The Brotherhood’s too weird. The Old Camp’s too corrupt. The New Camp? Just right. “Joining the Mercenaries” is the definitive faction quest for players choosing the New Camp path in Gothic 1 Remake. The mercenaries of the New Camp are a scrappy, independent crew who reject Gomez’s tyrannical Old Camp rule and the Swamp Camp’s mystical fanaticism — and joining their ranks gives you access to some of the game’s best early-game weapons, trainers, and story branches.
But Gothic being Gothic, the path to becoming a mercenary is filled with hidden prerequisites, easily-missed NPCs, and dialogue choices that can lock you out permanently. This guide walks you through every step, every requirement, and the optimal route to earning your place among the New Camp’s elite fighters.
Table of Contents
Gothic 1 Overview
| Detail | Info |
|---|---|
| Quest Name | Joining the Mercenaries |
| Quest Giver | Lee (New Camp) |
| Chapter Available | Chapter 1 |
| Faction | New Camp / Mercenaries |
| Objective | Prove your worth and join the mercenary ranks |
| Prerequisite | Must reach the New Camp + complete prerequisite tasks |
| Difficulty | Medium — requires exploration, combat, and diplomacy |
| Reward | Full mercenary membership + access to New Camp trainers and merchants |
How to Reach the New Camp — Getting There Alive
Before you can join the mercenaries, you need to actually make it to the New Camp without dying along the way. The path from the Old Camp to the New Camp is one of Gothic 1 Remake’s most dangerous early-game treks.

Recommended Route
| Step | Direction | Threats |
|---|---|---|
| 1 | Leave the Old Camp via the main gate | Scavengers near the road |
| 2 | Follow the path northwest toward the river | Wolves and lurkers patrol the area |
| 3 | Cross the bridge area carefully | Snappers may appear — run if under-leveled |
| 4 | Follow the signs toward the New Camp | Bandits may ambush at narrow paths |
| 5 | Enter the New Camp through the main entrance | Guards will let you pass |
Pro Tip: Travel during daytime. Nighttime spawns are more aggressive and harder to see. If you’re under Level 5, avoid fighting anything larger than a scavenger — just sprint past dangerous mobs.
Recommended Level
| Level | Survivability |
|---|---|
| Level 3–4 | Risky — avoid combat on the road |
| Level 5–7 | Manageable — can handle wolves and scavengers |
| Level 8+ | Comfortable — most road encounters are easy |
Step 1: Meet the Key NPCs at the New Camp
Once you arrive at the New Camp, you need to talk to several important NPCs before Lee will consider letting you join. The New Camp is built around a large lake with a dam, and its various NPCs are spread across multiple elevations and buildings.
Essential NPCs
| NPC | Location | Role | Why Important |
|---|---|---|---|
| Lee | Main building (upper level) | Mercenary leader | Quest giver — decides if you join |
| Lares | Near the entrance / market area | Scout / Guide | Your first contact — introduces you to the camp |
| Cord | Training area | Mercenary trainer | Trains combat skills |
| Gorn | Various — often near the dam | Senior mercenary | Key ally — may give prerequisite quests |
| Water Mages | Tower / laboratory | Magic faction | Connected to the New Camp’s escape plan |
| Cronos | Water Mage area | Water Mage | Teaches magic if you choose the mage path |
First Steps After Arrival
| Step | Action |
|---|---|
| 1 | Speak with Lares first — he’ll introduce you to the New Camp’s structure |
| 2 | Explore the camp — find the training area, market, and Water Mage tower |
| 3 | Talk to Gorn — he’ll give you context on what Lee expects |
| 4 | Visit Cord at the training area — he may offer early combat training |
| 5 | Finally approach Lee — he’ll outline what you need to do |
Step 2: Complete Lee’s Prerequisites — Prove Your Worth
Lee doesn’t accept just anyone into the mercenaries. You need to prove your worth through a series of tasks that demonstrate combat ability, loyalty, and usefulness to the New Camp.
Lee’s Requirements
| Requirement | How to Complete | Difficulty |
|---|---|---|
| Bring Ore Nuggets | Collect ore nuggets from mining, trading, or looting | Easy — time-consuming |
| Complete Combat Test | Defeat a designated opponent in the fighting arena | Medium — requires decent combat stats |
| Help Camp Members | Complete side quests for New Camp NPCs | Easy-Medium — builds reputation |
| Deliver a Message | Carry a message or item between NPCs | Easy — fetch quest |
| Prove Loyalty | Demonstrate through dialogue that you’re committed to the New Camp | Easy — choose the right dialogue options |
The Ore Nugget Requirement
The ore nuggets requirement is the most important prerequisite. Lee needs to see that you can contribute to the camp’s economy. You’ll need to give Lee a specific amount of ore to show your commitment.
| Source of Ore | Method | Efficiency |
|---|---|---|
| Mining in the Free Mine | Mine ore veins directly | Medium — requires pickaxe |
| Looting enemies | Kill bandits and monsters who carry ore | Variable |
| Trading with NPCs | Buy ore from merchants | Expensive but quick |
| Completing side quests | Quest rewards include ore | Best method — earns XP too |
| Exploring caves | Hidden ore deposits | High risk, high reward |
Pro Tip: Complete side quests for NPCs around the New Camp first — many reward ore nuggets alongside XP. This way you’re earning combat experience AND collecting ore simultaneously.
