Forsaken
Forsaken
Forsaken
Table of content
1. Disclaimers....................................................................................................................................................................2
2. Hints and advices ..........................................................................................................................................................2
1. Bugs ..............................................................................................................................................................................3
2.1. Blocking bugs .............................................................................................................................................................3
2.2. Major bugs..................................................................................................................................................................3
2.3. Minor bugs..................................................................................................................................................................3
3. About the game .............................................................................................................................................................3
3.1. General ......................................................................................................................................................................3
3.2. Statistics .....................................................................................................................................................................3
3.3. Skills...........................................................................................................................................................................4
3.3.1. Available skills........................................................................................................................................................5
3.3.2. Trainers location and teaching subjects ...................................................................................................................6
3.4. Spells .........................................................................................................................................................................8
3.5. Herbs and alchemy .....................................................................................................................................................9
3.6. Fun.............................................................................................................................................................................9
3.7. Irrelevant ....................................................................................................................................................................9
4. Description of cities, paths and initial quests............................................................................................................. 10
1. Disclaimers
My native language is French and I played a version of the game with voices in English and text in French. Add to that the
many bugs in dialogues and sub-titles and you will understand that my wording is sometimes approximate.
Moreover, I was more concentrated in playing and literature is not my strong point. So forgive the style.
Also most of the notes were taken during my first play that I did using very little learning points (< 100) until before the last fight.
So you may find that some fights are much easier than described.
Some advices
Some tips
§ some merchants have a nice particularity: when you have plenty of expensive stuffs, you can keep on selling them
because each time you close the trading window, additional money magically arrives in their purse.
§ merchant have partly random stock. Among this, there is a stone providing AK +5 that might appear - very rare
through. So keep an eye on their stock.
§ if a bookstand is occupied by an NPC, either come back later or summon a creature. The NPC will fight the creature
and you can read the book. But careful as the creature could kill NPC !
§ in combats, friendly NPCs can sometimes hit a companion by mistake. They then start to fight each other. To stop it,
save and reload the game: peace is back and NPCs are healed.
§ for the fun: there are hidden NPCs. You do not see them but if you have a summoned a creature, this one will fight
them (and you receive the EXP points).
§ to kill an opponent when he is knocked out: click and maintain the right mouse button (RMB) and make a long click on
the left mouse button (LMB). For some quests, you are obliged to kill the opponent. Defeating with weapons an
opponent whose name appears in white or orange is only a knock out. If the name is red, it is a kill.
§ to cancel an action, click on the left mouse button. Useful if the hero is blocked while trying to open a chest, lying in a
bed for sleeping, ...
§ to take all the content of non locked chest, click on the left mouse button. Chests and baskets with their name in red
means they are locked, in oranges means unlocked and in white means unlocked but empty.
§ to avoid waddles from the hero picking up items, enter sneak mode (CTRL) and pick up the items. Save time when
there are many items to pick up at the same place. However NPC do not like sneakers.
1. Bugs
The game is really buggy even if the situation is a little bit better in 1.0.89.
We mention these bugs in the walkthrough and indicate their respective work-around (usually cheating with the console).
§ a computer meeting the minimal requirements is not sufficient. If your computer meets the minimum requirements, set
the video resolution on low. But it is not yet sufficient and it is likely your game often "freezes", especially in places with
many "mods" such in Trelis
§ several possible bugs in the Mystic Wanderer's quest
§
3.1. General
3.2. Statistics
Statistics are:
§ Level - Learning points (LP)
§ Experience (EXP)
§ Strength (STR)
§ Hunting skill (HUNT)
§ Ancient Knowledge (AK)
Gothic 3 - Forsaken Gods 3/46
§ Smithing (SMITH)
§ Thieving (THIEF)
§ Alchemy (ALC)
§ Life (LIFE)
§ Endurance
§ Mana (MANA)
3.3. Skills
3.3.1.Available skills
Magic skills (compétences magie)
§ Staff (bâton) I, Magic staff (bâton magique), (AK 50), II (AK 50), III (AK 100)
§ Robes x2 (aubes x2) (AK 100)
§ Learn faster (apprentissage accéléré) (AK 100)
§ Druid (druide) (AK 100)
§ Fire mage (mage du feu) (AK 200)
§ Water mage (mage des eaux) (AK 200)
§ Dark mage (mage noir) (AK 200)
§ Mana regeneration (régénération des manas) (AK 250)
Get "learn faster" at the lowest possible level. It costs LP -5 but yields LP +1 for each subsequent level increase.
All other skills are relevant if you want to be a mage.
However "water mage" seems not available prior v1.0.89 and "druid" no more available since v1.0.89.
Sword and shield skills are already granted to the hero at the beginning of the game (not available in v1.0.7).
No need to learn the "paladin" skill: it is automatically granted when using the "Wrath of Innos" sword.
Fighting with 2 blades can be very clumsy (forget it if you computer is not super-powerful)
Other skills are relevant according to the type of fighter you would like to be. However some basic skill can only be acquired
late in the game (e.g. "large weapons" I) and some advanced skills can only be acquired if choosing a specific path of the story
line (e.g. "crossbow III").
When the game starts, the hero already has "lock picking I"
Try to acquire "lock picking II" as soon as possible because it allows to open nearly all the chests. And there are plenty, plenty
of chests to loot in the game. For the chests you still cannot open, use the lock picking scrolls you will find easily. So no need
to learn "lock picking III".
Pick-pocketing is a waste as the rewards are very small and you will find much better stuffs in the chests. It does not seems
that there is any quest involving pick-pocketing either.
I didn't try the other skills because they look pretty useless (same reasons as pick-pocketing).
Moreover, I didn't find how "master thief" and "knock out" can be acquired.
With "brewing permanent potions", you can make potions providing additional bonus as compared to simply eating the
corresponding plants. However you need to acquire the recipes (easy) and to combine the relevant plant with a king sorrel for
each potion. Because the scarcity of king sorrels, you will have to chose which plants to eat and which plant to use for potions.
The other brewing potions are worthless because there are plenty of these potions in the chests.
The alchemy weapons skills are also worthless for the same reason. Moreover, it requires ingredients and recipes that are
difficult (e.g. only 1-2 random poison flasks) or impossible (recipe explosive arrows ?) to find !
Except for the bow skill, I did not experimented the other ones because the fights are anyway easy.
Since [1.0.89], Boris does not teach anymore bow skill and I didn't find anybody who does it.
The hero starts the game with the "acrobatics" and "endurance" skills granted in 1.0.6 but no more in 1.0.89.
I didn't find how to learn these two skills.
The "cold resistance" skill is granted when wearing some specific armours.
Magic skills from start druid Ogit °° Rollan °° Ulva °° Tavin Immanuel Water
[Geldern] [Montera] [near [Gotha] [Gotha] [Vengard] mage °°
[1.0.89] Gotha] [Okara]
staff I [1.0.89] [1.0.89]
magic staff X X
staff II [1.0.89] [1.0.89] X
staff III [1.0.89] X
robes X
learn faster [1.0.89] [1.0.89] X
druid [1.0.89] [1.0.89]
fire mage [1.0.89] X
water mage [1.0.89] [1.0.89]
dark mage [1.0.89] X
mana regeneration X [1.0.89] X X
° since [1.0.89], Immanuel is only present toward the end of the game
°° after you have done their quest
3.4. Spells
BUG ?: I noticed that sometimes the "poison" and/or "terror" spells disappear from the list in the spell book.
[B]: can be learned at any Beliar shrine (available in Sildern, Trelis, Montera, Cape Dunn, Stone Circle with gargoyles)
[I]: can be learned at any Innos shrine (available on Trelis - Montera road, Ardea, Vangard, Okara)
BUG: learning "amnesia" at a shrine is bugged in version prior [1.0.89]. Money is spent but no LP and the spell is not acquired.
The other spells are casted via the scrolls found in the chests.
Tip: keep the "ice spear" scrolls to fight the fire golems.
N.B. shrines also offer to raise life force, mana and endurance.
Gothic world is full of varied herbs. When eaten, they can restore you health, mana, endurance, cure poison, cure weakness, ...
Some of these herbs are very valuable because they provide permanent bonus when eaten.
They can also be combined with a king sorrel to brew potions granting more important permanent bonus when drunk.
To brew a potion, you need to acquire the skill from a trainer (e.g. "brew potions with permanent effects"), the recipe from a
merchant (e.g. "potion of strength"), and the correct items (e.g. a king sorrel, a dragon root and a vial). Potions can be brew at
any alchemy table.
There are also two quests involving undigested fire nettles. These nettles cannot be used to brew potions but they provide
HUNT +1 when eaten and you have some left over after the quest is completed. So eat all the left over (but careful not eating
all of them before finishing the quest).
Here are the herbs providing permanent bonus. The values between brackets "[]" are these prior to version 1.0.89.
The column "LP gain" indicates how much of a learning point the additional bonus provided by the potion is worth.
Tip: brew in priority potions from dragon roots and goblin berries because they provide higher gains..
3.6. Fun
There are a several activities the hero can practise. They offer no or little reward but they are anyway fun. Among them:
§ simple cooking: you can roast the raw meat and cook the scavenger eggs at any fire camp
§ more cooking: can be done at any cooking pot provided you have a recipe and the correct ingredients. In this way
you can produce meat bug ragout, stew and booze. However they have little value and you can steal them from many
houses.
§ sawing wood: no reward
§ forging weapons: can be done at any anvil provided you have the skill, the recipe and the correct items. It would be a
real insensitive if forged weapons were better than the ones you can find everywhere. But it is not the case.
§ mining: you can exploit the veins of minerals even without the "prospector" skill - only yield is lower. All you need is a
pickaxe.
3.7. Irrelevant
Some notions are irrelevant in the game, mainly because of left over from Gothic 3 original game:
§ books and letters: there is no book nor letter to collect. Prior version 1.0.89 you could collect the "Ahton gold list" but
it could not be used for anything.
§ city reputation: despite some positive reputation is acquired for Sildern and Geldern, it is pretty useless. In the
original Gothic 3, you needed a certain reputation to speak to the leaders of the cities.
