Gothic 1 Remake Orc Cemetery Walkthrough: Task Search and Chapter 2 Guide
Task Search
Checklists
Orc Cemetery is a Swamp Camp quest in the Gothic 1 Remake, tied to Chapter 2 of the main storyline. You’ll unlock it after completing The Great Awakening. From there, head to the Orc Cemetery to locate Baal Lukor and learn what’s behind the visions people at the Swamp Camp all witnessed.
Use the objective list below to jump straight to the part you need help with, or keep reading for the full walkthrough.
How to Find the Orc Cemetery
- In-game objective – “I gotta find Baal Lukor.”
If you want direct in-game guidance on reaching the cemetery, talk to Cor Angar for directions. He’ll tell you to speak with Talas in the temple square and ask him how to get there.
- In-game objective – “Talas could show me to the orc cemetery.”
You can locate Talas standing in front of the steps on your right as you leave the temple and enter the temple square. How helpful he is may depend on how you treated him during The Almanac quest.
You can either follow Talas or use the route below.
Leave town along the path and keep going up the hill, as if you’re heading toward Old Camp. When you reach the top and the road splits—right toward Old Camp—stay on the main line and continue climbing uphill, but shift toward the left.
Before long, you’ll run into a grim stone bridge. If Talas is escorting you, this is where he will stop. Cross the bridge, then make a save.
Defeat the Creatures Guarding the Orc Cemetery
As you move down the small hill, you’ll step into a new enemy lair: the Bloodhound.
New Enemy – Bloodhound
The Bloodhound is a long-bodied, lanky, dog-like creature, and it’s one of the tougher fights in the main quest—especially aside from the Minecrawler Queen. It has a lot of health, so bring a weapon or spell strong enough to keep your damage consistent.
If you’ve trained in master-level one-handed combat, the riposte skill can make this fight much more manageable. Riposte triggers an immediate counter right after you successfully parry an enemy’s attack, and it’s a reliable way to knock the Bloodhound over, giving you a window to unload damage.
Also consider buying one rank of acrobatics . It makes your dodge roll much more effective, which can be a major help in this battle. For this point in the game, if you depend on dodges more than blocks, it’s worth spending the time and gold to pick up the upgrade. To purchase acrobatics, visit Buster inside the New Camp mine.
The Bloodhound’s biggest threat is its leaping attacks. It can cover a lot of distance when it lunges, and the follow-through is fast. Your goal is to distinguish between moves that come after a longer wind-up and the ones that strike almost instantly.
Bite and swipe attacks tend to connect faster, while the galloping pounce takes slightly longer to land.
If you dodge one of its attacks while you’re close, that usually creates a great opening to hit back. The Bloodhound can be staggered reliably when struck three times with a roughly 35 damage weapon, so aim for a full combo when you get the chance. If you do cause a stagger, step back briefly and watch its next sequence so you can capitalize again.
After you defeat the Bloodhound, check the nearby area for loot. Inside the small cave you can find Solanaceae, plus a piece of Obsidian lodged in the cave wall.
As you leave and continue forward, watch for a plant called Orc Leaf. It provides some healing, and you’ll notice several clumps along your path now.
As the trail curves to the right, make a quick save.
The Biter Den
Up ahead you’ll see dinosaur-like creatures—roughly T-rex sized, but with the proportions of velociraptors. These are Biters. Even though each one has far less health than the Bloodhound you just fought, there are more of them than you’d like.
New Enemy – Biters
Biters don’t pounce, and they can’t swipe. Instead, they charge and bite. Their pressure comes from closing distance quickly, but you can keep them from fully committing by walking backward as they wind up, or by dodging backward at the right moment when the charge begins.
If their long-range running charge connects, it will knock you down and leave you open to follow-up attacks. Try to stay clear of that specific move.
Biters don’t have as much health as other Chapter 2 enemies, and they’re easier to stun. When they miss and give you an opening, go for a full three-hit combo. Often you can land a fourth strike right at the end to finish them cleanly.
Because there are so many Biters in this den, it’s important to avoid aggroing the entire group at once. There are seven total here. If you walk into the den, you’ll likely pull all of them. Instead, try to get just one creature’s attention and lure it back up the hill toward the Bloodhound’s area to thin the numbers.
If multiple Biters advance and end up clumped together, a Firebolt spell can work well. The splash damage can harm several at once.
Another reason to stay out of the den is that it prevents you from waking up the second enemy type waiting around the corner to the right. You’re near the Orc Cemetery now, and Orc Scouts are posted nearby, ready to defend it.
