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Gothic 1 Remake Cheats

Gothic 1 Remake

Cheat Codes:
------------
Submitted by: David K.

-= Console commands =-
The 2026 rebuild has no built-in cheat menu or Marvin Mode. Console access needs a
community mod, and deep stat/inventory edits go through a separate save editor.

-= How to activate =-
1. Install the KZekai Nexus enabler mod, or the newer G1R Console Tools UE4SS Lua mod
   for a wider command set, into the game's mod folder per the mod page's
   instructions.
2. In-game, double-tap F1 to open the console.
3. Type a command and press Enter.

Code                      Result
--------------------------------------------------------------------------------------
god                     - Toggle invincibility (god mode).
ghost                   - Toggle noclip/ghost movement through walls.
slomo            - Change game speed; 1 is normal speed.
additem   - Spawn an item into your inventory.
listitems               - Print all known item IDs to the console.
teleport       - Teleport to the given coordinates (G1R Console Tools mod
                          only).

-= Save file editing =-
Saves live in %LOCALAPPDATA%\Gothic1Remake\Saved\SaveGames\. Goresave (a Nexus mod)
edits stats, skills, location, inventory, quests, and NPC knowledge/events directly in
the save file; a browser-based alternative at
github.com/Xetoxyc/gothic-remake-savegame-editor covers the same fields without
installing anything locally. Disable Steam Cloud before editing a save, or cloud sync
silently overwrites the edited file on the next launch.

Hints and Tips:
---------------
-= Golden rule =-
Provoking the wrong named NPC, or picking a bad dialogue option, can start a fight you
cannot win at low level. Save before talking to any NPC you have not met yet, since a
handful of early conversations have no warning before they turn hostile.

-= Core loop =-
The opening loop is explore, then commit: work through Old Camp, New Camp, and Swamp
Camp content and finish each camp's starter quest line before pledging allegiance to
any one of them. The pledge is permanent and closes off most of the other two camps'
remaining content, so treat the three starter lines as a single combined checklist
rather than racing to join the first camp that will take you. Concretely, joining Old
Camp as a Fire Mage permanently forfeits the Water Mages' exclusive questlines, the
Mercenary heavy armor, and the Swamp Camp's unique
Templar two-handed weapons - the same kind of trade applies in every direction.
Leveling grants a flat +12 HP and +10 Learning Points per level, so focus one weapon
skill early rather than spreading Learning Points thin across several.

-= No minimap or quest markers =-
There is no minimap, compass, or on-screen quest marker anywhere in the game. Finding
an objective means buying a paper map from a merchant, reading your journal's
landmark-based directions, and listening closely to NPC directions instead of
following a HUD arrow.

-= Difficulty modes =-
Three presets are offered at character creation: Novice keeps fights short and
forgiving with more experience and better trader prices; Gothic, the recommended
default, stays demanding throughout unless gear keeps pace; Hard raises enemy strength
and cuts experience gain for a slower, more careful playthrough. A Custom option lets
you set Combat, Resource, and Progression difficulty separately, plus toggle melee
assistance or permadeath. Whatever you pick is locked in for that save with no in-game
way to change it later - only a fresh playthrough lets you pick a different mode.

-= Runes versus scrolls =-
Scrolls are single-use and bypass magic circle requirements entirely, so anyone can
use a summon or transformation scroll regardless of faction. Runes work more like a
reusable weapon: casting from one repeatedly requires the matching circle to already
be unlocked. The full spell list spans 26 permanent runes across the six circles of
magic, so budget Learning Points toward circle access before relying on rune-based
spells rather than one-off scrolls.

-= Early armor picks =-
At the Free Mine, telling Foreman Swiney you want to join nets a free Digger's Dress;
the safer paid alternative before that is Digger's Light Trousers from Fisk in the Old
Camp. Once you pledge a camp, Old Camp issues the Shadow Dress,
New Camp the Bandit Dress, and Swamp Camp the Novice Armor - the Shadow Dress is
the most balanced of the three, matching the Digger's physical mitigation while adding
elemental resistance on top.