§ faction reputation: you can acquire positive reputation for the rebel faction. Also useless except to acquire the
"lieutenant" armour at the beginning of the game. This armour is new in version 1.0.89 and requires 25 rebel
reputation.
Source: mistress_larisa (size and quality image downgraded to fit into the memo - original map available in WoG forum)
4.1.1.Village
Goodies: +5 AK, +5 ALC, permanent strength potions, potion recipes, teleportation stone, 3+ flame berries, 1+ reign weed,
1+ dragon root.
Trainers: Anog (combat), blacksmith (smith), Meryl (thief), Cornelius (alchemy)
Source: Tim der Götterdämmerung-Helfer (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Hero wakes up in a room. ANOG is besides him. Anog is the ruler of the village. He gives an overview of situation and assigns
the first quest: « obtain 5 letters of recommendation » from villagers and go back to see Anog. Then Anog quits the room.
Take advantage of being alone to pick up all you can in the room (well, actually you will soon discover that nearly all stuffs can
be stolen without upsetting any NPC). Pick-lock the 3 chests, grab the sword on the bed, grab the packs of weapons. Equip the
hero with the sword and rings you found in the chests. Also drink the three potions of permanent strength (3 x +2 STR).
Go outside. Close to where you slept, there is a Beliar shrine (will be useful to increase life, mana, endurance and learn new
spells against learning points). Villagers are not much speaking to you. Speak to the BLACKSMITH to get more information on
the situation. He can train you (including to sword sharpening). You can loot his house.
In front of the smith is Anog's house. Read the book and the stand inside for ANCESTOR KNOWLEDGE +5 AK. You can loot
the house, including the two chests.
Passing through the inner compound gate, go inside the house with two wheels above its main entrance: inside you can find
Within the house behind Kunz, you find NISIN. He explains that is moral was very low but he is feeling good again since last
night. We shall understand later that both Kunz and Nisin are probably referring to Isabelle, the innkeeper's wife. Nisin is
selling potions. He is also selling potion recipes for permanent effect on endurance, hunting, mana, strength. Do not forget to
buy some of them when you will be richer. He has many other potion recipes but uninteresting because we shall never lack
these potions in the game.
Going further down, you enter a third inner compound that is larger than the two first ones. CORNELIUS is sitting in front of the
fire. He is a fool who believe to be an alchemist – well actually he is ! He has a quest.
Not far from Cornelius, TAHBERT is guarding the cows but he refuses to speak for now.
In front of another camp fire is BARNABAS but he refuses to speak for now.
In front of the inn is a SELLER with magical items. I bought him some lock picks.
Within the inn the bartender is selling goods. You can loot the chest and steal the weapons but NOT what is on the table !
At the first floor of the inn (separate entrance), there is some food on the table + 2 scavenger eggs.
Back to the Kunz inner compound and entering fourth inner compound that we have not yet visited.
The fight pit is a good place to acquire strength - see quest. OBERT organises fights against GRISWALD, RITT, and NGAIO.
In or near a fisher hut, OELK needs your help. There is a chest to loot.
From Oelk shack, facing the water, go left until the next fisher hut. Go until the end of the peer. Look 45° left and you see two
rocks. Go in that direction and you will find a small treasure in the field. The content is random.
From the same peer, go straight right in the same direction of the peer and you find another small treasure with some
scavengers around.
Still from the same peer, go 45° right for a third small treasure. Continue along the water until a broken barrack. On the top of
the small hill facing that barrack, there is another small treasure. Use a scroll to open the metal chest. From the broken
barrack, continue along the water and you will find a metal chest on your left side. I didn't continue further and went back to the
village.
JURGEN, the shepherd ask you a "service". Within the house close to Jurgen, there is a trader selling cooking recipes. Do not
loot the chest.
Within the inn, ANTON needs your help. Do not steal (for now).
Taking the exit N-E of Sildern, there is a flame berry at the left after the bridge. Taking right after the bridge, following the water,
you encounter 3 skeletons, a Beliar shrine, 2 normal chests and a metal chest. Back to the bridge and going straight right, you
arrive to a fire camp with two chests. Around, there is a flame berry on the camp west side. Going further down in direction of
the river and the rocky hill near the waterfall, there are two skeletons with their weapons and a metal chest.
Taking exit N-W of the village (the one where there are two Tahbert's cows) at the right, there is a stone circle where you find a
stone to teleport to Sidern village.
Once solving Sildern quests, you might wish to explore a little bit more.
So back to the path and following it, you will find 2 chests and a reign weed on the right and further parallel to the road a flame
berry and a dragon root. Next left, you will find a wooden barrack with a well in front. There is a chest within the house plus
another one outside.
From the barrack entrance, look the big rock facing the house. On its right, there is a smaller rock and two chests. Back along
the road, you arrive to a fork. On the left, there is a wolf herd behind the big rock and two chests near the river.
Take the right path of the fork. There is a barrack on your left side with some foresters in front and a metal chest and a druid
inside. Behind, there are some wolfs and a treasure.
A little bit further, still on the left side of the road, there is a broken stone house. There is a treasure. Behind the house, there is
a cave with a small treasure. In the second room there is a metal chest.
Following the road, nearly at its end, there is a barrack with a well in front and two chests to loot inside. Behind the house, near
a chariot on the top of a grass rock, there is a metal cheat. Going at the bottom of that rock, there are two additional chests
close to the river with two skeletons in between. Following the river, you find other skeletons before the waterfall and two
chests.
Gothic 3 - Forsaken Gods 12/46
Back to the fork, take the branch not yet explored. At its extremity, there is a stone circle with two chests. Take opportunity to
enjoy the waterfall scenery. Before the slope leading to the stone circle, on the left there is an armour weed hidden by a tree.
On the other side, there is a cave with some ripper beasts (200 EXP), a normal chest and a metal one. Continuing further up
after the cave, you arrive to a lake with a river fall. Turning counter-clockwise around the lake, you arrive to a sort of canyon
with a treasure at its extremity.
4.1.2.Quests
Goodies: undigested fire nettles, 1+ flame berry, 1+ reign weeds, 1+ dragon roots, 1+ armour weed.
Starting the road to Geldern, taking right after the village peer and nearly going until the end, there is a reign weed. Back to the
Geldern road, you encounter scavengers and wolfs (50 EXP each). After the turn, there are bisons. In the other side of the
road, you can spot a cave entrance. Take advantage of the high position to get the bisons (200 EXP each + meat). They will
charge you but can only attack one by one on the slope leading to the cave.
At the cross-road, turn right. You have to fight two naughty blood-flies (50 EXP each). Do not forget to equip the hero with anti-
poison potions.
Just after, on the right there is a cave. Inside there are plenty of awaken zombies. But if you don't go too far, you can grab a
piece of the mystic wanderer armour (looks like a golden bowl). [1.0.89] In v1.0.89, there is a nice "dream catcher" shield
(may be random). If you are bold enough you can fight the two first zombies (200 EXP each) but careful as there is a group of 5
zombies a little bit further. Get them one by one. In the main room there is a weathered stone tablet providing ANCESTOR
KNOWLEDGE +10 AK when used and in the first room there is some gold to extract. Tip: if too weak, just run and grab the
stone (mummies are slow) or attack in group while doing the "protect the caravan" quest in Geldern.
Just after the cave, turning around 180° on the right there are several plants including 2 reign weed. Continue and you will
arrive to a fire camp. Down the slope on the other side of the camp, there are four blood flies. Kill them and turn right. You will
find a king sorrel. If you continue further, you still find another chest and you will arrive in the area explored jointly with Oelk's
quest.
Back to the Geldern road. We are now in front of Geldern gates. I didn't entered the city immediately. I rather followed the
walls, picking up plants. I found a fire camp in front of a cave. All around there are sulphur blocks. Within the cave there is a
weak shadow beast (50 EXP) - well, the second time I played, there were three *strong* ones (300 EXP).
In the way back to Geldern gates, I picked up plants, including a reign weed and a goblin berry.
4.2.1.Town
Source: Nneka (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Mystischer Wanderer = Mystic Wanderer (first encounter when taking Inog to Anog)
Hamlar und seine Karawane = Hamlar and his caravan
Orcpatrouille = Orc troop (follow the path)
Vater = father
Anführer des Minerarbeiter = chief of the miners
Next left is Inog's palace. In Inog's room there are book stands. Read them (2 x +5 AK). Loot 5 normal chests and a metal
one. Inog refuses to speak before you have fulfilled the Anog's recommendation letter quest. The DRUID in the room can teach
you the ancestor knowledge (in order to make the fire ball spell more effective, increase AK > 50 asap). Well, at least he could
before v1.0.89. [1.0.89] Since v1.0.89, he became a mere trader.
In the room adjacent to Inog´'s corridor, read the book stand (2 x +5 ALC). Also grab the mage staff and loot the 3 chests
(careful the guards! - just kidding).
And next there is a house with a nice fire place. When I entered it, nobody was inside. Loot the chest. The above floor (access
via outside stair) is a sleeping room where you can loot 4 chests.
Further in direction of the mine is a store barrack with nothing important in it.
Then it is the gold mine with a chief of the mine in front. Deep in the mine, at the end of a dim passage, you will find two
skeletons and a nice treasure, especially the Adanos' crown providing a nice protection ([1.0.89] no more there since v1.0.89 -
but the other protections we can find before and in Geldern are better than < v1.0.89) and the dark mage staff.
Out of the mine, continuing our tour, in front of the fight pit is a small house with a chest to loot in it.
DEREX is in charge of the fight pit and YOHANN, BRENNUS and CORT are the fighters.
Then there is another smith house with nothing interesting in it. And after that a small house with an animal head skull above
the door. Inside there are two chests to loot.
