The best camp to join in the Gothic 1 Remake depends entirely on your target build: join the Old Camp for the most straightforward path to heavy armor or powerful Fire Magic, the New Camp for Dexterity-based archers and Water Mages, and the Swamp Camp for a unique two-handed spellsword hybrid. Your choice is permanent and dictates your class progression, armor sets, and major questlines for the rest of the game.
This decision is the most significant one you'll make in the game's first chapter. While you can (and should) complete the initial admission quests for all three factions to maximize experience gain, once you swear an oath, the other paths are locked off permanently. Though the other camps don't become hostile, their exclusive trainers and high-tier gear will be forever out of reach. This guide breaks down exactly what you're signing up for with each faction.
The Old Camp: Order and Power
The Old Camp is the established power in the Colony, run by the ore baron Gomez. They control the Old Mine and the flow of magic ore to the outside world, giving them immense influence. This is the most structured, hierarchical, and beginner-friendly of the three factions. It's centrally located and packed with vendors and essential trainers, making it a convenient hub for any new player.
Best For:
- Strength-based Warriors: The path to becoming a Guard offers the best heavy plate armor in the game. Trainers like Scatty and Thorus are right in your backyard.
- Pure Fire Mages: This is the fastest and most direct route to becoming a Fire Mage, with access to all six Circles of Magic under Corristo.
- Crossbow Users: The Old Camp's castle is home to Scorpio, the Colony's only crossbow master.
How to Join the Old Camp
To join, you need to earn the respect of the camp's influential "Shadows" and gain an audience with Gomez. This is tracked by the main quest "Admission to the Old Camp" and the container quest "Casting Shadows".
- Speak with Diego and Thorus: Find them near the castle gate. Thorus will initially dismiss you, but Diego will explain you need to prove your worth by helping people in the outer ring.
- Impress the Shadows: You must gain the support of several key NPCs. While there are many quests available, completing tasks for characters like Sly ("The Vanished Warder"), Fingers ("A Ring for Fingers"), and Whistler ("Whistler's Sword") will earn you their vote. You also need to prove your mettle by defeating a fighter like Kirgo in the arena.
- Complete Diego's "Test of Faith": Once you've earned enough favor, Diego gives you a final loyalty test: retrieve a supply list from the Old Mine and deliver it to him. Crucially, do not give this list to Lares in the New Camp, as this may lock you out of joining the Old Camp.
- Reach Level 5: Even with all votes secured, Diego won't vouch for you until you've gained some experience. You must be at least level 5.
- Meet Gomez: With Diego's approval, Thorus will grant you access to the castle. Raven will lead you to Gomez. When speaking to him, be respectful and mention the contacts you've made (but do not mention Y'Berion, the Swamp Camp's leader). Succeed, and you'll be welcomed as a Shadow.
Pros and Cons of the Old Camp
| Pros | Cons |
|---|---|
| Best Heavy Armor: Unlocks the Guard and Royal Guard armor sets. | Hostile Environment: Guards will extort you for "protection" money early on. |
| Top-Tier Magic: Direct path to becoming a Fire Mage with access to Circle 6 spells. | Rigid Hierarchy: Less freedom compared to the other camps. |
| Convenient Hub: Central location with many essential trainers and vendors. | Story Consequences: Your allegiance to Gomez has significant late-game repercussions. |
| Beginner-Friendly: The clearest progression path for new players. |
Gothic 1 Remake in-game screenshot
The New Camp: Rebellion and Freedom
Nestled in the western hills, the New Camp is a haven for rogues, mercenaries, and outcasts who reject Gomez's authority. Led by the general Lee and the rogue Lares, their plan is simple and direct: accumulate enough magic ore to blast a hole in the Barrier and escape. This faction appeals to players who value independence and prefer agile or ranged combat styles.
Best For:
- Dexterity-based Archers: This is the undisputed best choice for bow users, with excellent DEX trainers like Lares and access to bow masters.
- Agile Fighters: The Rogue and Mercenary path favors nimble one-handed combat.
- Water Mages: The camp is home to Saturas and the Circle of Water, offering powerful crowd-control magic (ice spells) and access to all six Magic Circles.
How to Join the New Camp
Joining the New Camp involves earning the trust of Lares and the influential Rice Lord. The easiest way to start is by talking to Mordrag in the Old Camp.
- Get an Escort: Thorus in the Old Camp will give you the quest "Out of Sight" to get rid of Mordrag. Instead of fighting him, ask Mordrag to lead you to the New Camp. He'll guide you safely and give you a ring to present to Lares.
- Meet Lares: Find Lares in his cave dwelling. He'll task you with proving your loyalty and usefulness to the camp.
- Complete Admission Quests: You'll need to complete several quests. This includes helping the Rice Lord with his farmhands ("A Few Drops Too Much," "Up to His Neck") and proving your worth as a thief by collecting ore for Lares ("A Piece of the Pie").
- Intercept the Supply List: During the Old Camp's "Test of Faith" quest, you must get the supply list from Ian at the Old Mine. To join the New Camp, you must give this list to Lares instead of Diego. This is a critical step.