Step 3: The Arena Fight — Proving Your Combat Skills
One of Lee’s key requirements is demonstrating that you can actually fight. The New Camp has an informal fighting pit where mercenary candidates prove their worth.
Arena Fight Tips
| Tip | Why It Matters |
|---|---|
| Level up your melee skill first | One-handed or two-handed — invest before the fight |
| Train with Cord beforehand | He can teach you combat basics that make the fight easier |
| Bring healing items | Potions and food provide mid-fight recovery |
| Learn enemy patterns | Block → counterattack → block — Gothic’s combat rhythm |
| Don’t over-commit to attacks | Swinging too many times leaves you vulnerable |
| Save before the fight | Always save — one bad combo string and you’re dead |
Recommended Stats for the Arena
| Stat | Recommended Minimum |
|---|---|
| Strength | 30+ |
| One-Handed Skill | Trained at least once |
| HP | 100+ |
| Armor | Any light armor from the Old Camp or found along the way |
Step 4: Side Quests That Build New Camp Reputation
Before Lee fully accepts you, completing side quests for New Camp residents builds your reputation and demonstrates commitment. Here are the most important ones:
High-Priority Side Quests
| Quest | Given By | Task | Reward |
|---|---|---|---|
| Rice Lord’s Delivery | Rice Lord (farmer) | Deliver rice to specific NPCs | Ore + reputation |
| Hunting for the Camp | Various hunters | Bring back meat from specific creatures | Food + ore + XP |
| The Dam Problem | NPC near the dam | Investigate issues at the dam | Reputation + story insight |
| Message to the Old Camp | Lares or Lee | Carry a message — may involve danger | Major reputation boost |
| Help the Farmers | Farmers near the lake | Protect crops or resolve disputes | Ore + food |
| Water Mage Favor | Cronos or another mage | Retrieve ingredients or deliver items | Magic training access |
Optimal Quest Order
| Order | Quest | Why This Order |
|---|---|---|
| 1️⃣ | Rice Lord’s Delivery | Easy, nearby, builds early reputation |
| 2️⃣ | Help the Farmers | Explore the camp area while earning ore |
| 3️⃣ | Hunting for the Camp | Gain combat XP + food for arena fight |
| 4️⃣ | Dam Problem | Deeper exploration + story context |
| 5️⃣ | Message quest | Proves loyalty — major reputation |
Step 5: The Final Conversation With Lee
After completing the prerequisites — ore delivery, arena fight, and sufficient reputation — return to Lee for the final joining conversation.
Dialogue Tips for Lee’s Final Decision
| DO Say | DON’T Say |
|---|---|
| ✅ Express commitment to the New Camp’s cause | ❌ Mention sympathy for the Old Camp or Gomez |
| ✅ Demonstrate knowledge of the camp’s goals | ❌ Ask about switching factions later |
| ✅ Be direct and confident | ❌ Be hesitant or wishy-washy |
| ✅ Reference the quests you’ve completed | ❌ Demand immediate rewards |
| ✅ Show respect for Lee’s authority | ❌ Challenge his leadership |
⚠️ Save before this conversation. Wrong dialogue choices can delay or block your acceptance. Gothic 1 Remake doesn’t forgive careless dialogue — one wrong answer and you may need to complete additional tasks.
What You Unlock as a Mercenary
Successfully joining the mercenaries opens up significant benefits:
| Benefit | Details |
|---|---|
| Mercenary Armor | New Camp mercenary outfit — good protection stats |
| Combat Training | Access to Cord and other trainers for advanced combat |
| Weapon Access | Better weapons available from New Camp merchants |
| Free Mine Access | Full access to the New Camp’s ore source |
| Water Mage Friendship | Path to learning magic from Water Mages opens |
| Faction Quests | New storyline quests exclusive to mercenary path |
| Camp Protection | New Camp NPCs become friendly — safe zone established |
| Chapter 2+ Content | Mercenary-exclusive story branches in later chapters |
Mercenary Path vs. Other Factions
| Faction | Playstyle | Combat Focus | Magic Access |
|---|---|---|---|
| Old Camp (Shadow/Guard) | Political — serve Gomez | Strong melee + fire magic path | Circle of Fire |
| New Camp (Mercenary) | Independent — escape the Colony | Best pure combat training | Water Mages (limited) |
| Swamp Camp (Templar/Guru) | Mystical — serve the Sleeper | Templar combat + alchemy | Brotherhood magic |
The mercenary path offers the most balanced combat progression in the game. While the Old Camp gives better magic access and the Swamp Camp provides unique alchemy, the New Camp’s mercenary trainers teach the most practical fighting skills for surviving Gothic’s dangerous world.