On the left of the S-W entrance (facing Inog's house), is HAMLAR's house. Helmar refuses to speak by now. There are 5
traders selling various stuffs including anti-poison potions and [1.0.89] in v1.0.89 a nice "lieutenant" armour 30/60/60 & ice +45
(may be random). You need however to have at least 25% reputation with rebels before he agrees to sell it to you. So do some
quests before and be careful because he might disappear after the "protect the caravan" quest. They also sell seemly worthless
paladin armours (cannot be worn). You can loot the chests as nobody seems to care. Read the book stands (2 x +5 ALC -
[1.0.89] in v1.0.89 the second one had no label and I could not read it) – for one, I could only read it after quest of caravan done
because before that a rebel was always using it. Hamlar's house has a cellar (access from outside) with 3 chests and
treasures.
The next room continuing clock-wise is the house of a trader. Read the stand book for ALCHEMY +5 ALC.
The next room continuing clock-wise is a inn with some chests to loot. At the above floor (access from stair outside the house),
there are other traders and you can loot the chests.
In front of that house is DYLAN, the guy to whom you need to rob an amulet.
Next is the smith house. The SMITH refuses to speak for now but you can loot everything.
Next is an uninteresting room and then a guarded warehouse. You can open the door with a scroll and loot the 4 chests inside.
In front of Inog's palace entrance is a high house. At the ground floor, there are 2 chests to loot. Go up the outside stair until the
top floor. There is a chest to loot and a merchant with three wonderful (and very expensive) armours ([1.0.89] no more in
v1.0.89). I couldn't stand it and I have beaten him up for stealing them (I still had a “forget” spell). Shame on me ! But the
morality is safe: the goods found on the seller's body are not the ones he is selling and have very minor interest. Conclusion:
sellers' stock cannot be stolen.
Some merchants also have a nice particularity: when you have plenty of expensive stuffs, you can keep on selling them
because each time you close the trading window, additional money magically arrives in their purse.
In front of the high house is a seller's house with red carpet on the ground. There is one chest to loot.
In front of the N-E gate, there is a barrack with one chest to loot.
Going on the guard path above the N-E city walls, you have access to the above floor of the guarded warehouse. It is a
dormitory for the soldiers and there are 3 chests to loot.
From the guard path above the S-W city walls, you have access to a reception hall above Hamlar's room. There is plenty to
loot: money, weapons, shield, .... In one of the four chests you will find a teleportation stone to Geldern.
4.2.2.Quests
Boris and the crazy bison herd (1 recommendation letter) - Geldern - Trelis road
Just after the gate, on the road to Trelis, there is a fire camp with BORIS and three fellow hunters around it. He asks you to hunt
enraged bisons for him, south of the city (alternatively you can replace him to guard the place while he does the job himself –
then orcs attack you but Boris' buddies provide an helpful hand). Following the road to Telvis, after the bridge, on the left side,
you can see the enraged bisons. Kill them for 6 x 200 EXP and a bonus reward of STR +5 and EXP +5 000. Report it to Boris
for 1 000 EXP and a recommendation letter. On the way back, roast the bison meat at the orc camp. After the quest, Boris can
teach you hunting skills ([1.0.89] no more in v1.0.89), including bow II and III.
Goodies: teleportation stone, 3+ goblin berries, 1+ reign weeds, 1+ king sorrel, 1+ armour weed
Trainers: Boris (hunting) ([1.0.89] no more in v1.0.89)
Just after the gate, there is a fire camp with BORIS and three fellow hunters around it. There is a chest to loot too and just
beside on a rock, a second teleportation stone to Geldern. Although warned against him in Sidern, I spoke to him. Actually
despite verbose, he is not a bad guy. After completing the quest he has for you, he can train you on hunting competencies
([1.0.89] no more in v1.0.89).
From Boris camp going on the right up the hill, after fighting two wolfs and three ogres (500 EXP + a chest - lure them one by
one to Boris' guys), you arrive to another camp in front of a mine entrance. There is a chest to loot and a king sorrel and an
reign weed. In the mine, there are chests, an amulet and gold and sulphur veins. Near the cave, along the cliff, there is a hoöe
with a blood fly and a chest.
Back to the road, going down, there is the advanced orc camp with four of them. They are not hostile but you have to do the
dirty job.
On the other side of the road, there are some scavengers and just before the bridge some snappers (150 EXP each).
Behind the orc camp, in front of some bisons, there is a goblin berry. Also before the bridge, two trees on the left there is
another one. Going to the right before the bridge, you will find near some other snappers a goblin berry and an armour
weed.
After the bison herd, on the right, there are scavengers and two goblins (50 EXP each).
Alternatively, do not cross the bridge but take a path parallel to it on its left. You will encounter your first lurkers (100 EXP each).
You can cross the river by feet. On the other bank there is an old tower and another orc camp.
Continue the road and you are arrived to N-W gate of Trelis.
There is also a road from Sidern to Trelis. The beginning is common with the road to Geldern. At the crossroad after the bison
place, rather than turning right, continue straight right as indicated by the panel. About 3-4 trees before to arrive to the burned
house, there is a goblin berry on the left side of the road.
Around the burned house, there are two wolfs and two chests to loot.
On the other side of the road there are some scavengers. Near the scavengers, further right, there is a cave with a wolf and
meat bugs inside as well as three chests to loot.
Further there is an upward slope with a chest to loot on the right side of the road and one after the slope on the left and again
two other ones just after on the right side of the road and again three ones still further on the left and 2 further and 3 further on
the right.
After the last 3 chests, climb the slope on the right: there is a dragon root.
Continue and there is on the right a cave with bandits and a chest to loot inside. As bandits were not aggressive, I didn't fight
them, just looting their chest.
Above the hill of the cave, there is a house with father GEOF and EVERT in front and HUNFRID and the MOTHER inside. They
explain they are poor. The mother mentions I might get information from officer Osch in Trelis. Father Geof is even ready to sell
one of his son to you.
On the other side of the farm hill, there is a second entrance to the upper level of the cave with a chest to loot. There is a nice
overview on the 5 thieves would you like to attack them (50 EXP).
Go back to the road and you are soon then arrived to Trelis.
4.3.1.Town
Source: Tim der Götterdämmerung-Helfer (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Let have a walk within Trelis, from the N-W gate, turning clock-wise.
Then there is the castle south gate. Enter into the its inner plaza that we shall visit clock-wise. In the small room under the stair
leading to the castle walls, there is a chest to loot. Next is THORUS's house. Thorus tells you that he is the ruler of that city as
well as Montera and Cape Dun. There is a chest to loot. The next house is RUDOLPH's one with a chest to loot. He informs
you that strange man-orc creatures have been seen in the region recently. In the same room, OGIT and ERHAG are arguing.
Erhag inform you that there is a plan to attack Gotha and you understand that Geldern would be next on the list. In that room
basement (access from outside) is the town treasury. Next is another small room under the city walls with weapons you can
steal inside. In front sits OSCH who refuses to speak for now. Next is the castle S-E gate. The next house belongs to the
DARK MAGE with whom you have a long chat (unless you already got the quest to deal with him - in this case he attacks you).
A bug shows the persons vividly speaking but without sound and without under-title !!! Read the stand books (+5 AK, +5 ALC).
Notice that GARAN is guarding the house. On the walls above the south gate, on the right there are URBANUS and
SILVESTER and a dining room. On the left there is another dining-room and NICHOLAS. Further left there is a bigger 2-storey
room.
Out of the castle from the south gate, we continue our visit. There is a sleeping barrack and after a bridge in direction of
Montera. Next is the hut of an orc delto, then a two story wooden house mainly used as a warehouse and further the town
In front of the two story wooden house, there is another one without more interest. Next is a smith house. Better decorated but
still nothing worth.
Then there is the temple with two Beliar shrines. In front of one of its three entrances, there is an oman but you cannot speak
to him because prevented by a guard. So take another entry. Within the temple, there is a down stair behind the sword statue.
At the foot of that stair, there is a king sorrel. It leads to caves but you are preventing from exploring by two guards. From far
you can see there are beds and stand books. So leave the temple for now but before grasp the teleportation stone to Trelis. It
is hidden behind a column at your right when facing the guards of the lower level.
Then there is another barrack and we are back to the entrance gate coming from Geldern.
Going back to the “Montena” bridge and crossing it, there is on the right a stone house and the right a wooden house. No
interest.
But behind the stone house is the arena and another stone house. CLOVIS, the spy we need to free is inside the house.
STEINER is in charge of the fights in the arena. Fighters are HARMAN, LEWIS, and DRUD. After his fight, Lewis can train you
on thief skills.
Continuing on the path from the bridge, you arrive to a crossroad with at the right the town exit in direction of Montera and to the
left the road goes toward the S-E gate of the castle.
Taking the left branch, there is a smith house on the right (one chest to loot).
On the left side of the path, there is a nice wooden house within I found UNKNOWN (he refuses to speak and a bug prevent his
name to appear above his head as for normal NPC).
4.3.2.Quests
Goodies: +5 AK, +10 ALC, SMITH +5, Austin's sword, 1+ armour weed, 1+ reign weed.
A BUG has been reported by some players: they cannot find the black mage. In fact, he is in an inaccessible part of the map.
In this case, the only work-around is to cheat (use the console command "goto Blackmage" and teleport you back to Geldern
afterward).
You have two options now: Ask Gorn to send help to Geldern or Ask Thorus to stop raids on Geldern.
Goodies: 5+ armour weeds, 3+ goblin berries, 2+ king sorrels, 2+ flame berries, 1+ dragon root, piece of wanderer armour, Cor
Kalom, Derec's chest, Orontius' chest
Trainers: Alchemist (alchemy)
In the field right quitting Trelis, there are several enemies to fight: gobelin, wolf, swamp lurker (poisonous), snapper,
rhinoceros, ... There is too a goblin berry and an armour weed.
From the exit gate, you see a hill right in front of Trelis. Go on the top: there is a huge temple within the rock. On the front there
is a fire camp with two chests to loot and a goblin berry to pick up at the feet of the downward slope. However, two guards
refuse you access to the camp.
Turning clockwise around the rock of the temple, you will see at the same spot two destroyed houses, three chests to loot, a
cave entrance, a fire camp in front of which sits the MYSTIC RANGER (refuses to speak for now).
