Old Camp route
Gothic 1 Remake Old Camp Route Guide
Join Old Camp with a clean branch save, check Gomez' Paperboy, and keep rank, lesson, entry, and Gomez-related decisions from collapsing your route.
Quick answer
Choose Old Camp if you want the most structured camp route, but branch before you join.
The Old Camp route is best treated as a main-route commitment, not a quick checkbox. Use the pre-camp save to unlock Gomez' Paperboy on one branch, then keep separate files for guild rank, lessons, Old Camp entry, and Gomez-related outcomes.
Best fit
Players who want a clearer hierarchy, a central camp identity, and a strong first-run structure.
Main achievement hook
Gomez' Paperboy is the Old Camp join achievement. Check it before deleting the branch.
Big risk
Overwriting the pre-camp branch before New Camp, Swamp Camp, and Old Camp checks are handled.
Route overview
Old Camp completion flow
Follow this as a save-safe route frame. It avoids exact quest triggers and keeps the choice points visible before you spend LP, rank up, or push a story outcome.
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01
Make the branch
Create a named pre-camp save before joining any faction. This file protects the other camp join checks.
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02
Join Old Camp
Join on a copy of the branch, then check that Gomez' Paperboy appears before continuing.
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03
Hold LP decisions
Save before heavy training, lesson cleanup, weapon mastery spending, or guild-rank decisions.
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04
Protect entry goals
Keep a file before Old Camp entry or infiltration attempts if you are chasing No gate can stop you.
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05
Commit calmly
Only make Old Camp your main route after the join, rank, lesson, and story-risk checks fit your run.
Save checkpoints
Name the files that protect the route
Old Camp is safest when your save list makes the purpose of each file obvious. The table below is intentionally simple enough to use while playing.
| Save name | Make it before | Protects | Delete when |
|---|---|---|---|
| Pre-Camp Branch | Joining any camp | Old Camp, New Camp, and Swamp Camp join achievements. | Only after the three join checks are handled. |
| Old Join Check | Joining Old Camp | Gomez' Paperboy and your first Old Camp route test. | After you decide whether Old Camp is the main route. |
| Guild Rank Hold | Ranking up or making guild decisions | Way of the Guild timing and rank-related regrets. | After the rank and achievement state is clear. |
| Lessons Hold | Large LP spending or lesson cleanup | Weapon mastery, lesson cleanup, and build direction. | After your build budget still matches the route. |
| Old Camp Entry | Sneaking into or forcing access around Old Camp | No gate can stop you without risking the main save. | After the achievement is safely reflected in your list. |
| Gomez Outcome | Gomez-related story outcomes | Mercy Over Madness and late route cleanup. | After you are done with that outcome branch. |
Achievement and choice checks
What to check before leaving the Old Camp branch
These are the Old Camp-adjacent checks worth keeping visible. When a condition depends on your current save state, use a conservative branch instead of relying on memory.
| Check | Public description | Route risk | Safe action |
|---|---|---|---|
| Gomez' Paperboy | Join Old Camp. | Low if you saved first; high if you overwrite the branch. | Join on a copied branch, check the achievement state, then decide whether to keep the route. |
| Way of the Guild | Rank up in any guild. | Medium because rank timing can affect your route plan. | Save before rank decisions and keep the file until your achievement list updates. |
| No gate can stop you | Sneak into the Old Camp. | Medium to high if you experiment on your main save. | Use a dedicated entry file and avoid overwriting your main Old Camp route while testing access. |
| Mercy Over Madness | Spare Gomez's life. | High because it is tied to a named story outcome. | Keep a separate Gomez outcome save before resolving that branch. |
Build and training fit
Use Old Camp when structure helps your build
Faction alignment influences ability development, playstyle, and story direction, so the Old Camp choice should match how you want to spend LP and handle cleanup.
| Run type | Old Camp fit | Save advice | Next guide |
|---|---|---|---|
| First playthrough | Strong fit when you want a clear camp identity and central route pressure. | Keep the pre-camp branch until the other join achievements are done. | Faction Choice |
| Melee mastery | Works if your LP budget leaves room for mastery cleanup and rank decisions. | Save before major weapon training so you can adjust if the budget feels tight. | Weapon Mastery |
| Lesson cleanup | Good if you track lessons before spending heavily on a single path. | Keep a lesson hold save before pushing broad training goals. | Lessons |
| Achievement cleanup | Best handled as one branch in a three-camp join plan. | Do not delete the pre-camp branch until Lowlife and Cult Loon are handled too. | Achievements |
| Story-choice cleanup | Requires extra saves around Gomez-related outcomes and Old Camp access. | Use a separate story branch before resolving named outcomes. | Story Choices |
Common mistakes
Old Camp regrets to avoid
Joining on your only save
Old Camp can be your main route, but it should not erase the save that protects the other camp achievements.
Deleting the join branch too early
Keep the Old Join Check file until Gomez' Paperboy appears in your achievement list.
Spending LP before the route settles
Training choices can make a route feel worse later. Save before big lesson, weapon, or magic spending.
Testing entry goals on the main file
If you are trying for No gate can stop you, use a dedicated entry save and keep the main route clean.
Forgetting Gomez outcome safety
Mercy Over Madness is tied to a named outcome, so create a separate file before resolving it.
Treating FAQ answers as the route
Use the tables first. The FAQ is only for fast reminders after the route is already protected.
Version notes
Use your platform achievement list as the final check
Achievement names, hidden descriptions, and localization can vary by platform display. Before deleting an Old Camp branch, compare your save state with the achievement list shown on the platform you are playing.
FAQ
Old Camp questions
Is Old Camp good for a first run?
Yes, especially if you want a structured route and a clear camp identity. Still, make the pre-camp branch before joining.
What does Gomez' Paperboy require?
The public Steam achievement description lists it as joining Old Camp.
Can I still check the other camp achievements?
Yes, if you kept the pre-camp branch. Return to that file for New Camp and Swamp Camp join checks.
When should I make a save for No gate can stop you?
Make a separate Old Camp entry save before experimenting with access or infiltration. Do not test it on your only main route file.
Should Old Camp be my permanent main route?
Keep it if the faction tone, training direction, and achievement checks fit your run. Otherwise, return to the pre-camp branch and choose after comparing the camps.