-= New Camp bandit-to-mercenary path =-
Joining the New Camp starts you as a bandit under Lares, not a Mercenary - the
Mercenary track that most players actually want opens later and expects you around
level 10. See the compact route in Solutions below for the exact questline that gets
you promoted.

-= Mud the companion =-
Mud is a recruitable but widely disliked companion who sticks around once he joins
you, including through reloads. While active he tends to interrupt conversations with
other NPCs, so you may need to run ahead and trigger dialogue before he catches up. If
he becomes more trouble than he is worth, he can simply be killed for his meager loot
- a club and a handful of Ore.

-= Missable NPCs and quest givers =-
Killing a quest-giver NPC permanently fails their quest, and the same applies to skill
or spell trainers - once one is dead, that training line is lost for good on that
save, with only a reload to undo it. Advancing a chapter can also fail any still-open
side quests tied to the old chapter and reset merchant stock, so clear a chapter's
loose ends before pushing the main story forward. For example: if a trainer dies
before you learn their skill line, that training is gone for good on that save,
because there is no other way to relearn it.

-= Ore economy, gear, and skill loadout =-
Ore is scarce early - roughly 50 to 100 per cleared fight - and it is the same
currency that pays both for Old Camp armor and for a teacher's Learning Points. Doing
both early is not possible, so decide before spending: armor now for survivability, or
banked Ore for a cheaper first skill purchase. There is no menu skill tree; trainers
teach skills directly for Learning Points plus Ore. Scatty teaches One-Handed for 10
LP and 50 Ore, and a solid early training order is One-Handed, then Strength to
roughly 20, then Lockpicking. Whistler's
Sword quest is a good early loadout target once Ore allows it - Fisk forges
the blade for 100 Ore Nuggets after Whistler gives the quest. Magic covers six schools
split across the camps: Old Camp's Corristo trains fire magic up to Circle 5 (Fire
Bolt, Fire Ball, Fire Rain, Pyrokinesis, Storm Of Fire); New Camp's Saturas trains
water, ice, and healing magic up to Circle 6; Swamp Camp trains psionic magic that
caps at Circle 4 but adds the most alchemy and dialogue options of the three camps.

-= No skill respec =-
Every Learning Point spent at a trainer is permanent for that save - there is no
respec potion, shrine, or NPC that resets stats or trained skills. Confirm a trainer's
cost and effect before paying, since a bad allocation can only be fixed by starting a
new save.

-= Boss quick notes =-
Gothic 1 Remake keeps boss fights rare and memorable rather than frequent. Scar is an
optional named elite in Chapter 1, worth hunting early for his sword. The Minecrawler
Queen anchors Chapter 2's Minecrawlers' Nest. Five undead orc shamans guard the
Sleeper Temple in the back half of the game, and the finale pits you against Cor Kalom
and then the Sleeper itself in Chapter 6.

-= Combat basics =-
There is no stamina meter and no lock-on, so getting surrounded is the real danger,
not any single hit. Pull one enemy at a time away from groups - molerats and young
scavengers especially - before engaging, rather than fighting in the open where two or
three can reach you at once. Watch the health bar in the HUD: once it drops into the
red, break off and retreat instead of trading more hits.

-= Character roster sample - key companions =-
Gothic 1 Remake has one silent protagonist rather than a switchable hero roster, but
several named NPCs join as active companions for a stretch of story. Gorn teams up for
the Old Monastery treasure hunt out of Old Camp. Diego leads the Chapter 3 Focus
Stones assignment and personally covers the Stone Circle crypt site while Lester,
Gorn, and Milten each take one of the other three sites. Treat these companion windows
as a sample of who is worth befriending early - Gorn and Diego both open extra combat
support during otherwise solo early chapters.

-= Region boss roster =-
* Chapter 1, Old Camp region - Scar (optional named elite, drops his sword).
* Chapter 2, Minecrawlers' Nest - Minecrawler Queen.
* Chapters 5-6, Sleeper Temple - the orc shaman guardians (five total).
* Chapter 6 finale - Cor Kalom, then the Sleeper.

