The Stranger, Quest in Gothic 1 Remake

Quest / Side Quest

The Stranger

The Stranger is a Side Quest in Chapter 1. Check starter, location, XP, rewards, involved NPCs, and walkthrough steps.

All Quests Updated July 24, 2026

Facts

The Stranger Details

Type
Side Quest
Chapter
Chapter 1
Camp
Old Camp
Location
Old Camp
XP
3350 XP
Walkthrough Steps
1 walkthrough

Player route

How to use The Stranger

The Stranger is a side quest quest check tied to Old Camp. Open it when the journal name is blocking your route and you need starter, chapter, location, reward, or choice context. The values that matter here are chapter Chapter 1, location Old Camp, xp 3350 XP. Useful connected entries include Step 1, Step 2, Step 3 and Step 4. Open all quests or a connected route only when it helps the current save.

Best use

Use The Stranger as a Chapter 1 route check. Confirm chapter Chapter 1, location Old Camp, xp 3350 XP before advancing a faction or chapter step; involved entries include Step 1, Step 2, Step 3 and Step 4.

Safe move

Match the journal name, check the starter and route for Chapter 1, then save before a turn-in that changes faction, chapter, or reward state. Review Step 1, Step 2, Step 3 and Step 4 first.

Avoid this mistake

Do not rush the The Stranger turn-in if Step 1, Step 2, Step 3 and Step 4 is attached.

Plan with it, confirm in your save Use this quest for planning, then check your current save before buying, training, fighting, selling, or turning in anything risky.

Route decisions

Decide what to do with The Stranger

Use these rows before you spend LP, ore, time, or quest progress around this entry.

If you needCheckDo nextRisk
If you needBest use
Check

Check the starter, location Old Camp, and camp Old Camp before scrolling deeper.

Do next

Use The Stranger as a Chapter 1 route check. Confirm chapter Chapter 1, location Old Camp, xp 3350 XP before advancing a faction or chapter step; involved entries include Step 1, Step 2, Step 3 and Step 4.

Open route
Risk

Do not rush the The Stranger turn-in if Step 1, Step 2, Step 3 and Step 4 is attached.

If you needSafe move
Check

Use the page for planning, then confirm the current save before committing.

Do next

Match the journal name, check the starter and route for Chapter 1, then save before a turn-in that changes faction, chapter, or reward state. Review Step 1, Step 2, Step 3 and Step 4 first.

Risk

Do not rush the The Stranger turn-in if Step 1, Step 2, Step 3 and Step 4 is attached.

If you needOpen next
Check

Use connected pages after the facts answer the immediate question.

Do next

Open all quests, then branch into map, quest, trainer, item, or build pages only if they match your current route.

Open route
Risk

No special risk if it matches your current save.

Route preset

Safe route preset for The Stranger

Follow the short preset when this entry is part of your current save route.

Quest route check

Planning the next safe step in The Stranger from chapter Chapter 1, location Old Camp, xp 3350 XP.

  1. Match the exact journal name before following steps.
  2. Check the current quest state: chapter Chapter 1, location Old Camp, xp 3350 XP.
  3. Open the involved route entries before the next hand-in: Step 1, Step 2, Step 3 and Step 4.

Save before the next hand-in if The Stranger touches a faction, chapter step, or reward you care about.

Relations

Connected Routes

Use these links to move between NPCs, quests, items, skills, locations, factions, and creatures without backing out to search.

Route Overview 3

The shortest path into this quest's chapter, starter, location, and reward context.

Walkthrough 6
Step 1 Descend into the flooded halls of the Sunken Tower in the south of the valley and put down the skeleton mage and his undead company. Take Chroman Step 2 The second volume sits atop the ruined tower of the old castle where the shaman Ur-Shak hides. The climb is awkward; a meatbug transformation mak Step 3 Chromanin 3 waits on a small island in the river just off the northern approach to the Old Camp , guarded by a swarm of bloodflies Step 4 Chromanin 4 lies across from the ruined huts on the lake shore near the New Camp Step 5 Chromanin 5 rests on the shore not far from the Sunken Tower Step 6 The last book, Chromanin 6 , sits on the corpse back where the skeleton mage fell. With all six volumes gathered the quest closes. +3350 XP
Involved NPCs 1
Items 6
Locations 4
Related Routes 1

FAQ

Common Gothic 1 Remake Questions

What is The Stranger in Gothic 1 Remake?

The Stranger is a Side Quest in Chapter 1. Check starter, location, XP, rewards, involved NPCs, and walkthrough steps.

How current is this The Stranger page?

Check in your save: Useful for route planning, but confirm exact values in-game before committing a build.

Official and store sources

Where to verify the current build

Use these first-party links for release status, purchase pages, patch notes, platform listings, and system requirements.