
Side and story quests are the core of the gameplay in Gothic 1 remake, which sets the pace for Colony exploration and hero development. Completing these missions is important not only for gaining a significant amount of experience—many quests unlock trainers, skills, weapons, and equipment, without which comfortable progression to the endgame is impossible.
This article catalogs all quests by location, detailing the conditions for obtaining them, possible consequences of your choices, and important nuances related to specific chapters. Use the content jump to easily navigate the page.
All story quests in Gothic 1 Remake
The plot consists of six chapters and completely repeats the story of the original game. Faction selection does not affect the main events, it only determines the character's class: Fire mage and guard (Old camp), water mage and mercenary (New camp) or follower of the Sleeping One and templar (Swamp camp).
The World of Prisoners
The nameless hero finds himself in a Colony surrounded by a magical Barrier and meets Diego, a ghost working for the ore barons. To secure temporary shelter in these hostile lands, he must enlist the help of influential people: cult idols, bandits from Lares's group, or members of Gomez's gang.
The first chapter includes four tasks:
- Letter from the Fire Mages;
- "Invitation to the Old Camp";
- "Invitation to the New Camp";
- "Invitation to the Swamp Camp."
After joining one of the three factions, other missions from this category will be automatically failed (the "red cross" symbol in the guide).
Nest of crawlers

After meeting with the Brotherhood's spiritual leader, the hero receives a new assignment: to search for the Unitors—ancient artifacts needed for the ritual to summon the Sleeper. The first location to explore is the Old Mine in the northern part of the map. Here, you'll have to fight Queen of the crawlersto gain the favor of experienced gurus.
The introduction to the second chapter differs depending on which camp you join:
- "The Brotherhood Plan" is the first mission for the New and Old Camps;
- "Delivering the Swampman" is the first task for the Brotherhood's novices;
- The Missing Student;
- "Yu'Berion";
- "Unitor";
- "Almanac";
- The Nest of the Crawlers;
- "The Great Awakening";
- Orcish Crypt.
Ancient artifacts

Continuing his search for the Unitors, the nameless one ventures into even more dangerous places, inhabited by predatory lizards and orcs. Along the way, he manages to uncover more interesting information about the nature of the Barrier. When all the ancient artifacts are in Yu'Berion's possession, the leader announces the next stage of the plan—a meeting with the mages.
The third chapter consists of three tasks:
- The Water Mages' Plan;
- "Unitors";
- "Flame and Waves".
Also in this part of the story you will be able to complete a unique task Bandit Camp from Guard Torus or General Lee for promotion.
Ксардас

According to the Water mages, only Xardas can reveal the truth about the great Sleeper's nature, so the hero must travel through orcish lands to meet this mysterious and powerful mage. He learns that the deity worshiped by idols and acolytes is in fact a demon. Its power could threaten not only the Colony but also life beyond the Barrier.
The fourth chapter includes the following quests:
- "Xardas";
- "The Exiled Shaman"
- "The Greatest of Banners";
- "Return of the Free Mine"
- "City of Orcs".
Guardians of the Portal

The events of Chapter Five are devoted to the nameless one's preparations for the breakthrough into the demon's lair. In the process, he strengthens his faction's position and becomes more powerful himself. After visiting the Temple of the Sleeper, he manages to find the ancient sword Urizel— the most powerful weapon in the game.
During this part of the story you will complete these missions:
- "The Chosen Path";
- "The Dreamer's Nightmare";
- "Urisel".
The Sleeping Man's Halls

The final sixth chapter contains only one task - Awakening the Sleeper. Using all the received knowledge and artifacts, the hero resists the Sleeper himself. In a life-or-death battle, the Barrier holding the Colony collapses. The prisoners are freed, and the nameless newcomer ends his journey as a "savior."
All quests in the Old Camp
Some of the missions from this faction are related to joining the ranks of the ghosts, others are about the difficult life of NPCs under the oppression of Gomez and other ore barons.
