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So I took a break from the harsh G2: NotR to play more G1, and I realized with my last character I had missed several things which I thought were important in the story...

1 - I never met the 4 companions (Diego, Gorn, Lester & Milten) at their camp in the Orcish territory...

Am I just imagining that it was their camp? For some reason I could swear you met them all there at some point... maybe it's because I couldn't find Gorn when they were supposed to gather?

2 - How did the Old Camp guys get to the Free Mine? I recall them talking about a special route through the mountains, but I don't think anything ever came of it, it was basically just an excuse for how they got there in the first place.

This is a slightly different note, but is it conceivably possible to beat the game with the Fire Storm spell? I'm pretty sure at max charge it gets past the invincibility of the Sleeper minions. (Not that I was playing a very heavy mage, I only just went from circle 0 to circle 6 in the last little bit of the game (Which really shows that points are given out generously in G1)) Or maybe Cor Kalom is unbeatable like that? His spell is ridiculously obnoxious, and I'm not actually sure how the player is meant to fight him (I actually hit him through a wall with the uber-spell).
1. You don't take part in their meeting, from what I recall; you deliver the message that the meeting is taking place but don't see it yourself.

2. This World of Gothic post highlights a couple of possible path locations that lead to the Free Mine area without running into any New Camp guards or using glitches.

As for Cor Kalom you're at a disadvantage because of ranged attacks. One option is to use a summon of some sort to draw his fire long enough to deal suitable damage.
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Arkose: 1. You don't take part in their meeting, from what I recall; you deliver the message that the meeting is taking place but don't see it yourself.
That's so weird, for some reason I was really confident that the hidden area just inside Orcish territory was their meeting spot, I wonder why I thought that?
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bushwhacker2k: So I took a break from the harsh G2: NotR to play more G1, and I realized with my last character I had missed several things which I thought were important in the story...

1 - I never met the 4 companions (Diego, Gorn, Lester & Milten) at their camp in the Orcish territory...

Am I just imagining that it was their camp? For some reason I could swear you met them all there at some point... maybe it's because I couldn't find Gorn when they were supposed to gather?

2 - How did the Old Camp guys get to the Free Mine? I recall them talking about a special route through the mountains, but I don't think anything ever came of it, it was basically just an excuse for how they got there in the first place.

This is a slightly different note, but is it conceivably possible to beat the game with the Fire Storm spell? I'm pretty sure at max charge it gets past the invincibility of the Sleeper minions. (Not that I was playing a very heavy mage, I only just went from circle 0 to circle 6 in the last little bit of the game (Which really shows that points are given out generously in G1)) Or maybe Cor Kalom is unbeatable like that? His spell is ridiculously obnoxious, and I'm not actually sure how the player is meant to fight him (I actually hit him through a wall with the uber-spell).
2: There is a way over the mountains to the new mine - comes out near the guy who fools you into bringing food.
Just remembered another one-

There's a camp with a bunch of NPCs called Thugs and one named NPC, Quentin. They seem to be wearing New Camp Rogue armor and all use bows. This camp is RIGHT next to the wide-open area where you meet Diego and a Troll.

To my knowledge this camp is never explained and has no story purpose.

EDIT: Forgot to add: they're all immediately hostile.
Post edited June 19, 2013 by bushwhacker2k
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bushwhacker2k: There's a camp with a bunch of NPCs called Thugs and one named NPC, Quentin ... To my knowledge this camp is never explained and has no story purpose.
Yes, that location was never used.

There is also a cave near the New Camp with NPCs that go hostile, which might seem like another bit of unused content, but they are actually part of a Swamp Camp quest; if you're with either of the other camps or visit without having the quest they are hostile with no explanation.

The Golden Mod gives Quentin's area a story purpose along with some other additions. It also makes the Abandoned Mine usable (the locked mine entrance near the starting area) which normally can't be entered without cheats.
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bushwhacker2k: There's a camp with a bunch of NPCs called Thugs and one named NPC, Quentin ... To my knowledge this camp is never explained and has no story purpose.
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Arkose: Yes, that location was never used.

