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Walkthrough

Chapter 4: Traitors and Allies

Also known as: Chapter 4, Gothic 1 Chapter 4, Traitors and Allies

Chapter 4 is Gothic 1’s turning point. With all five Focus Stones recovered, the Water Mages initiate the ritual they have spent the entire game preparing — and what it uncovers shatters the assumptions every faction in the colony has been operating under.

The Ritual and Its Revelation

When Saturas and his circle channel ore magic through the Focus Stones, the process reveals a truth that changes everything: the Barrier and the Sleeper are mystically bound together. Destroying one without confronting the other is impossible. Worse, the Sleeper is not the benevolent god Y’Berion preached — it is a demon of enormous power. The revelation also implicates Cor Kalom: he has known what the Sleeper truly is and has been deliberately accelerating the awakening ritual in the temple beneath the swamp, sacrificing prisoners to feed the demon’s return. The spiritual authority the Brotherhood once commanded collapses under this disclosure, and the Swamp Camp fractures along the fault lines between genuine believers and Kalom’s loyalists.

The Old Camp’s Betrayal

Simultaneously, Gomez and the ore barons move to seize the Focus Stones and the colony’s magical relics for themselves, effectively declaring open conflict against the other factions. Several Old Camp characters who were NPCs throughout the game turn hostile or abandon their previous roles. The three-way equilibrium that defined the colony’s politics since Chapter 1 collapses at once, leaving no stable safe zone for the hero to operate from.

Xardas and the Path Forward

The only figure who has anticipated any of this is the exiled necromancer Xardas, watching from his tower in the north. He receives the Nameless Hero and sets the new objective: banish the Sleeper using the ancient sword Uriziel and the holy relic called the Eye of Innos. Both items are lost and must be recovered before either can be used. Xardas also teaches the sixth circle of magic to any hero advanced enough to receive it — this is the only point in the game where necromancy becomes accessible.

What Changes After Chapter 4

The clean separation between the three camps is finished. The Old Camp’s betrayal forces former rivals into reluctant coordination, and the hero’s long-standing companions — Diego, Gorn, Lester, and Milten — become essential allies for the dangerous push north. The Swamp Camp seals itself off under Kalom’s authority, and orc territory, already the most dangerous region of the colony, becomes the primary obstacle standing between the hero and the weapons he needs. Time-sensitive questlines tied to Old Camp NPCs expire, and the entire focus of the game shifts from political maneuvering to a direct race against the Sleeper’s awakening.