Common Mistakes That Block or Delay Joining
| Mistake | Consequence | Fix |
|---|---|---|
| Going to Lee too early | He won’t even consider you — sends you away | Complete prerequisites first |
| Not talking to Lares first | Miss important introduction + reputation | Always start with Lares |
| Joining Old Camp first | Some mercenary paths become locked | Don’t commit to another camp before deciding |
| Attacking New Camp NPCs | Immediate hostility — locked out permanently | Never attack camp residents |
| Not training combat before arena | You’ll lose the fight and waste time | Train with Cord first |
| Spending all ore on gear | Can’t afford Lee’s ore requirement | Save a portion specifically for Lee |
| Wrong dialogue with Lee | Delays acceptance — may need more quests | Save before every major conversation |
| Ignoring side quests | Not enough reputation for Lee’s approval | Complete at least 3–4 side quests |
The New Camp’s Escape Plan — Why You’re Really Here
Understanding the New Camp’s larger goal helps you navigate dialogue choices and story decisions:
The New Camp operates independently from Gomez’s Old Camp dictatorship. Led by Lee (the mercenary chief) and supported by the Water Mages, the New Camp’s ultimate goal is to escape the magical Barrier that imprisons everyone in the Colony.
| New Camp Hierarchy | Role |
|---|---|
| Lee | Mercenary commander — military leader |
| Water Mages | Research the Barrier — seeking a way to destroy it |
| Mercenaries | Protect the camp + guard the Free Mine |
| Farmers | Provide food for the camp |
| Rogues / Scouts | Lares and others — intelligence and trade |
The Water Mages believe they can use a massive amount of magical ore to create a counter-spell that will shatter the Barrier. The mercenaries’ job is to protect this operation and keep the ore flowing from the Free Mine. By joining the mercenaries, you become part of this escape plan — and your role in protecting (or potentially sabotaging) it drives much of the story from Chapter 2 onward.
Advanced Tips for the Mercenary Playthrough
| Tip | Why It Matters |
|---|---|
| Visit the Water Mages early | Even as a mercenary, you can learn some magic — hybrid builds are viable |
| Train two-handed weapons | The New Camp’s trainers excel at two-handed — some of the best weapons in the game are two-handed |
| Explore the Free Mine thoroughly | Hidden items and ore deposits make you wealthy fast |
| Build friendship with Gorn | He becomes a critical ally in later chapters |
| Learn cooking | New Camp has good food sources — cooking saves money on healing potions |
| Keep a backup save from before Chapter 2 | Faction-locked content begins — have a fallback |
| Don’t neglect ranged combat | Bows are useful for pulling dangerous enemies from a distance |
| Stock healing potions before leaving camp | The world outside the New Camp gets dangerous fast in Chapter 2+ |
Mercenary Path — What Happens in Chapter 2 and Beyond
Without spoiling major story beats, here’s what to expect:
| Chapter | Mercenary Focus |
|---|---|
| Chapter 1 | Join the mercenaries, establish yourself, explore the Colony |
| Chapter 2 | Major faction-specific missions — the escape plan accelerates |
| Chapter 3 | Critical story choices — your mercenary allegiance is tested |
| Chapter 4+ | Consequences of your choices play out — endgame approaches |
The mercenary path provides one of the most satisfying narrative arcs in Gothic 1 Remake because it positions you as a pragmatic survivor — neither blindly loyal to authority (Old Camp) nor a fanatical believer (Swamp Camp). You’re just a fighter trying to escape a prison, and the moral flexibility that provides leads to some of the game’s most compelling story moments.
For a complete overview of the Gothic franchise and its legendary world, visit the official Gothic Wikipedia page.
The Bottom Line
Joining the mercenaries in Gothic 1 Remake is one of the most rewarding faction choices in the game — offering the best pure combat training, a compelling escape narrative, and access to some of the Colony’s best gear. The path requires patience (ore collecting, reputation building, arena proving), but the payoff is a faction that feels genuinely independent and self-determined.
Remember: talk to Lares first, complete side quests before approaching Lee, save before every important conversation, and train your combat skills before the arena fight. The New Camp doesn’t accept weaklings — but once you’re in, you’re family.
Welcome to the mercenaries, newcomer. Now pick up a sword and get to work. ⚔️🏕️
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FAQs
Q: How do I join the mercenaries in Gothic 1 Remake?
Travel to the New Camp, speak with Lares for an introduction, complete side quests for camp residents to build reputation, collect ore nuggets for Lee, win the arena combat test, and then return to Lee for the final acceptance conversation. Always save before major dialogue choices — wrong answers can delay your acceptance.