Inside the mine there are 3 mine crawlers (300 EXP each). Let them run after you until the cave entrance. The ranger will fight
them. He cannot kill them but they cannot kill him either. So take advantage they fight and are out of breath to kill the crawlers
without being injured. Once you have gotten rid of these pests, run into the cave to loot the normal and the metal chests. On
the table, there is the Cor Kalom amulet (mentioned as requested by Osch) and a fragment of the wanderer armour
(mentioned as a piece of what needs the mystic ranger to make a powerful armour).
Continuing to turn around the temple rock clockwise, there is a second cave in front of which there is a chest (behind a stele).
Within the cave there is a metal chest and a normal chest.
OK, back to the Montera road, i.e. just in front of Trelis gate. On the right, there is a flame berry. Following the path you will
arrive to four mummies (again bug and no name above their head). Each is worth 300 EXP. However, they do something that
make your sick and have impact on your endurance (should decrease at a higher rate). But bug: I was still able to fight at full
speed despite normally out of breath. So for the time being, I didn't try to cure from this strange disease. Effect of the bug
Gothic 3 - Forsaken Gods 21/46
stopped after restarted saved game (I think).
You will see to a couple of wooden houses. Before arriving to there, there is an armour weed to pick up. These houses are
defended by some goblins. Once you have get rid of them, look behind the Innos shrine: there is Derec's chest that you can
loot (are Derec and Derex - managing the Geldern's Arena - the same person ? Anyway the chest can be open without any
quest for Derex). Near there, there is a flame berry.
Back on the road, you have soon a metal chest on your left. The road is going up. Arrived at the "Trelis" panel, look the other
side of the path for an armour weed.
Arrived further up to the "Montera" panel, a little bit after I quitted the road to the right. There is a rocky passage with a king
sorrel on the hillside of the broken wooden barrack. There is also a goblin berry hidden by the herbs at the exit of the
passage, direction Montera. You will See two broken barracks and a wooden watch tower. There is a dragon root between the
barracks and a chest in front of the watch tower. Going further in direction of the mountain, there is a cave with a black troll (500
EXP) in it and the chest of the Orontius' quest.
From the watch tower you can see a broken castle (which actually brings you back close to Montera road). There is an armour
weed at the foot of one of its towers.
Continuing up, you can take left at the crossroad to directly arrive to Montera or take twice right for a longer path to another gate
of the city. At that crossroad, there is a big rock with a camp fire in front and a Beliar shrine in the back.
On the left side of the road before arriving the house farm, there is a king sorrel.
On the right neighbourhood of gate you will find an armour weed.
Goodies: 4+ reign weeds, 2+ king sorrels, 1+ goblin berry, 1+ armour weed, 1+ dragon root, 1+ flame berry
On the road Trelis - Montera, at the point you arrive up the slope, to a crossroad with the panel "Montera", take on the right, i.e.
the "non-Montera" road.
After the fire camp on the left, look on the right for a flame berry + an armour weed and a little bit further a reign weed.
Later on the right there is a broken wooden house (with a king sorrel) and a cave beside with rangers all around. One of the
guards is ARAKOS but does not speak. Inside the cave, there is PORGAN who does not speak either. On the back of the
cave, there is a dragon root.
In front of the house, the other side of the road, there is a chest with a reign weed and a king sorrel nearby and going back a
little bit on that side of the road, a goblin berry.
Back to the road, further on the left, there are two other broken houses with near the stone one a reign weed and near the
wooden one a chest. There are also two caves containing a chest each. A little bit upper, there is another small cave with a
reign weed in front and a metal chest inside. On the other side of the road, there is one more cave with a chest in it.
At the top of the hill, the road turns left following a river. If you continue further, you arrive to a crossroad of the Montera - Ardea
road. There is a wooden house with a murdered orc in it.
If however, you decide at the top of the hill to turn right to follow the river, walking about 10 m from the water, you can find a
chest near a skeleton.
4.4.1.City
Source: Zetsu (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Urbanus (...) = Urbanus (after you have escorted him from Trelis to Montera)
In diesem Bereich ... = Ogit and the other Schamane are in this area
Let start the visit, as usual turning clockwise in the city inner walls.
The first house with three skulls above and around the door has a chest you can loot.
The second house also have a chest to loot.
Then is UDOLF the smith who sells a bastard sword and some weapon plans ([1.0.89] no more in v1.0.89). Within his house
there are three chests to loot.
Next is a high stone house. In the ground floor there is a chest to loot. In the above floor (access by outside), there are two
baskets and one chest to loot. Admire the arabesque decoration.
The next wooden house has no interest and the next one only offer one chest in the above floor (access from outside).
Then is the fighting arena. GILBERT, the only named NPC, does not speak for now.
Going back and checking the other side, there is the castle that we shall visit later. Then there is a wooden house with a chest
to loot.
Then is a temple in construction. You can steal tools, including pickaxes necessary to extract gold and sulphur from mines.
After the temple, step down the stairs.
There is a first barrack with plenty of tools in it. Behind it is the second Montera gate. The next house there is a chest to loot.
The last house to finish our tour is a hunting merchant house with a chest (despite there is no seller).
What we miss is the inn, straight in front the gate when you entered the city (one chest to loot at each floor).
There is nothing worth on the city walls.
In the castle plaza, you can speak with ORONTIUS (he might also be in Kan's house). He is a prisoner (even if doesn't look
like) who provides information on Gorn and Thorus respective situation. OMERT does not speak for now.
Turning clockwise, there is first a room under the castle walls where many furs can be found.
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Then is KAN's house. It contains Ahton's chest (with the Ahton gold list - seems useless [1.0.89] which might explain that it has
been removed in v1.0.89), a metal chest, and a normal chest. In its basement (access from outside), there are two chests and a
basket.
Then there is another room under the castle walls and the house of a weapon merchant.
From the city walls, you have access to the two high tower. From the top of the one in front of the temple, you have a good
overview of the work progress. There are also three chests in it. In the other one, which is even taller, have four chests to loot +
the Theo's chest (key will be given in Theo's quest but can be opened with simple lock pick). Theo's chest contains a "power of
ancestors heavy III sword and nice other weapons).
4.4.2.Quests
To find Orontius' cave, going from Montera to Trelis, at the second fork you must turn right (i.e. leave the road) and look for a
rocky face mountain. Actually this is the cave mentioned in the Trelis - Montera road section. Inside you have to defeat a black
troll (500 EXP). You can kill it at distance with fire ball and he will even not attack you. Among other nice items, the chest
contains a two hand sword (smashing skull - requires heavy weapon II skill).
Goodies: Garik's arc, teleportation stone, 2+ armour weeds, 1+ goblin berry, 1+ king sorrel, 1+ dragon root
Trainers: Raik (fight - but only later and according to story path chosen), Rollan (magic)
Leaving Montera and turning right, walking around the walls of the city you will meet VIET. A little bit down slope of Viet, there is
a king sorrel and a goblin berry. A little bit further is KOSAR camp. On the left part of the camp, there are two armour
weeds. Then there is a windmill with many freshly dead bodies around and even more when you continue to the rebel camp
behind.
Before entering the rebel camp, turn left and follow the cliff. On a small hill on the left there are two chests. Continue and you
arrive to a cave with ROLLAN in front and a metal chest. Entering the cave, you find a metal chest (no wonder in it) and a
dragon root. I did not explored the cave further at that time because still too weak. We shall come back later.
In the rebel camp, just after the entrance, you can speak IAN and LAZARUS ([1.0.89] he is not yet present in v1.0.89) for
information about the situation. The motivation is high and they are all behind Thorus even if they do not know his plans. This
confirmed by LINHART who is just behind them and by LENNARD and RAIK ([1.0.89] he is not yet present in v1.0.89) who are
on the other side of the road. Beside them, BRIAN repeats more of less the same stories while GERO and GOTHARD do not
speak for now.
You also learned from Raik that Thorus has an adviser he listen very much. Bran mentioned that rebels are waiting news from
Gothic 3 - Forsaken Gods 24/46
spies before any real attack and that Gotha citizen do not support that war.
Continuing, at the level of the watch tower but on the other side of the road, you can find GABRIEL (avoid him if Orontius is in
your group otherwise you will shorten the quest and get less EXP). Near the fire camp where he stands, there is Garik's Arc
chest that contains ... Garik's bow. I advice however not to pick the bow now because it might be lost before getting Garik's
quest to retrieve his bow (BUG !).
In front of the watch tower, there are many wheat bags. In the ground floor of the watch tower, there is a chest with a stone to
teleport to Gotha.
4.5. Gotha
4.5.1.City
Goodies: ALC +5, AK +5, Nordmar armour, teleportation stones (Gotha and Vengard), Prisoner' chest
Trainers: Talvin (magic), Ulva (magic)
Source: Zetsu (size and quality image downgraded to fit into the memo - original map available in WoG forum)
In the first wooden barrack on the left leaves ONTARIUS' WIFE. There is a chest too. Turning clockwise, there is a two story
wooden house. In the ground floor, there are three chests. At the above floor, there is a chest and the WARRIOR'S WIFE.
Ignoring the stairs leading to the castle, continue to a small barrack that is a weapon storehouse and has a metal chest.
Just next is the fighting arena with one chest. ULVA is there (see quest below). In the back of the pit, you have access to caves
via two entrances. In the first one, there is a teleportation stone to Vengard. In the second one, there is the "Prisoners"
chest (lock picking it is a good idea in case you answer "Humans are to blame" to Osch) and a jail with orc dead bodies.
Next is a wooden barrack with food in it and another wooden house in front with a chest.
We finish this part of the tour with the smith house inside which there is on the table a teleportation rune to Gotha and two
Turning clockwise, from the entrance gate, there is first a room under the castle walls. In front there is a stone storehouse.
Nearby, there is a merchant and IGNATIUS. Then there is a stone house with a chest. Arriving at the gate of the inner ring, the
guard ERROL might asks for 50 000 GP to let you in (see above warning). Do not enter now and continue along the walls.
There is a chest before arriving to the smith house with two other chests. Next is a stone house with one basket before arriving
to a second smith house who is selling shrink heads (but he has no more in stock and it takes 30 days to make). In his house
there is a chest. Next is a taller house with a chest in the cosy ground floor. In front of the house TAVIN can teach you many
ancient magic skills. From the castle walls, you have access to the main tower that offers a nice view of the surroundings.