A ghost of a chance
| When available | In Chapter 1, before joining the New Camp or the Sleeping Brotherhood. |
| How to start | After your first conversation with Torus in the Old Camp, ask Diego's ghost to become your mentor. |
Impress the influential people working for the ore barons to gain entry into the inner ring of the Old Camp and a chance to speak with Gomez. To do this, fight in the Scatty Arena and complete quests for these NPCs: Sly, Fingers, Dexter, Whistler, and Torus.
Out of sight
| When available | From chapter 1. |
| How to start | Talk to Gatekeeper Torus. |
| Rewards | Mordrag's Ring (Dexterity +5). If you talk to Lares in the New Camp, the jewelry will disappear from your Inventory. |
| Мanagement | Out of sight |
Learn about Thorus's dislike for the bandit from the New Camp and do everything possible to ensure that Mordrag leaves the ghost territory.
The Missing Guard
| When available | From chapter 1. |
| How to start | Talk to the ghost named Sly. |
| Rewards | Dead Guard's Amulet (Cleave +5, Shatter +5), if you decide to keep the jewel for yourself. |
| Мanagement | The Missing Guard |
Meet Fletcher, Guy, and Snuff and find out where Nek might have gone. Find the guard and decide what to do with his amulet.
Whistler's Sword
| When available | From chapter 1. |
| How to start | Talk to Whistler. |
| Rewards | Whistler's Sword (Cleave +20), if you don't want to give it up weapon. |
| Мanagement | Whistler's Sword |
Agree with merchant Fisk about purchasing a unique blade for 110 pieces of ore.
Finger Ring
| When available | From chapter 1. |
| How to start | Talk to Ghost Fingers. |
| Мanagement | Ring for Fingers |
Agree to steal the ring from the arena master's hut and meet hacking mechanics locks.
Recipe for sectarians
| When available | From chapter 1. |
| How to start | Talk to the merchant Dexter. |
| Мanagement | "The Recipe for Sectarians" |
At the merchant's request, visit the Swamp Camp and, after visiting the alchemist-guru Kor Galom, steal the recipe for the sleeping potion.
New supplier for Fisk
| When available | From Chapter 1 after you kill Mordrag or get to the New Camp with him. |
| How to start | Having completed the mission Out of sight, talk to Fisk. |
| Мanagement | "A New Supplier for Fisk" |
Help a merchant working for the ore barons find another supplier from the New Camp. To do this, travel to the lands of the Rice General and meet the local buyers.
Battle in the Scatty Arena
| When available | From chapter 1. |
| How to start | Challenge the best fighters of the arena to a duel. |
Start a dialogue with the guard Kirgo, the mercenary Harim, or the templar Gor Hanis and offer the chosen fighter to fight in the arena.
Loyalty test
| When available | In Chapter 1. Blocked by joining the New Camp or the Sleeping Brotherhood. |
| How to start | Having completed the mission A Ghost of a Chance, talk to Diego. |
| Rewards | Access to the inner ring of the Old Camp. |
Ingratiate yourself with Mentor Diego by taking the supply list for the Old Mine from Ian. This information must not fall into the hands of the bandits from the New Camp.
The Price of Magic
| When available | From chapter 1. |
| How to start | Talk to the merchant mage Torrez. |
| Rewards | Healing rune or fire arrow rune. |
| Мanagement | The Price of Magic |
Bring the Fire Mage, who occasionally leaves the inner ring of the castle, a piece of clean parchment and the wolf's claws.
Snuff Recipe
| When available | From chapter 1. |
| How to start | Talk to Chef Snuff. |
| Rewards | Learn how to cook a dish Meatbug Stew. |
Get the chef ingredients for a new dish: meat bugs and hellish mushrooms.
Forgotten recipe
| When available | From chapter 1. |
| How to start | Find an old recipe. |
| Rewards | Learn how to cook a dish Brock's Stew. |
| Мanagement | "The Forgotten Recipe" |
Bring Snafu some carrion breast, potatoes, onions, carrots, sunfish and water.