- Participate in "The Raid": Once you've earned enough trust, Lares will give you a final assignment to help ambush an Old Camp convoy. Succeed, and he will welcome you as a Rogue.
Pros and Cons of the New Camp
| Pros | Cons |
|---|---|
| Best for Archers: Unparalleled support for Dexterity and bow-focused builds. | Tougher Start: Admission quests can be more challenging than the Old Camp's. |
| Powerful Crowd Control Magic: Water Mages excel with ice spells and reach Circle 6. | Less Convenient Location: Located far to the west, making early travel difficult. |
| More Freedom: A less structured environment appeals to rogue playstyles. | Slower Magic Progression: It takes longer to become a mage here than in the Old Camp. |
| Interesting Story Arc: The plan to destroy the Barrier is a compelling narrative hook. |
Gothic 1 Remake in-game screenshot
The Swamp Camp: Faith and Forbidden Knowledge
In the misty northeastern swamps, the Brotherhood of the Sleeper follows a different path. Led by the charismatic guru Y'Berion, these cultists believe their deity, the Sleeper, will grant them freedom through spiritual enlightenment. They spend their days harvesting and processing swampweed, which they use for visions and as their primary trade good. This is the most unique and esoteric faction.
Best For:
- Hybrid Spellswords: The Swamp Camp is the only path to becoming a Templar, a powerful class that combines two-handed weapons with unique psionic magic.
- Crowd Control Specialists: Templar magic includes incredibly useful spells like Sleep and Charm, perfect for controlling the battlefield.
- Players Seeking a Unique Experience: The Brotherhood's questline and atmosphere are unlike anything else in the game.
How to Join the Swamp Camp
To join the Brotherhood, you must gain the favor of four of the Baals (the spiritual teachers) and impress their leader, Cor Kalom. The easiest way to get there is with an escort.
- Travel to the Camp: Find Baal Parvez in the Old Camp (often near the marketplace). He can guide you safely through the dangerous wilderness to the Swamp Camp.
- Speak with Lester: Upon arrival, Lester will greet you. Ask him for a tour to learn the camp's layout and get introduced to key figures.
- Impress the Baals: You need the support of four Baals. This involves completing unique tasks for them.
- Baal Namib: Lester will help you stage a fake "vision" to impress him.
- Baal Orun: Requires you to undertake the "Swampweed Harvest" quest, collecting swampweed from harvesters outside the camp.
- Baal Cadar: You must use a Sleep scroll on one of his students to prove your understanding of the mind.
- Baal Tondral: He will ask you to recruit a "New Soul for the Brotherhood" from the Old Camp.
- Reach Level 5: Like the other camps, you must be at least level 5 to be considered for membership.
- Meet Cor Kalom: Once you have the support of four Baals, Cor Kalom will accept you into the Brotherhood as a Novice.
Pros and Cons of the Swamp Camp
| Pros | Cons |
|---|---|
| Unique Templar Class: The only way to play a two-handed/magic hybrid. | Limited Magic Progression: Magic is capped at the 4th Circle; you can never learn Circle 5 or 6 spells. |
| Powerful Crowd Control: Psionic spells like Charm are extremely effective. | Underdeveloped Faction: The questline can feel less fleshed out compared to the others. |
| Strong Mid-Game Power Spike: Templars are exceptionally powerful in the middle chapters. | Remote Location: Situated in a dangerous and hard-to-navigate swamp. |
| Fastest Access to Magic: You can start using spells earlier than in other camps. |
Gothic 1 Remake in-game screenshot
Frequently Asked Questions
Can you change camps later?
No. Once you swear allegiance to a camp at the end of Chapter 1, the decision is permanent for that playthrough. All admission quests for the other two factions will fail, and their exclusive class paths will be locked.
Can you learn skills from other camps?
Yes, to an extent. You can still visit other camps and pay their trainers for basic skills like weapon proficiency, stats (Strength/Dexterity), and utility skills like lockpicking or sneaking. However, you will be locked out of faction-specific training, such as advancing to higher Circles of Magic or becoming a Guard or Mercenary.
Which camp is best for making ore (money)?
While all camps have opportunities, the New Camp is arguably the best for a budding thief. Their quests often involve acquiring large sums of ore and selling swampweed, which can be very profitable. Lares and other members also teach thieving skills.
What if I don't join a camp?
You must join one of the three camps to advance the main story. Your primary objective is to deliver a letter to the Fire Mages inside the Old Camp's castle, and the only way to gain entry is by becoming a member of one of the factions.
The Final Verdict
There is no single "best" camp in the Gothic 1 Remake; the right choice is the one that best complements your desired playstyle.
- Choose the Old Camp if you want a classic, no-nonsense warrior or the most powerful destructive mage. It's the safest and most direct path to power.
- Choose the New Camp if you prefer fighting from a distance with a bow or controlling the battlefield with ice magic. It's the home of rebels and specialists.
- Choose the Swamp Camp if you want to experiment with a unique hybrid build and don't mind sacrificing ultimate magical power for versatile crowd control and heavy-hitting melee.
Before you make your final choice, make a hard save after completing all possible admission quests. This will let you easily explore the other paths in future playthroughs without redoing the entire first chapter.