There is a chest.
Even if you have not yet received permission from Errol, you can already visit the castle inner ring. On the left of the gate, there
is a chest. There is nothing in the room under the castle walls. In front there is a house with a book stand (+5 ALC) and two
chests. Then is GORN's house ([1.0.89] who is not yet present in v1.0.89) with a book stand (+5 AK), two chests (in one there
is a " Nordmar" armour - my first one in v1.0.6 :-). Gorn is not speaking for the time being because you do not have Errol's
"permission". Above the castle walls, there is a room with 2 chests in it.
4.5.2.Quests
Speak to Gorn
We postpone the discussion with Gorn until we have visited all cities and experimented the different story lines.
Eliminate opponents
Vaingard asks you to eliminate citizens who resist to Gorn's policy. As I didn't find it fair, I didn't pick up the quest before having
finished he game(but do not turn it down either to avoid any bug). Actually, he asks you to kill the Ugly Men in the troglodyte
farm in the cave down Cape Dun. When speaking to the Ugly Men leader, he makes you a counter-proposal: kill Vaingard
instead and he promises giving you more GP than Vaingard. If you kill Vaingard and report to the leader, you receive
10 000 GP. The leader had also ask you to find them a job but it seems that actually the only way to finish the "Vaingard's"
quest is to rather kill them. Not for me.
Exit Gotha and going down the slope until the crossroad with the Montena panel. Turn left, i.e. in direction of Faring. In the field
to the left side of the road, going until the mountain, you can find GARIK who greats you. He has a group of apprentices with
him. In the field the other side of the road, there is a chest. A little bit further down the road, there are some goblins near mana
plants on the left and near healing plants on the right. There is a reign weed too. Further down, there are boards near Ulva's
chest (quest given in Gotha). The chest contains the Asam's bowl - I didn't find any use for this bowl [1.0.89] which can explain
that the item is no more present in v1.0.89. There is another chest on the other side of the road.
Then turn left and cross the bridge. After the bridge, on the left side there are rhinoceros near the river. This place, you can find
Rollan's chest containing a very strong heavy sword named "Power of Ancestors". But there is no path to a new skill as
announced by Rollan :-(. Going on the other side of the bridge, there is a wooden barrack with a weak mine crawlers and a
chest inside. Continuing further there is a wooden watch tower and then some stone ruins. Within these ruins, there are
mummies. Once you have get rid of them, you can pick up a some nice weapons on the ground.
Back to the road to Faring, the road is turning left. But if you follow the mountain on the right side, you will have to fight three
trolls. Happily it seems that are fighting themselves so you have only to fight them one by one for 500 EXP each. If you
manage to keep close to their body it seems they cannot hit you a lot because of their long and thick arms (otherwise, do not
take any risk and use fire balls). One of them has the Khaif's key on his body ([1.0.89] that troll now only appears at the
Gothic 3 - Forsaken Gods 26/46
moment of the "Khaif's key" quest).
4.6. Faring
4.6.1.City
Goodies: AK +5, ALC +10, teleportation stone, Hashishin's chest, 5 dragon bones, Garik's bow, Garik's chest, Ali's chest, 2
Kazus' keys, Khalif's key, Khadim's key
Trainers: Kazus (fight), Kendl (smith)
Source: Zetsu (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Wachen = guards
We are now in Faring. There is a double branch cave on your right. In the right branch, there are four snappers. In that branch,
you can find a small pirate treasure, a teleportation stone to Faring and the Hashishin's chest (contains bones of Khalif (2),
Khadim, Kazus and Khalil dragons). The left branch has also four snappers but only a small chest.
Back at the entrance of the cave, you can find on the left side of the road Garik's shield and chest (both necessary for Garik's
armour quest). The chest cannot be open even with a scroll.
Continuing up, there are three wooden houses. On the left, in front of the first one, there is Kazus's chest (containing Kazus'
key ... not to open the chest itself but necessary for the quest of the dragon bones). Inside the house, there is a merchant and a
chest. The second house is a weapon merchant. Inside, there is KHALIF, a chest and many good weapons to steal for
immediately resealing to Khalif. Behind Khalif's house is a garden with Khalif's key on a cart. Further down is a pound with
crocodiles (200 EXP), wolfs and lurkers. Back to the street. On the right, the first house is an inn. Inside there is KAHLIL and
two other merchants. In front of the house sits TILA who is upset by her husband and wants the hero to kill him (always accept
the quests in order to avoid bugs, you are not obliged to accomplish them). At the above floor, there are JENELL, CLORIS and
BETSY ([1.0.89] not yet present in v1.0.89), four normal chest and Ali's chest.
In the inner castle, clockwise, there is room under the castle walls, a temple in construction, a house with 3 chests, a smith
house (one chest), a second house (one chest and one book stand - AK +5), the first house of the game with a door (three
chests and a treasure), 2 girls (FLOY and her friend), another house (two chests, book stands - 2 x ALC +5) that has a
basement (nothing worth in it). The castle walls give you access to two large rooms (4 + 3 chests and weapons).
Goodies: Shaman's artefact, Ogit's amulet, Theo's key, 3+ armour weeds, 3+ flame berries, 2+ dragon roots, 2+ goblin berries,
1+ king sorrel, 1+ reign weed
Trainers: Martel (hunt)
Take the road from Montera to Trelis but at the first crossroad, turn left in direction of Ardea. At the second crossroad, continue
straight right in direction of Ardea (the other branch leads to the second gate of Montera). Just after, there is a cave on your
right with two normal chests and a metal one and a reign weed in front.
The road is turning right (some blood flies) and going upward. There is an orc observation camp with 4 chests and an armour
weed at the back of the rear wooden walls near the second watch tower. There is also a cave with two shadow beasts, a varan,
a normal chest and a metal one.
Mobbed orcs
One of the orc shaman in the observation camp ask you to beat up the Shaman in Montera because he is mobbing them.
Accept and go to see the Shaman near the gate of Montera. He is frightened and ask you to take back the orcs from the
observation camp. Do it and you receive the "Artefact from the Shaman" offering protection against fire, magic and ice.
N.B. the quest "beat the orc shaman" will remain open but beating the orc shaman is less rewarding.
Back to the observation camp. The road is going downward until the next crossroad. Before to arrive there, on the left, there is
a bison and near a chest. At the crossroad, turn left on cross the bridge. The right branch is described in the Trelis - Montera
side road section (actually the end point of that section).
After the bridge, there are bisons and on the left three bandits attacking you (100 EXP each - one having the magical amulet of
Ogit providing +20 protection against ice, magic and fire - but cannot worn !). [1.0.89] In v1.0.89, bandits only appear later.
The road is turning around a large rock at 180°. The other side there are some scavengers and a dragon root at the foot of
one of the trees on the right.
Then you arrive to a fire camp on the right side of the road with two chests and a cave with three shadow beasts (300 EXP
each), many bug meats, 4 normal chests, a metal one and many treasure stuffs.
Continuing the road, there are scavengers near a chest and further wolfs near another one.
At the level of the panel to Ardea but the other side of the road, there are two goblin berries.
Further up the slope there is a chest on the right and a flame berry and another one on the left of the road, near some
scavengers.
The other side of the road, there is a cave. In the first room, there are three blood flies and 3 chests. Then taking the right
branch there are two metal chests and a warrior. The left branch leads to 3 chests and a couple of warriors.
Back on the road, at the level of blood flies, behind a rock, there is an armour weed. At the next crossroad, continue straight
right in direction of Cape Dun. The other branch goes to Vengard. There is another crossroad very close. Once more continue
There is a down slope with a flame berry and further a chariot on the right at the bottom. Quit the road to the left and walk at
the feet of a rocky cliff until a cave. Before the cave, you will find a king sorrel. At the cave entrance, there are two metal
chests. Within the cave, leaves the hostile grand priest of undead (actually I shall later realize that it is an exit of Reddock). At
little bit further along the rocky cliff there are two other chests.
Further on the road to Cape Dun, you will encounter THEO who has a phobia of weapons. He wants to escape conscription
and asks you to lead him to a barrack on the beach near Cape Dun.
Soon on the left, you will see a house with a chest in it and a dragon root in its neighbourhood.
Further on the road, on the right just before Cape Dun, there is a warrior camp with a flame berry aside.
4.7.2.City
Goodies: AK +5, ALC +5, teleportation stone, 1+ dragon root, 1+ armour weed, 1+ reign weed
Source: Tim der Götterdämmerung-Helfer (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Before entering Cape Dun, there is a Beliar shrine outside of the town, on the right of the entrance.
Inside, I skip the four first houses, left and right at the entrance, have nothing interesting. Then turning clockwise, there is a path
Gothic 3 - Forsaken Gods 29/46
going down to the beach (we skip it for now). The first house has a chest and next there is a tent with another chest. Following,
there is a house with a warrior confirming that Arthur is in the town, a book stand (AK +5), two chests in the ground floor and
five chests at the above floor. Further up the road there is smith SOMA's house with two chests in it. You can speak to him
about the armor quest provided by Kan in order to have the sub-quest to find magical ore. He also provide you some
information on Gorn request for armors with magical powder. Then there is a upward path to the village upper level that we
ignore for the time being. Then there is a small field where you can find magic ore and a small barrack with two chests. Then
there is a storehouse with a high cellar and some magical ore on the ground. ARTHUR is sleeping in one bed. On the shelves
beside Arthur's bed, there is the teleportation stone to Cape Dun. The next house, with a skull above the entrance door, has
two chests. Then it is the inn with two chests at the ground floor and a book stand (ALC +5) and five chests at the above floor.
In the last house there is a chest.
At the village upper level, there is a fighting arena and a house. The guards only allowed me to enter the house after winning
the arena fights and the day after again prevented me to enter. So go inside the house right after winning the fights. There are
two chests. On the top of the house, there is a tower with two other chests.