Shnyg's bite
| When available | From Chapter 1. Blocked by missions. "A New Supplier for Fisk" и Whistler's Sword. |
| How to start | Study craft skill "Blacksmithing - One-Handed" and talk to Huno the next day. |
| Rewards | Drawing "The Bite of the Sniffer". |
Craft five sickles for Fisk to sell at the New Camp. In exchange, Huno will show you how to forge a short sword. "The Bite of the Sniffer".
Amulet
| When available | From chapter 1. |
| How to start | After refusing to pay Bloodwin for protection, talk to Grim. |
| Rewards | An ally in the person of Grim - an NPC who will promise to come to your aid in the future if you spare his life. |
Miner Grim wants to recover an amulet stolen from the ore barons from a thief. Help him by setting an ambush outside the Old Camp.
Control of Bullitt
| When available | From chapter 1. |
| How to start | Once you have the opportunity to explore the inner ring of the Old Camp, talk to cook Sira. |
| Мanagement | "Correction of Bullitt" |
Guard Bullitt, under Gomez's protection, continues to harass the unfortunate cook. Teach the man a lesson.
Templar's Sword
| When available | From chapter 1. |
| How to start | After learning the Blacksmithing (One-Handed) and (Two-Handed) crafting skills, talk to Stone. |
| Rewards | Drawing "Battle Sword". |
| Мanagement | "Sword of the Templar" |
At the request of the head blacksmith of the Old Camp, visit the Brotherhood and obtain a two-handed weapon forged by Darrion for one of the templars.
Double portion
| When available | From chapter 2. |
| How to start | Once you have access to the inner ring of Gomez Castle, speak with Snaph. |
| Rewards | Learn how to cook a dish Syrah Stew for the Barons. |
| Мanagement | Double Portion |
Learn how to make a stew beloved by guards and barons. Then bring Snafu carrots, raw meat, strong beer, foghorn mushroom, and cave dribble leaf.
Secrets
| When available | From Chapter 3 onwards. Be sure to complete the quest. "Correction of Bullitt". |
| How to start | Talk to Chani in the Temple of the Sleeper. |
| Мanagement | Secrets |
At Sira's request, visit the Swamp Camp and speak with the local girls. It's important to understand how safe they are living in the Brotherhood's territory.
Escape plan
| When available | Starting from Chapter 4, be sure to complete the missions. "Correction of Bullitt" и Secrets. |
| How to start | Search the cook's body in the western tower of the inner ring. |
| Мanagement | "Escape plan" |
Find out who betrayed Sira and help Velaya escape the Old Camp.
All quests in the New Camp
This faction's missions reveal the history of the scrapers and mercenaries. Through them, you can learn how Rice Lord Hakon, the bandit Lares, and General Li rose to their ranks.
Water for the peasants
| When available | From chapter 1. |
| How to start | In the rice fields, approach the bandit Lefty. |
| Мanagement | Water for the Peasants |
Agree to deliver ten bottles of water to the scrapers or refuse to be an "errand boy".
Shnyg from the dam
| When available | From chapter 1. |
| How to start | Talk to Homer on the bridge. |
| Rewards | Access to training (movement skill "Diving"). |
A shnyg has appeared near the dam. Get rid of the monster so the caretaker can continue his work.
An extra sip
| When available | From chapter 1. |
| How to start | Talk to the Rice Lord. |
Visit the tavern opposite the Cauldron and help Silas get rid of a rowdy customer, a scraper named Ryke.
Right to the neck
| When available | From Chapter 1. Complete the quest first. "An extra sip". |
| How to start | Talk to the Rice Lord. |
| Мanagement | Up to the neck |
Try to prove Silas's involvement in the disappearance of Elder Bran.
Share
| When available | From chapter 1. Can be completed together with "Supplier of the swamp", if you give up some of your ore. |
| How to start | Visit the chambers of the robber Lares. |
Agree on a deal with Lares: gain the favor of Idol Isidro, sell his swampweed, and bring all the proceeds to the bandits.