-= Sleep and rest budget =-
Sleeping in a bed is the only way to skip time - approach one, press F, and pick
how many hours to pass. Camp beds are owned by NPCs and flagged with the same red icon
used for theft; using one while the owner is nearby risks getting woken up and thrown
out, so look for an unflagged bed or clear the area first. Every 3 hours spent awake
banks 1 hour of restful sleep, capped at 8 banked hours. Oversleeping past your banked
total pushes the budget negative, and you will need to stay awake and active long
enough to earn it back before sleep benefits you again.

-= Pickpocketing =-
Fingers, who lurks near the Arena behind Scatty's hut, teaches pickpocketing once you
complete his quest to steal Scatty's ring for him. In practice, get behind a target
and press R; you can only lift items from NPCs who visibly carry a belt pouch. Your
own Dexterity against the target's Dexterity drives the success chance, so pick
low-Dexterity marks early on.

-= Ending and post-game =-
Gothic 1 Remake has a single fixed ending regardless of which camp or choices you made
along the way - there is no branching finale to chase. The story closes on a voiceover
epilogue rather than a proper wrap-up for the supporting cast, and it leads straight
into the events of Gothic 2 instead of a self-contained coda. The base game has no
official New Game Plus, but the community Continue2Explore mod adds one to the main
menu, carrying over level, stats, skills, inventory, equipment, and hotbar while
resetting the world, quests, and enemies for a fresh run.

Secrets:
--------
-= Hidden caves and rare gear =-
Five hidden caves dot the Valley of Mines: Nek's Cave holds Nek's Amulet, the Small
and Large Molerat Caves hold useful herbs, and the Goblin Cave holds an Almanac.
Separately, a broken-statue tree marked by a nearby grave with a cave map hides the
Shaman's Bone Necklace, which cuts mana cost by 5%. For gear, four Legendary weapons
are worth tracking down - Innos' Rage, Lee's Axe, Gorn's Revenge, and
Torlof's Axe - alongside the Amulet of Ore Skin (+15 Weapon/Missile, +10 Fire, +8
Magic protection) and the Epic Everice Blade, a reward from the Fatekeeper jumping
puzzle.

Easter Eggs:
------------
-= Apple and guard distraction =-
Dropping an apple from your inventory at night near the Watchtower by the Old
Camp gate distracts the guard on duty - a small callback to a long-running fan
joke from the original games about using apples to lure guards away. With the guard
distracted, climb up to find a fine goblin bow and a torn diary page that starts its
own side quest.

Solutions:
----------
-= Compact route - Chapter 1 opening =-
1. Talk to Diego in the Old Camp before wandering off, so the introduction chain
   actually starts.
2. Head into the Old Mine and speak with Ian, who hands over a supply list you will
   need before continuing the quest.
3. Return the completed list to Diego to close out the opening quest, because he will
   not advance the story otherwise.
4. Team up with Gorn for the Old Monastery treasure hunt, so you gain an early
   companion rather than going in alone.

-= Compact route - camp threshold checklist =-
1. Work through Old Camp's starter quest line without pledging yet.
2. Work through New Camp's starter quest line without pledging yet.
3. Work through Swamp Camp's starter quest line without pledging yet.
4. Only after all three are finished, and camp reputation plus roughly Level 5 is
   reached, pledge to one camp - the choice locks out most of the other two camps'
   remaining content.

-= Compact route - Focus Stones (Chapter 3) =-
1. Talk to Diego in Chapter 3 before exploring solo, because he splits the Focus
   Stones assignment across four sites among his companions.
2. Lester covers the Mountain Fortress site, Gorn the Monastery ruins, Milten Troll
   Canyon, and Diego himself the Stone Circle crypt, so you can track who has which
   site.
3. Collect all four Focus Stones and return them together to Saturas at New Camp for
   1000 XP, rather than turning each one in on its own.