Near the fight pit, there is MORG, the orc to replace Urbanus, and the arena fighters. There is also at the reverse side of the
house a weak troll (50 EXP) - [1.0.89] no more there in v1.0.89 - and a cave but without interest.
Back to the path going to the beach, it will lead you to the beach and a multi racial camp. On the path to the beach, there is a
cave at your right. Inside there is a swamp crawler (200 EXP) that you can lure to the multi-racial camp to take it with help of
soldiers (nearly always ending with a fight among the soldiers). In the cave, there are also 1-2 trolls (400 EXP), 5 normal chests
and 2 metal ones. You can see that the cave is much larger and deeper that what you can reach for the time being. Actually to
access the lower level, you need to continue after the multi-racial camp along the beach and there is a second entrance at your
right. It leads to many fights. You find 3 lurkers at the entrance. Inside there is 1 goblin before 2 chests. Turn right to pick up
an armour weed and fight three though ogres in the following room (500 EXP each - one normal and one metal chest). In front
of the ogre cave, but separated by a semi-wall, there is a dark room with mine crawlers (200 EXP each). BUG: when killing the
first mine crawler, I got the message "Ask the price of your liberty to Ignatus - quest accomplished". What is that quest that I
never started ? Mystery. (Eddra's explains: this is a bug: when you kill your Nth crawler, the quest is completed even if you
never got it). In that dark room, there is a metal chest. Back to main track take the wooden ramp downward, on which there is a
dragon root, and you arrive to a kind of troglodyte farm with 5 chests and a reign weed near the pig area.
4.7.3.Quests
Goodies: +5 king sorrels, 1+ dragon root, 3+ goblin berries, 3+ armour weeds, 3+ flame berries, 2+ reign weeds
Trainers: Olis (fight)
Quit Cape Dun and follow the road until the first cross-road and take the direction Ardea on the right. When the road turn left
Gothic 3 - Forsaken Gods 30/46
close to a crossroad, there is a king sorrel and a flame berry the other side of the road, behind a big rock.
At the crossroad, turn right. The left is going to Vengard. On the right there is king sorrel. Just after on the left there is a burn
barrack with two chests around. Further these is a down slope with a flame berry on the right.
Nearly arrived to Ardea, there is another crossroad. Notice that the other branch is also going to Cape Dun. Let us take it.
At the level of the lying trunk, there is a reign weed, a king sorrel, a goblin berry and an armour weed in the left field and a
king sorrel and an armour weed in the right field.
These orcs are in front of two barracks with a chest in each one. Behind the barracks, there is a chest and a king sorrel, a
flame berry, a reign weed, an armour weed, a goblin berry and a dragon root.
Continuing the road, there are stone stairs leading to the beach. There you have to fight plenty of lurkers.
Taking left and following the beach, there are more lurkers to fight and at the end of the beach a chest.
Head back to the stone stairs and follow the beach in the other direction. On that part of the beach, there is chest and then
another one a little bit further. When the beach stops, you have to climb to the upper field.
Alternatively, rather than going down to the beach by the store stairs, you can go via the upper side of the cliff. In that field,
there are plenty of lurkers as well as a goblin berry. At the end you will arrive to the fire camp and the ogre.
The end of the path is the same as the one followed when escorting Theo to the beach barrack.
4.8.1.Village
Goodies: AK +5, ALC +5, teleportation stone, 2+ king sorrels, 1+ dragon root, 3+ goblin berries, 3+ reign weeds, 1+ flame berry
Source: Tim der Götterdämmerung-Helfer (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Before entering the village, go left to speak to SEVERIN near the tree. Longing the outside wooden barricade, there is a reign
weed and a goblin berry on the down slope where are the wolfs and before arriving to the tower, there is a king sorrel. You
can see a chariot on the left side: there is chest there and behind the rock a goblin berry. Continuing to walk along the wooden
barricade, you will see CORRADO and two young girls. There is a goblin berry behind the rock (? no more sure) and another
reign weed in direction of the ocean.
Visiting Ardea clockwise, the first house is merchant CONZ one. He has many potion recipes (including for permanent
endurance, strength, life, mana, and hunt skills) in stock. There is a chest and on the table a teleportation stone to Ardea.
Behind that house, there is a house with ASDIS around. Inside there is one chest. ROSSWALD is walking around.
Next is a house with a tower above. In the ground floor, there are three chests and one on the top of the tower.
Next is MARC's house who tells you he has nothing to sell today. There is a book stand to (ALC +5).
Then is the east gate and next is SEGFRIED's house (two chests). Then there the inn and besides an Innos shrine with a
chest in the bush near.
Then is a tall house with two chests at the ground floor and a stand book above (AK +5). Besides is HILDUR smith's house with
three chests inside. Hildur is working at an artefact.
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We are back to the entrance gate.
But there are still some houses in the middle. Facing the entrance there is a two-story house with two red banners and a guard.
Nothing in it. Besides is SINDRI's house (one chest) and behind an inn (one chest).
Exiting the village by the east gate, at the level of Corrado, there is a dragon root on the right and a king sorrel on the left. On
the right, there are some rocks with a reign weed behind the last one. Quitting the road perpendicular to the left and walking
along the cliff, you will see EKHARD and three bandits. Take the content of the metal chest. Ekhard does not speak by now.
Going back to the road, there is a flame berry. At the end of the path is a watch tower. There are three chests at the ground
floor. Beside the guard, there is SOLVIQ (she appears only after you have made Gustav's quest). At the top is GUSTAV.
4.8.2.Quests
4.9. Vengard
Starting from Cape Dun, go until the second crossroad and turn right in direction of Vengard.
After fighting three wolfs, you will arrive at a direction panel with a chest beside and a cave a little bit further the other side of the
road with goblins outside and a metal chest, skeletons and a mummy inside.
At the next Ardea direction panel, the path turns right. In that downward slope, at the level of the Vengard direction panel, there
is a dragon root on the right. There is also a metal chest at the level of the next Ardea direction panel.
At the middle of the steep slope, you arrive in a field where there are 3 ogres. Eliminate them and explore the field for a normal
chest, a metal chest, an armour weed and a goblin berry.
As there is no more path in the field, exit by the left when facing Vengard city that you can already see at the horizon. You
should find a slope downward with another ogre.
A little bit further down, behind some trees on the right, there are two other ogres, one being called UGLUZ BIG BELLY
(500 EXP) and having the morgenstern weapon on him. But it does not seem being part of any quest.
Just after the bridge over the river, there is a peer on the left with a chest at its feet. Continue and arrived to Vengard gate, there
is a chest beside the guard.
Before entering the city, take the wooden ramp upward just after the bridge. You will find chest. On the cliff behind that chest,
there is a stone circle with 2 ice golem (400 EXP). They are easy to defeat with fire balls. There is a chest and a metal chest.
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Continue on the field down and you will arrive over an area with leaves on the ground where you can find a metal chest and
then a normal chest and then another metal chest with two ogres around. Continue on the same direction and you will
encounter an army of baby demons (50 EXP). Around there is a normal chest and a metal chest.
When on the area with the leaves on the ground, you may be noticed a stone monument on the top left with three fire golems
(400 EXP). Defeat them with ice attacks. At that place, there is only a metal chest.
Goodies: ALC +5
Trainers: Immanuel (magic), blacksmith (smith)
Source: Tim der Götterdämmerung-Helfer (size and quality image downgraded to fit into the memo - original map available in WoG forum)
Frau = wife
Next are two soldiers. You can ask them to be your companion (only one at a time) and they will follow you.
Then there is HANZ near a fire camp ([1.0.89] he is not yet present in v1.0.89) and under the city walls a weapon storeroom. A
little bit further is a smith house with a chest outside and a metal one inside.
Next is another smith house (access via a few wooden stairs). There are only a few wheat bags on the back of the house and
the fire mage around.
At the back of the smith, in front of a closure with some cows, there is a two-story house with a merchant outside. Inside the
house, there are two chest at the ground floor and two at the above floor.
Then is the temple with an Innos shrine. The left annex has only a chest. The corridor has a chest and the shrine room has
two chests (one behind the shrine).
Taking the path down and continuing clockwise, there is a wooden barrack with a metal chest behind. The merchant in front is
selling armours. He has a nice paladin one but he refuses to sell it to me ("prove you are worthy").
Next is an alchemist two story house. The alchemist sells recipes. Read the book stand (ALC +5) and open the two chests. In
the above floor, there is a normal and a metal chest.
Then is a bridge that we ignore for the time being. It is leading to the bank of the city. Just before the bridge, there is a wooden
ramp leading to the river. Take it and pick up the chest on the right.
Next there is a stone two-story house with a chest on its external side as well as some wheat bag near the external stairs. On
the ground floor, there is a chest and at the above floor a chest with the Errol key (description says "this key will allow you to
recuperate your belongings after your arrest").
Then there is an interesting barrack and we are back to the entrance gate. In the middle, we have not yet visited a two wooden
story-house in front of the two-story stone house. That house has in the ground floor chest containing the "hand of Kazus
dragon" (we already have the other hand in our bag pack). Then there are two weapon racks. At the back, there is a two-story
inn with served dishes on the tables but nothing else.
Starting from the left side of the bridge and clockwise, there is a two-story wooden sawmill with a metal chest at the above floor.
Then there is a wooden barrack with a chest. Then is the access bridge to the castle that we skip for now. There is a chest
under.
Then is the bridge leading to part III of the city and another smith house without interest.
Turning clockwise, there is a two-story stone house, the bridge to part IV, a room under the city walls and an alchemy house
where there is a normal and a metal chest, a metal chest.
Near the fire camp, IMMANUEL can teach you ancient magic.
At the feet of the stairs leading to the city walls, there is a chest. On the city walls, there are two chests and a room with two
other chests.
In the tower of the city walls, there is a normal chest and two metal chests on its top.
Goodies: undigested fire nettles, 1+ goblin berry, 2+ armour weeds, 1+ reign weed
At the first crossroad, take the direction Cape Dun/Montera. In the field in front of the crossroad there is an armour weed.
There is an Ardea direction panel and just after a burned barrack with two chests around.