Supplier of swamp weed
| When available | From Chapter 1. Can be completed simultaneously with Share. |
| How to start | In the tavern, talk to Idol Isidro by offering him a good drink. |
| Rewards | 200 pieces of ore. |
Help Idol Isidro sell all the swampland and split the proceeds in half.
Something is wrong?
| When available | In Chapter 1, before joining the Old Camp or the Sleeping Brotherhood. |
| How to start | Impress Lares or start "Test of loyalty" from Diego. |
Once you've received the supply list for the Old Mine from Ian, decide what to do with it. If you want to become a bandit, show the document to their leader before handing it over to Diego.
Swamp to try
| When available | From chapter 1. |
| How to start | In the New Camp cave, talk to Idol Khagan. |
| Rewards | At choice:
|
Take ten Green Newbie joints and distribute them to the bandits and mercenaries in the Cauldron. You'll receive a handsome reward for doing so—choose wisely.
Training with Horatio
| When available | From chapter 1. |
| How to start | Be friendly while talking to the former mercenary Horatio. |
| Rewards | +5 points to the Strength attribute. |
Visit Jeremiah the distiller at the tavern and learn about Horatio's oath. Then return to the peasant and promise to take revenge on the Rice Lord.
A roof over your head
| When available | From chapter 1. |
| How to start | In the Cauldron, talk to Gorn. |
| Rewards | Its hut in the New Camp. |
Throw out the bandit Shrike from the hut to free up a place for yourself to spend the night.
A masterpiece
| When available | Starting from Chapter 1, be sure to learn the "Bows (Trained)" combat skill. |
| How to start | In the dialogue with Hanno, say that bows can be very useful. |
| Rewards | Hanno's Bow (+37 pierce if you choose ironwood). |
Bring ironwood, oak, or willow wood to the craftsman. Return to the NPC the next day to pick up your new ranged weapon.
Crawler Plate Armor
| When available | From chapters 4 to 5 inclusive. |
| How to start | In the story mission "The Greatest of Banners" Approach the Wolf at the entrance to the Free Mine. |
| Rewards | Equipment "Armor from the plates of the crawlers." |
While fighting the crawlers, collect fifteen plates and bring them to the Wolf. This will give you new gear with very high defense.
All quests in the Swamp Camp
The Sleeper faction's side missions mostly revolve around idols that need to be won over.
A new flock for the Brotherhood
| When available | From chapter 1. |
| How to start | Come to Idol Tondral in the Swamp Camp or talk to Dusty in the Old Camp. |
| Мanagement | "A New Flock for the Brotherhood" |
Find out from Melvin which of the miners wants to escape from Gomez's oppression, and help that person escape.
Gorrim's Replacement
| When available | From chapter 1. |
| How to start | Talk to Gorrim. |
In the grinder area, overseen by Idol Oran, answer the request of Acolyte Gorrim. He says Harlock is slacking off. Find the slacker and force him to report for duty.
Collection of marsh grass
| When available | From Chapter 1 after completing the quest "Gorrim's Replacement". |
| How to start | Go to the Idol of Oran. |
| Rewards | A scroll with the regular spell "Sleep". |
| Мanagement | "The Gathering of the Marsh" |
Collect the swampweed from the harvesters Balor and Vairan and deliver the plants to Kor Galom.
Scroll "Dream" for the Idol of Kadar
| When available | From chapter 1. |
| How to start | Get a scroll with the regular spell "Sleep". |
| Rewards | A new merchant will open from which you can buy map of the Swamp Camp. |
Go to the arena where the guru is preaching and use the Sleep spell on his disciple.
Special swamp dungeon for Tion's Idol
| When available | From chapter 1. |
| How to start | After completing the quest "Swamp test" Choose as your main reward "Help me join the Brotherhood". |
Having received "Call of Sleep" (special), start a dialogue with the guru preaching in the square in front of the temple. Ask him to accept a humble gift from a humble seeker of truth.
