saying, the mummies in the orc cemetery are stuffed with "goodies", and all the puzzles in the temple of the Sleeper work correctly in this version of the game!

Chapter 2: The Minecrawler's Nest
  • Focus for the Gurus

  • Secretion of the Minecrawlers
  • Almanac
Chapter 3: Artifacts of Ancient Power
  • Orc Cemetary
  • Healing Herbs for Y'Berion
  • Escape Plan of the New Camp
  • Search for the Focus Stones

  • Focus in the Troll Canyan
  • Focus in the Mountain Fort
  • Focus in the Monastery Ruins
  • Focus under the Ring of Stone
Chapter 4: Xardas
  • Aid of the Magicians of Fire
  • The Meeting
  • Xardas the Necromancer
  • The Banished Orc Shaman
  • Search for the Ulu-Mulu
  • Minecrawler's Plate Armor
  • Way into the Sleeper's Temple
Chapter 5: Guardians of the Portal
  • The Magic Sword Urizel
Chapter 6: The Temple of the Sleeper

  • Awakening Sleeper
Epilogue