New Camp route
Gothic 1 Remake New Camp Route Guide
Use New Camp as a flexible branch for Lowlife, thief cleanup, lockpicking, crafting batches, map checks, and LP decisions before your main route hardens.
Quick answer
Choose New Camp if you want a looser, utility-heavy route with room for thief and exploration cleanup.
The New Camp branch is strongest when you treat it as a working file: join for Lowlife, batch pickpocketing and lockpicking progress, review crafting counts, sweep maps and books, then return to your pre-camp save if another faction fits your main run better.
Best fit
Players who like flexible cleanup, thief goals, lock access, exploration lists, and practical resource planning.
Main achievement hook
Lowlife is the New Camp join check. Confirm it before deleting the branch.
Big risk
Spending LP, ore, lockpicks, or crafting materials before you know whether this branch is permanent.
Route overview
New Camp utility branch flow
Use this flow when you want the camp join achievement and a practical cleanup file without locking your whole playthrough too early.
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01
Make the branch
Create a named pre-camp save before joining any faction. This remains your rollback for all camp joins.
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02
Join New Camp
Join on a copied file, then check Lowlife before using the branch for more cleanup.
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03
Batch thief goals
Use a separate utility save for Garrett and Master Garrett progress so failed attempts do not poison the route.
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04
Hold resources
Save before crafting, potion, scroll, weapon, map, book, or LP spending batches.
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05
Commit or return
Keep New Camp only if the freer cleanup rhythm fits your build and story route.
Save checkpoints
Name each utility file before you spend resources
New Camp cleanup often touches several systems at once. Named saves make it obvious which file is for joining, which file is for thief checks, and which file is safe to keep.
| Save name | Make it before | Protects | Delete when |
|---|---|---|---|
| Pre-Camp Branch | Joining any camp | Old Camp, New Camp, and Swamp Camp join checks. | Only after all three camp join achievements are handled. |
| New Join Check | Joining New Camp | Lowlife and your first feel for the route. | After you decide whether New Camp becomes the main route. |
| Thief Batch | Pickpocketing or opening several locks | Garrett, Master Garrett, and reputation-sensitive attempts. | After the counts are safely reflected in your achievement list. |
| Crafting Batch | Spending materials on weapons, scrolls, or potions | Crafting counts, ore, ingredients, and recipe decisions. | After the crafted items match your cleanup goals. |
| Map and Books Sweep | A broad exploration pass | Map, book, and dialogue cleanup before late story pressure. | After your exploration lists are updated. |
| LP Hold | Heavy lessons, weapon mastery, magic, or utility training | Your build budget if New Camp does not stay as the main route. | After you are confident in the build direction. |
Utility cleanup matrix
What to batch on a New Camp branch
The value of this route is not only joining New Camp. It is having a flexible file where thief, crafting, map, book, and training decisions can be checked without disturbing your clean pre-camp branch.
| Cleanup goal | Use this branch for | Stop if | Next guide |
|---|---|---|---|
| Pickpocketing | Counting successful pickpockets for Garrett on a rollback-safe file. | A key NPC or camp reaction would damage your main route. | Pickpocketing |
| Lockpicking | Opening locks toward Master Garrett while protecting lockpicks and quest chests. | You are burning picks faster than the route can support. | Lockpicking |
| Crafting | Batching first item, weapon, scroll, and potion goals after a save. | You need the ore, ingredients, or LP for survival or your main build. | Crafting |
| Maps and books | Reviewing exploration lists before the story pulls your attention elsewhere. | You are entering a story step and cannot remember what you already checked. | Maps |
| Lessons and LP | Testing thief, weapon, crafting, or utility training before committing the build. | A lesson would lock you out of the build you actually want. | LP Planner |
Achievement and resource checks
Before you leave the New Camp branch
Use this as a branch-exit checklist. It keeps the route practical without turning this page into a full pickpocketing, lockpicking, or crafting walkthrough.
Build and playstyle fit
Pick New Camp when flexibility matters more than structure
| Run type | New Camp fit | Save advice | Better if... |
|---|---|---|---|
| Thief route | Strong fit for pickpocketing and lockpicking batches. | Keep a Thief Batch save before risky targets or hard locks. | You enjoy utility cleanup and can tolerate reload safety. |
| Crafting route | Good if you want one branch for materials, ore, recipes, and count checks. | Save before committing ingredients or selling crafted results. | You are tracking several crafting goals at once. |
| Exploration route | Useful for map, book, mine, and broad access passes. | Create a sweep save before long exploration sessions. | You prefer cleaning lists before story momentum takes over. |
| Structured first run | Less direct than Old Camp if you want a stricter route feel. | Use New Camp as a test branch before making it permanent. | You want a looser route, not the cleanest hierarchy. |
| 100% cleanup | Best as one branch in a three-camp join plan. | Keep Pre-Camp Branch until Lowlife, Gomez' Paperboy, and Cult Loon are handled. | You use named saves instead of one rolling autosave. |
Common mistakes
New Camp route regrets to avoid
Overwriting the pre-camp branch
New Camp can be your main route, but it should not erase the file that protects Old Camp and Swamp Camp checks.
Doing thief cleanup on the only file
Pickpocketing and hard locks are better handled on a utility batch save.
Crafting without a resource hold
Weapons, scrolls, and potions can consume materials you may want for another route decision.
Counting attempts instead of success
For thief and lock cleanup, count only successful actions that your achievement list can actually reflect.
Training before the build is chosen
A flexible branch becomes less flexible after heavy LP spending. Save first.
Using FAQ answers as the route
The tables are the real route. Use the FAQ only as a quick reminder.
Version notes
Check the achievement list on your platform before deleting branches
Achievement names, hidden text, and localization can vary by platform display. Before deleting a New Camp, thief, crafting, or exploration branch, compare the save state with the list shown on the platform you are playing.
FAQ
New Camp questions
What does Lowlife require?
Join New Camp on a copied branch, then check that the join achievement is handled before deleting the file.
Is New Camp a good cleanup branch?
Yes. It is especially useful for thief checks, locks, crafting batches, map sweeps, book checks, and LP planning.
Should I make New Camp my main route?
Keep it as your main route if the freer cleanup rhythm and build direction feel right. Otherwise, return to the pre-camp branch.
Can I still unlock Old Camp and Swamp Camp join achievements?
Yes, if the pre-camp branch still exists. Return to it for Gomez' Paperboy and Cult Loon checks.
What should I do before spending LP on this route?
Create an LP Hold save, check your build plan, and avoid turning a temporary utility branch into an accidental permanent build.