Speech for the Namib Idol
| When available | From chapter 1. |
| How to start | Ask Lester for a favor. |
Distract Lester and learn how to impress the Namib guru. The young man will suggest a performance: follow the acolyte's instructions to gain the idol's support.
New heights
| When available | From chapter 1. |
| How to start | Talk to Theron. |
| Rewards | Access to training (movement skill "Climbing"). |
Find Theron on the embankment east of the temple and agree to fulfill his request: bring him six joints of "Northern Dark." In exchange, the NPC will teach you rock climbing.
All quests on the Colony's territory
Quests in this category often involve mysterious collectibles, as well as NPCs from the Old and Free Mines.
Drax's Hunting Knife
| When available | From chapter 1. |
| How to start | Find the knife near the exchange area. |
| Rewards | Short bow (+20 pierce). |
| Мanagement | Drax's Hunting Knife |
From the abandoned mine, descend the slope to the area with the young scavengers. After dispatching them, pick up the hunting knife near the armored skeleton. Then, return the find to its owner, Drax, who is standing with Retford near the New Camp grounds.
Aron's Chest
| When available | From chapter 1. |
| How to start | Talk to miner Snipes. |
| Rewards | All contents of the chest. |
| Мanagement | Aron's Chest |
At the miner's request, rob the guard's vault in the Old Mine.
Ulbert's Pantry
| When available | From chapter 1. |
| How to start | Treat Ulbert of the Old Mine to a drink. |
| Rewards | The contents of two chests. |
Help the guard find the key to the vault containing valuable items.
Specialties
| When available | From Chapter 1, but can only be completed by moving on to Chapter 3. |
| How to start | In the Old Mine, talk to Santino. |
| Rewards | 1,000 pieces of ore and a key to a secret passage. |
Find out what item might interest the ghost merchant and try to find it during your adventures.
Beasts of Khorinis
| When available | From chapter 1. |
| How to start | Find, buy or steal any note from the category "Bestiary of Khorinis". |
| Rewards | Hunting skill "Cranial Plate Extraction". |
Obtain all volumes of the book "Bestiary of Khorinis" and deliver them to the hunter CavalornAnswer his questions correctly to expand your knowledge about hunting.
Hey you, birdie
| When available | From chapter 1. |
| How to start | Use the line several times "Regarding scavengers..." in dialogue with Kosel. |
| Rewards | Movement skill "Scavenger Riding". |
Bring the Hermit Hunter some coronaria, wolf pelt, and leather strips to learn how to summon a Scavenger mount.
The gloves are off
| When available | From chapter 1. |
| How to start | Talk to Jan, who lives opposite the entrance to the New Camp. |
| Rewards | Combat skill "Fists". |
Obtain a healing ointment from the water mage Kronos so that Janek can heal his finger. Then he'll teach the hero how to fight with his fists.
Baloro's Weapon
| When available | From chapter 1. |
| How to start | Approach Baloro in the Free Mine. |
After visiting the camp and Colony merchants, bring the mercenary from the Cauldron apples, bottles of rice schnapps and beer, bread, cheese, and bunches of grapes. In return, you'll only receive experience, even though you originally agreed on some kind of magical weapon.
Stranger
| When available | From chapter 3. |
| How to start | Find the first volume of the folio Chromanin under the lighthouse. |
| Rewards | All contents of the chest from the treasury. |
| Мanagement | "Stranger" |
Pick up the mysterious book after killing the skeleton mage and read the story of a mysterious stranger who decided to turn against demons. Follow the clues to find the remaining five parts of the tome. Upon completion, gain access to a hidden treasure room, from which you'll find useful magical items.
This article will be updated as more side missions are discovered in the Gothic remake. When exploring the Colony, don't forget to use interactive map, where all points of interest, useful NPCs and quest givers, as well as collectibles are marked.



















































