-= Compact route - Xardas' golem trial (Chapter 4) =-
1. Reach Xardas in Chapter 4 and accept his quest before pressing on, since it is
   required to prove yourself to the demon sealed in his tower.
2. Defeat the fire golem, the stone golem, and the ice golem guarding the approach one
   at a time rather than all at once.
3. Bring all three golem hearts to the demon in Xardas' tower, because only the
   complete set unlocks the reward: a permanent teleport rune to Xardas.

-= Compact route - Sleeper Temple (Chapter 5) =-
1. Enter the Sleeper Temple, by far the largest dungeon in the game, and work through
   its lever puzzles before the platforms reset - activate the left lever, then the
   middle lever, so they rise in the right order and let you cross to the far side.
2. Track down and defeat all five undead orc shamans guarding the temple, so you can
   shoot the red marker each one guards to open its door and loot a Timesplinter.
3. Collect the five stones tied to the shamans and recover the sword Uriziel, because
   both are needed before Xardas will consider the chapter done.
4. Return to Xardas with Uriziel and the stones before moving on, to close out the
   chapter properly.

-= Compact route - joining the New Camp (Mercenary path) =-
1. Approach Lares at the New Camp to start as a bandit, since the Mercenary track most
   players want is not available yet.
2. Work Lares' errand during the Chapter 2 Minecrawler's Nest questline, which sends
   you to the Swamp Camp before you can move on, and watch its two factions split.
3. Report back to Lares, then complete the Brotherhood's Plan quest rather than
   skipping straight to Lee.
4. Only after that quest does Lee step in to promote you to Mercenary and hand over a
   new set of armor.

-= Compact route - Teleport rune unlock order =-
1. Clear the Orc Cemetery at the end of Chapter 2, before moving into Chapter 3, to
   earn the rune to Swamp Camp.
2. Finish "The Water Mages' Plan" at the start of Chapter 3, so the rune to the Water
   Mages' caves unlocks automatically instead of needing a manual pickup.
3. Progress the fire-mage storyline, since the runes to the Fire Mages' chambers and
   Xardas' library both stay locked otherwise.
4. Complete Xardas' golem trial in Chapter 4 (see the golem-trial route above),
   because that questline is the only way to earn the rune to the Sunken Tower.

Reference:
----------
-= Camp roster samples and merchants =-
* Corristo - Old Camp fire-magic skill teacher; teaches up to Circle 5 (Fire Bolt,
  Fire Ball, Fire Rain, Pyrokinesis, Storm Of Fire).
* Saturas - New Camp water, ice, and healing skill teacher.
* Dexter - Old Camp map seller.
* Whistler - Old Camp sword-quest giver; his signature weapon is forged by Fisk for
  100 Ore Nuggets.
* Xardas - Chapter 4 questgiver on the golem-trial route; exiled ex-fire-mage.
* Fisk and Dexter - Old Camp general fences; Scorpio holds the biggest weapon stock.
* Baal Kadar - Swamp Camp trader for scrolls, rings, runes, and essences.
* Lares - New Camp bandit leader; first quest giver on the Mercenary route.
* Lee - New Camp Mercenary leader; promotes bandits to the Mercenary tier after
  Brotherhood's Plan.

-= Magic circles and rune counts =-
* Permanent runes - 26 total across the six circles of magic.
* Circle gate - a rune only casts once you unlock its circle; scrolls ignore circle
  requirements entirely.

-= Bestiary of Khorinis book locations =-
* Volume I - Jan's hut north of the lake; covers the scavenger.
* Volume II - Wolf's house, or the Old Mine side tunnels; the Old Mine copy is
  time-gated and disappears if the story advances too far.
* Volume III - a cave in orc territory southwest of Old Camp.
* Volume IV - a hut in the swamps near the weed collectors.
* Volume V - somewhere in Xardas' tower; also time-gated.
* Turn-in - bring each volume to the hunter Cavalorn for a hunting skill.
 
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