At the crossroad, you will turn right. The left branch goes to Cape Dun. But before turning right, explore the field in front of you
there is a chest and further another one. Walk along the cliff and you arrive to a cave. Inside there are shadow beasts, zombies
and a grand priest (400 EXP) of undead. In the first corridor, there is a chest. In the first big room, there is another one. In the
smaller left room, there are two chests. In the grand priest room, there are four metal chests and a normal one.
4.9.5.Reddock cave
Goodies: ALC +5, teleportation stone, Ulrich's artefact, undigested fire nettles, 1+ dragon root, 1+ flame berry
Trainers: Kazus (fight), Kendl (smith)
Just near that fire camp, you find a carry with two barracks, some wolfs and three troglodytes inside (Reddock point on the
map). Jump on the roof of a barrack and defeat them with fire balls. BUG: troglodytes do not have name above their head but
they have an inventory containing undigested fire nettles that you need to pick for a future quest (so do NOT eat them).
N.B. sometimes the troglodytes are not there. I tried to come at different time of the day and after/before I received the Egidius'
quest but didn't find what triggers their presence or absence. Anyway, do not worry as there is another cave with troglodytes.
From the stairs, walking as if you exit the cave in direction of the cliff, there is a flame berry, at the level of the house you can
see at the feet of the cliff. Nearby there is a dragon root too.
Inside the carry, there are two chests and a cave. Defeat the wolfs at the cave entrance and go further inside. There is an
helicoidally path that we follow. On the left, there are some rooms. The first one has a chest and a book stand (ALC +5) and
the second and third one a chest. We are now arrived down the cave. Defeat the snappers. On the table near the forge, there
is the Ulrich's artifact. There are two rooms, one with weapons and the other with a chest. The cave continue via a large
tunnel leading to golems. There is a fire golem and an ice golem (400 EXP each). In the golem room, there are two chests
(contain teleportation stone to Reddock). The third room contains a skeleton army and a dragon (500 EXP) as well as a
basket and a metal chest. The next room is defended by an undead priest (400 EXP) and a chest. The next corridor leads to
an exit of Reddock near the Cape Dun - Ardea road.
Back on the Ardea road, a little bit further on the left, there is a goblin berry on the left.
There is a stone circle on your left with a chest containing a nice elite spy armour as well as a Asam bowl (we already have
one and they seem to have no usage) and Myrtana crown ([1.0.89] I think no more there in version 1.0.89). There are also
wheat bags and the other side of the road, in a hole, an ogre (400 EXP + "ogre morning star" weapon) and a chest.
Arrived at a crossroad, take left. For the right branch, see the "Ardea - Vengard side road" section below. There are a couple of
chests: two on the right, two on the left.
After the crossroad, there is another direction panel. At its left, there is a chest and further left another one and further left a
third one.
You are arrived near a cliff with a cave guarded by a troglodyte (300 EXP). Inside the cave there are lurkers and other
troglodytes, a chest and a metal chest. Same BUG as above: troglodytes do not have name above their head but they have an
inventory containing undigested fire nettles that you need to pick for a future quest (so do NOT eat them).
Going along the cliff, there is a chest near a well and a little bit downward, another metal chest (contains grand inquisitor heavy
III sword) guarded by (black) goblins. Again further, there is another chest.
Back where you left the road, you will see a stone pile with behind a metal chest and further down another chest with a nice fire
mage dress.
Further down you will meet UBEL. He claim to be Rhobart II 's son and order you to kill Lee. There is a basket near him. You
can see a entrance gate to the city on your right.
Kill Ubel
When Ubel orders you to kill Lee, you receive the quest to kill Ubel. I just beat him up and took his weapons. Why to kill a
mentally disable ?
There are 3 ogres. On the left and right of the road, there is a dragon root and a king sorrel.
Arriving to the burned stone house, near the wood stock there is a dragon root and a chest. There are two other chests around
the house. Near the stone pile at the back of the house, there is another dragon root. Then in the turn there is a collapse
house with a king sorrel in the ground hole.
Exit Vengard from the gate if front of the wooden bridge and cross it. Follow the upward slope.
At the top of the slope, the road turns right. A little bit further, on the right of the road, there is a metal chest behind a couple of
trees.
Then we arrive at the stone bridge that we need to cross. The end of the trip is the same as in the Gotha - Faring road section
4.10. Okara
Goodies: 3+ king sorrels, 1+ dragon root, 1+ goblin berry, 2+ flame berries, 2+ armour weeds, 1+ reign weed
Trainer: water mage (magic)
N.B. if you have paid 50 000 GP to Errol, all orcs turn to be hostile when you speak to Gorn. The only way to stop it is to kill Kan
in Okara.
If you look the map, you see that Okara can be reached from Sildern but there is no road. So I went to the last fisher hut in
Sildern, faced direction of Okara and decided to take the road passing right of the mountain you can see from there. Taking a
high hill that is longing the mountain, you will arrive to a fire camp in front of a mine. There are a metal chest and a normal
chest.
Continuing along the mountain, you will see on the right a passage between the mountain and big rocks. Before entering the
passage, open the 2 chests on the right. Walking a little bit, you will find 2 king sorrels, a flame berry, a dragon root and two
chests. Continuing the passage, the slope become very stead but keep on. You will arrive to a wooden ramp.
If you are not in an exploring mood, directly skip to ••, otherwise, take the wooden ramp and follow in that direction. You will
find a chest and a little bit further a ruin with a metal chest. On the right of the ruin, there is an armour weed.
Looking at the map, we see that we are no more on track. OK, head back to the wooden ramp. But on the way, climb up the
slope on the left. Above there are scavengers, a king sorrel, a reign weed, and further up an armour weed. Continuing, there
is a cave (with nothing worth inside) and a burned house defended by skeletons (with a normal and a metal chest and 2 king's
thistle - I didn't discover any usage for these plants). In the nearby there are snappers and two trolls near a cave. In the cave,
there is a shadow beast. In the neighbourhoods, there is a herd of ripper beasts, near a fire camp. The other side of the camp,
there are wolfs and 2 chests.
Back to the burned house, going along the mountain, you will find a wolf herd. In front of them, there is a goblin berry and a
flame berry (?). The wolfs are around a fire and a metal chest. Continuing the same direction around the mountain, you would
arrive to the place Rollan stands.
•• OK we have not explored all the area (e.g. there is an abandoned village turning left after the ruin - with some worthy
herbs), but this time we really go back to the wooden ramp. There is a path at the foot of the ramp (to your right when heading
back). Take it and you will arrive to a cave entrance leading to Okara. Actually, the place is within the mountain which explains
we could not spot it earlier.
In the first space, there are three goblins, two barracks, three chests and an Innos shrine.
Continue further into the mountain via the tunnel behind the second barrack. The tunnel has an upward left branch leading to a
water mage. In his room, read the stand books (4 x ALC +5), the stones (2 x AK +5) and grab the last fragment of the mystic
wanderer's armour.
The other branch of the tunnel leads to some rooms where there are some goblins to fight, 5 chests to loot and a stand book to
read (ALC +5).
Despite not necessary for any quest, I also paid a visit to Nemora area.
Back to the cross-road and taking right, there are 3 ripper beasts and a chest. Then there is a snapper herd and further up a
canyon with nothing interesting inside. When exiting the canyon, notice above on the right: there is a cave with three crawlers
and a chest. There is a second exit leading to ruins but nothing worth.
N.B. near the end of the game, I was wandering close to the end of the path leading to the canyon when I met Thorus who was
supposed to have escaped. He attacked me. I killed him with great difficulty for a disappointing 150 EXP and no interesting
stuff - I expected much better.
As there is no road to Nemora, check the map and go across all. On the way, you might find some chests. I personally met 3
snorting monsters (500 EXP) near a dinosaur skeleton as landscape. a normal and a metal chest, and 2 herbaceous lobelia (I
didn't discover any usage for these plants). I also saw an herd of running rhinoceros lead by a "woollen" (?) rhinoceros but they
were running too fast and I could only hunt the last rhinoceros.
At Montera, entering by the lower level tunnel (there is a chest before the entrance), there is a first room with a book stand
(ALC +5) and a metal chest before a second room with two chests.
Back outside, at the second level arcane, enter the first room. There is a chest. Take the exit leading you to the third level
arcane.
On your right, there is a teleportation stone to Nemora. In front, there is a room with a chest inside and beside the second
Nemora access point with a chest.
Back at the second arcane level, the second room contains a metal chest and the third room a chest.
N.B. at a certain point, all the story lines merge together and the end of the game is common, whatever path you have chosen.
This is the direct way: go to Gotha, pay Errol 50 000 GP and speak to Gorn. However doing so you miss many quests (and
rewards) and all orcs become hostile until you kill Kan, missing up the game.
If you want to take this way, pay Errol and skip to the "Back to the common path" section 5.5.
If you have played the story line 5.1 and now would like to play this story line, restore "BIG SAVE I".
BIG SAVE II - write down date/time: ___ / ___ / _____ ___ : ___
As this story line will again divide into two paths, in case you wish to play both alternatives, make the BIG SAVE II.
Go to Trelis and answer to Osch: "Orc are to blame". He asks you to give a message with orc plans to Gorn.
Speak to Errol, the guard at the gate of Gorn's castle for 6 000 EXP (in the process the two guards behind Errol could attack you
if you do not approach Errol from the right angle - 100 EXP).
If you have played the story line 5.2 and now would rather like to play this story line, restore "BIG SAVE II".
Go to Trelis and answer to Osch: "Human are to blame". He asks you to bring a peace letter to Gorn.
Errol offers you a freedom pass (well, not really offering - 5 000 GP). If you accept, you take the sub-path described in the
present section; if you refuse you take the path described in the next section (5.4).
Speak to Raik
Errol provide you a one-day freedom pass and advice you to see Raik for help. Do it for 10 000 EXP. Raik will ask you for
some little services. BUG Some gamers reported that Raik disappears in a hidden section and you need to cheat the game,
via the console mode, to continue: "goto Gunther" ([1.0.89] seems solved in version 1.0.89).
If you have played the story line 5.3 and now would rather like to play this story line, restore "BIG SAVE III".