There is also a cave near the New Camp with NPCs that go hostile, which might seem like another bit of unused content, but they are actually part of a Swamp Camp quest; if you're with either of the other camps or visit without having the quest they are hostile with no explanation.

The Golden Mod gives Quentin's area a story purpose along with some other additions. It also makes the Abandoned Mine usable (the locked mine entrance near the starting area) which normally can't be entered without cheats.
Ah, those black market types never like unknown visitors :). I've been amused all along at how the hero can just stroll up to a place, often in the uniform of the enemy, and people just volunteer info. If not an outright attack, at least the script options should have been substantially different (IMO) and not change if you later change your uniform. Oh well, that's spilt soup :)
Post edited June 20, 2013 by lordhoff
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lordhoff: Ah, those black market types never like unknown visitors :). I've been amused all along at how the hero can just stroll up to a place, often in the uniform of the enemy, and people just volunteer info. If not an outright attack, at least the script options should have been substantially different (IMO) and not change if you later change your uniform. Oh well, that's spilt soup :)
Uniform consequences were implemented in their later games (starting with Gothic II) with varying degrees of severity; of course this leads to some situations where putting on enemy armour in the wrong place makes all your new friends instantly attack you. :)
Ah, also, there seems to be some kind of minor Orcish Temple near Cavalorn's hut (It's just the most accessible notable area I could list from it) with two Orc Guards that seems to have no significant purpose or meaning.

Oh-

I was just beating up people in the Old Mine and taking their stuff (for reasons those who've beaten the game would likely understand) and I found something called the "Sign of the Brotherhood" on Gor na Bar (one of the three named templars, anyway). Since I didn't know this existed I'm relatively sure it has no use :D

It was probably meant to be given to the player after clearing the Old Mine so that he would show proof of having cleared the Old Mine. Maybe when they decided the player should retrieve eggs it changed?

Another one!

This was an obvious one that doesn't seem to play into anything. In the Swamp there is a kind of altar made out of a tree-stump, surrounded by the skulls-on-sticks the Orcs seem to like so much. I've played as all three camps and it doesn't seem to play into anything.
Post edited June 21, 2013 by bushwhacker2k
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bushwhacker2k: Ah, also, there seems to be some kind of minor Orcish Temple near Cavalorn's hut (It's just the most accessible notable area I could list from it) with two Orc Guards that seems to have no significant purpose or meaning.

I was just beating up people in the Old Mine and taking their stuff (for reasons those who've beaten the game would likely understand) and I found something called the "Sign of the Brotherhood" on Gor na Bar (one of the three named templars, anyway). Since I didn't know this existed I'm relatively sure it has no use :D

Another one!

This was an obvious one that doesn't seem to play into anything. In the Swamp there is a kind of altar made out of a tree-stump, surrounded by the skulls-on-sticks the Orcs seem to like so much. I've played as all three camps and it doesn't seem to play into anything.
1. The orcish temple-like structure: there were endless debates as to what role might it have played. Some said it should have been a secret exit from Orc Temple, others said it was abandoned because the game would have required too many recources (hardware) to play should it have been implemented etc etc

2. Sign of the Brotherhood: I have no memory of that item from Gor na Bar (and it made me curious), although I had beaten those templars on several occasions. Could you upload a screenshot of it please?
* ...and speaking of Old Mine: although you know it should collapse (the reason Gomez attacks New Mine), it never does. You can go back there anytime you want.

3. The altar thing in the swamp: it's just another item (probably related to a quest) left there, in the game without any particular use.
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kojocel: 2. Sign of the Brotherhood: I have no memory of that item from Gor na Bar (and it made me curious), although I had beaten those templars on several occasions. Could you upload a screenshot of it please?
I should be able to, is there a preferred method of screenshot linking...