Ignatius' slave
Go to see Ignatius (10 000 EXP). This sadist asks you to go without arm nor protection to collect 12 healing plants for him (he is
also blind: he does not see we have recover all our stuffs). As you have recover your belongings, I believe you have that on
your inventory. Give them to Ignatius for 10 000 EXP and 3 healing potions. No he asks 12 mana plants. Give it to him (10 000
EXP and some mana potions). And now ... nothing ! Actually, with the prisoners' chest we have somehow bypassed the script
imagined by the game writers. So let us pick up some plants in the field in front of the windmill where we found the wheat. You
will meet Garik who proposes to buy you back from Ignatius if you agree to join his troop. Speak to Ignatius and then to Garik (8
000 EXP). It turns out that Garik misses 1 GP to buy you back. You have to beg for it. Actually we do have the money but
nevertheless ask e.g. to Gero who is near Raik in the human camp for 6 000 EXP and 1 GP. Bring the money to Ignatius for 2
500 EXP and freedom.
Garik's amulet
Garik asks you to bring an amulet to Gothard (in the rebel camp the other side of the road). Do it and report to Garik for 6 000
EXP and 500 GP.
Garik's weapons
Then he gives you a key and asks you to fetch his weapons in Faring. After Faring bridge, in front of the cave with the
snappers, there is Garik's chest with his sword in it. His shield is just beside. Take both back to him for 9 000 EXP and 500 GP.
Now he asks for his bow. We have found it in the chest near Gabriel. If the bow was lost when your belonging were put in the
Prisoner's chest, use the console ("give It_Garik_Bow"). Giving it back to Gerik rewards you 10 250 EXP and 500 GP.
Garik's warriors
The next task is to fight the five Garik's recruits, one by one, and each time report to Garik. Garik gives you a sword (another
one who cannot see that we have recover all our belongings). If the hero is not a fighter, it might not be a piece of cake
because recruits' swords are poisonous (only a stab forward will poison you though) and because some recruits of previous
fights might remain in the fight area (and if you hit them by mistake you have lost). Each combat rewards +3 STR, 500 GP and
9 150 to 9 230 EXP !
Errol accepts the swamp herbs and let you enter Gorn's estate. This we could already do before, but now Gorn accepts to
speak to us. You are back to the common path: continue walkthrough from section 5.5.
Notwithstanding the path you chose (humans or orcs) at the end you will be on a "human" path, i.e. that you will be on Gorn's
side against Thorus and the orcs.
Speaking to Gorn
(= point where the different paths of the story converge in a single one until the end of the game)
Actually, Gorn is very happy to meet us. He explains why he is attacking Thorus' orcs. He asks you to meet the water mage in
Okara who can confirm his saying.
Once we have received the "Lee" quest, Theodor, won't attack us anymore if we enter the inner castle. So we can explore it.
5.6.1.Inner castle
On the plaza, there are 3 chests and an Innos shrine. There are also two rooms under the castle walls with one with one
chest. There are also JACOBS, a merchant, and HUBERTUS and his wife, another merchant.
On each side of the principal building, there is an annex. In the left one, there is EGIDIUS, another crazy alchemist. In the right
one there is a chest.
The main building has a principal room with a chest each side of the throne. The one on the left contains a paladin armour !
There are also two metal chests.
From the principal room, take the left door (facing the throne). There is a chest. Take the wooden stairs upward and turn left,
entering the tower. On the top, there is chest with a teleportation stone to Geldern (we already have it) and another one with
an armour of Rhobar (but paladin is better though).
Exiting the tower and going straight right to the facing upward wooden stairs, you arrive to a building with a cupola on the top.
Before entering, go to the extremity of the wooden platform for a chest. Inside the building, taking the stone stairs upward, there
are one chest and a book stand (ALC +5).
Exit the cupola building and go back down. Take the wooden stairs until the stone platform for two more chests.
On the castle walls, starting from the high tower we just visited. There is a chest. Then there is a dormitory with a chest
containing very nice shields. Continuing on the walls, there is a chest containing the Krash Morra crossbow (200 damage).
Above the main gate, there is another chest. At the end of the path there is again a chest and a room with a metal chest and
book stands (AK +5 and ALC +5).
5.6.2.Quests
1) When talking to Conz, he asks you to kill Asdis who is attacking everybody in the village. Beat Asdis and report to Conz for
STR+5 and 7 000 exp. Conz also gives you a ring.
2) Speak to Marc as well (do not pronounce the work "artefact"). He asks you to bring Severin to him. Do it for STR +3 and 7
000 EXP. Severin has an artifact that you can keep. At that time, I noticed that I already have a Severin ring in my inventory but
do not remember from where I got it. Anyway, better 2 than none.
3) Sindri sells you another artefact - Werner's collar - against 1 000 GP. You also receive 6 000 EXP. I also noticed I had
Segfried collar. I do not remember from where I got it.
4) Hildur wants you to find back an artefact from a cave where it is guarded by strong beasts. He suggests you find someone to
help you. Actually we already got the amulet in the Reddock cave. Give it for STR+15 and 15 000 EXP. Hildur tell it is
scratched and you can keep it.
Report to Theodor for 20 000 EXP and 1 000 GP. He takes four amulets (not the Segfried collar and a Severin ring).
Deliver Milten
Osch asks you to fetch the fire mage MILTEN (an old friend of the hero) made prisoner by the orcs. Milten is in Thorus' jail, i.e.
the basement of the temple we looked for Osch at first. Speak to him. After explaining that Thorus has stolen the Eye of Innos,
he will follow you. BUG AGAIN. When exiting the temple, Milten disappeared. Actually, using the console, I realized he was
"lost" in the nowhere between the basement and the ground floor. To recover him in a playable area, just save and reload the
game. Bring him to the temple where you have found Osch for STR +5 and 10 000 EXP.
Back to Gorn
You can now bring back Osch and Milten to Gorn in Gotha for STR +10 and 10 000 EXP.
But before, I explored with the group the area near the stone temple outside of Trelis, walking aside the water. There are three
trolls (500 EXP + a metal chest), then three monsters (500 EXP) and then five gargoyles (200 EXP) near a stone circle where
there are two (!) goblin berries, three (!) dragons root, a flame berry, a Beliar shrine and a chest.
Where is the Summoner ? He is in the cave we have not explored on the road Montera - Gotha, the one Rollan is in front (see
that section). Milten is leading you to the spot. If you lose him from sight, continue in direction of the cave and you should
retrieve him on the way.
The mystic wanderer might also be in front of the cave. If you have them, he takes the armour pieces and you receive the "End
Game" armour and 10 000 EXP. However, the paladin armour is better.
BUG: if your belongings went in the Prisoner's chest and you had the armour pieces, they are lost. You have to cheat with the
console: "give Mystic_Wanderer_piece_0i" with i = 1, 2, 3. Moreover, you might have sometime to re-spawn the pieces twice
before receiving the armour.
Place: the mystic wanderer moves and rather than being in front of Rollan's cave, he might be in front of the cave near the old
Trelis temple, or walking on his way.
Enter and defeat the Summoner warriors a little bit further. Tip: after the fight, save and reload the game in order to heal your
troop and stop possible internal fights among your companions.
You arrive in a big room. In the first hole in the right, there are mages (400 EXP) and warriors (200 EXP) as well as the
summoner (400 EXP). At the entrance of that branch, there is too a chest. Kill them for STR +10 and 20 000 EXP. The
Summoner has the "Eyes of Innos" amulet, a map of possible place for the beast to come and a the black summoner dress.
A mage might ahve a poison flask (random item - necessary ingredient for making poisonous weapons). Beside, there is a
normal chest, a metal chest and the Summoner's chest (a two-hand sword, Rhobar's armour and Asam's bowl- all we already
have).
Back in the principal room, in the centre there are four mine crawlers. Going further in a second big room, there is a gargoyle
(200 EXP) and a flame berry near two chests.
From that second room, you can see a upward path leading to a third big room where there are other mine crawlers and
gargoyles. There is an armour weed beside the two baskets. The three rooms are making a round so that continuing further,
Gothic 3 - Forsaken Gods 43/46
we are back to the first big room.
Talking to Milten, he indicates that we now have to kill the beast. Milten proposes that the whole troop hunts for the beast but
the hero refuses (obviously he and myself do not share the same point of view).
The fight, which looks like the ending one, will for sure be very hard. Let us beef up our hero a little bit. Usually these dragon,
beasts, ... are very well immune to magic. Therefore I shall concentrate on strength, life endurance and hunting.
I drank all the permanent potions I could make. I also used the 310 learning points I had in reserve to boost the stats to:
STR 410, HUNT 202, LIFE 444, endurance 388, MANA 382. I was level 53.
Seeking whether the "Innos" necklace could be worn, I also tried to read the "Chronicles of dominance" in the dark mage cave.
Nope.
On the four places the beast could be, I used first the ones I had a teleportation stone: Reddock and Nemora. The beast ("The
Boss" !) is in Reddock, in the first big room. It might be that you encounter 3-4 troglodytes at the entrance if not yet met earlier.
OK, let us go for the BIG fight. Well, three fire balls and that's it with the beast (500 EXP). It closes the quest "kill the beast" for
STR+15 and EXP 25 000.
Final bug: it seems that the presence of Thorus in the Nemora area was a bug. Despite we killed him there, Milten, Gorn and
Lee all mention that he has escaped (probably a hint of whom will be the bad guy in Gothic 4).
After the final movie and credentials, you are back to the game and can finish up quests or exploration if you wish.
Despite some chests do always contain specific items, their content is usually random. This is especially true for the shields.
You will find the first one after opening N chests and its type is random.
7. Console
8. Sources
Besides personal notes, information came from following sources:
§ http://forum.worldofplayers.de : forum section of World of Gothic (WoG) (German and English). The site is a must with
all the resources you can dream and beyond, not mentioning the very helpful members. Thank you to mistress larisa,
Tim (again), Lobedan, WernerTWC, Zetsu, Nneka, ...
§ http://www.gothicz.net : Czech site dedicated to Gothic series and providing quest by quest description
9. Versioning