Ohei! Attachment thing I've never used before on GOG forums :D

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kojocel: * ...and speaking of Old Mine: although you know it should collapse (the reason Gomez attacks New Mine), it never does. You can go back there anytime you want.
Wooow... I never knew that! I must have messed it up in my last game because I was playing around and used a wench(did I spell that right? xD) to close the grate BEFORE it 'collapsed' then I think the wench got jammed. I'll have to check that out next time I play...
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bushwhacker2k: Wooow... I never knew that! I must have messed it up in my last game because I was playing around and used a wench(did I spell that right? xD) to close the grate BEFORE it 'collapsed' then I think the wench got jammed. I'll have to check that out next time I play...
It's a known bug.
You should get all templars to the nest entrance, and then save the game, and only after that you should attempt to use the wench.
And yes, I recall the item. It's an amulet, but wearing it has no effect (or none that I know of).
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bushwhacker2k: Wooow... I never knew that! I must have messed it up in my last game because I was playing around and used a wench(did I spell that right? xD) to close the grate BEFORE it 'collapsed' then I think the wench got jammed. I'll have to check that out next time I play...
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kojocel: It's a known bug.
You should get all templars to the nest entrance, and then save the game, and only after that you should attempt to use the wench.
And yes, I recall the item. It's an amulet, but wearing it has no effect (or none that I know of).
I meant the Wench OUTSIDE of the Old Mine, which, unless I'm quite mistaken, actually does cause you to be unable to reenter the mine if you closed it when it 'collapsed'.

Does Scatty ever actually host a fight? I've heard he's the arena master and when I comment on betting he says to return in a few days... but to my knowledge nothing ever actually happens...
Post edited June 22, 2013 by bushwhacker2k
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kojocel: It's a known bug.
You should get all templars to the nest entrance, and then save the game, and only after that you should attempt to use the wench.
And yes, I recall the item. It's an amulet, but wearing it has no effect (or none that I know of).
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bushwhacker2k: I meant the Wench OUTSIDE of the Old Mine, which, unless I'm quite mistaken, actually does cause you to be unable to reenter the mine if you closed it when it 'collapsed'.

Does Scatty ever actually host a fight? I've heard he's the arena master and when I comment on betting he says to return in a few days... but to my knowledge nothing ever actually happens...
1. The wench: no, the one at the entrance to minecrawler's nest
2. Scatty: not to my knowledge. I spent once two weeks (game time) every evening there to "watch" a fight, but there was none.
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bushwhacker2k: I meant the Wench OUTSIDE of the Old Mine, which, unless I'm quite mistaken, actually does cause you to be unable to reenter the mine if you closed it when it 'collapsed'.

Does Scatty ever actually host a fight? I've heard he's the arena master and when I comment on betting he says to return in a few days... but to my knowledge nothing ever actually happens...
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kojocel: 1. The wench: no, the one at the entrance to minecrawler's nest
2. Scatty: not to my knowledge. I spent once two weeks (game time) every evening there to "watch" a fight, but there was none.
Winch. A wench is an old term for a peasant woman. (although the image was fun :)).

I could have sworn that the old mine flooded and one could only go to the very beginning of it.
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lordhoff: Ah, those black market types never like unknown visitors :). I've been amused all along at how the hero can just stroll up to a place, often in the uniform of the enemy, and people just volunteer info. If not an outright attack, at least the script options should have been substantially different (IMO) and not change if you later change your uniform. Oh well, that's spilt soup :)
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Arkose: Uniform consequences were implemented in their later games (starting with Gothic II) with varying degrees of severity; of course this leads to some situations where putting on enemy armour in the wrong place makes all your new friends instantly attack you. :)
They must have been slight - never noticed any consequences on my playthroughs. Well, my friends attack me when I transform too (if they didn't see me do it) even if I transform back in front of them so, no surprise about the friendly attacks. I know in II, farmer clothing is one of three (?) ways to get into the city at the beginning. I mean, in III, I wore elite orc mercenary armor into the rebel hideouts and nobody even mentioned it. I do know that one cannot go to an orc city with a rebel in tow or the rebel will be attacked and Greypelt will attack any pet (trained) beasts that are with you (as will the ice golems in the Wolf Clan village).
Post edited June 23, 2013 by lordhoff