New Enemy – Orc Scouts
These Orc Scouts resemble the Undead Orc you fought in the Abandoned Mine while searching for Caine. They can perform a horizontal three-slice combo, an uppercut, and a downward strike. Be careful with the downward hit: it can sometimes chain into a second right-hand slice, so punishing too aggressively isn’t always safe.
You should have a bit more armor and health than you did against the undead variant, so you can absorb more hits, but these Scouts hit harder than Biters.
Their attacks are easier to read than you might expect, and if you’ve trained the acrobatics dodge roll, you can roll away from their strikes quickly. If not, well-timed dodge steps can still help you avoid their combo sequences.
If your timing is right when you reach the cemetery entrance, you might find a Templar already there, trying to take the orcs down. The Templar likely won’t beat two Scouts on their own, but it may soften them up, making your entrance easier.
Open the Cemetery
Once the orcs are cleared out, approach the stone-faced entrance. Halfway down the slope you’ll find a skeleton clutching a bow, riddled with arrows. Grab those arrows for later if you don’t already have a bow and arrow ready.
The cemetery gate is shut, but you can open it from the outside. Two heavy stone weights keep the door locked on either side. Shoot the circular discs above those weights on both sides to open the entrance.
Inside the Orc Cemetery
Once you’re inside, you’ll spend some time walking down a long corridor. After you descend stone steps and the space opens up in front of you, consider making another quick save.
Loot Those Orcs
Much like raiding the Black Goblin Cave, every orc here carries their own weapons. Pick them up as you pass so you can sell everything later. There are more than 20 orc weapons to loot in this area—grab them all.
There are two additional Orc Scouts here, and they won’t have been weakened by templars. One is always on your right, and depending on when you enter, a second Scout may be with it or may have already patrolled deeper into the room. If possible, try to draw only one Scout’s attention at first.
After you defeat them, you can either push into the next room down the slope or stay here to find optional loot hidden behind a level puzzle.
(Optional) – Open and Loot the Prison Cells
In this chamber you’ll see a mix of open and closed prison cells. Inside nearly every cell are petrified orc bodies, laid to rest with Orcish Burial Amulets. Taking each amulet makes the petrified bodies disappear.
Most of the bodies contain just the amulet, though some also hold small items like trinkets, or a magic scroll or two. There is one particular room with a notably valuable item inside, but to reach it you’ll need to open a lot of cell doors.
Start by moving to the left-side chamber when you enter. This area is on the ground floor and has its gate torn off, with a hole in the back of the room.
Crouch under the wall to squeeze through, then climb the passageway on the far side to enter another cell through the back wall. Inside is a lever. When you pull it, glance across the room—you’ll see another cell gate has opened. This is the first cell on the right side of the room, based on where you entered.
Cross the chamber into this newly unlocked space to find more corpses and another lever. Pull the lever, and a gate up the ramp on the left side of the chamber opens.
Inside this cell, pull the next lever to open yet another room on the opposite side of the chamber. It’s closer to the bottom of the slope, so try not to rush past the next big chamber if you can, in order to avoid drawing the guards further down.
From that cell, pull another lever. The cell on the other side is closer again, and it’s nearer to the entrance to the next room.
This next room contains three sets of candles: two on the ground and one placed higher up to guide your attention to a hole in the ceiling you can climb through. Climb onto the wall, head into the next cell, and you’ll reach the final lever. Pull it to open another cell across the room.
You’ll know you’re in the correct cell when you have to climb slightly to access it. One body holds a Gold Bar, and the other holds a Ring of Orc Skin. The ring grants +15 to Edge and Blunt damage protection.
There are additional cells already open that you can loot as well. With that done, you’re set to go deeper into the cemetery.
Inside the Cemetery (continued)
In the next room, three Orc Scouts are patrolling. It’s easy to accidentally trigger more than one at a time, but if you time your actions correctly, you can get them one at a time, letting you fight each in sequence with breathing room.
Once they’re down, loot the dead templars in the area and grab a couple of mushrooms. Then proceed through the stone archway on your right.
When you step into the next chamber, it looks like a bloodbath—Baal Lukor is the only one still alive. Go over and speak with him.
He doesn’t remember what happened, only that he came to and found everyone dead. He claims he’s been following the Sleeper’s voice. You can ask how he’s doing, or question why he ran off during the ritual. He also doesn’t seem overly bothered that Y’Berion is dead.
You suggest working together, and he reluctantly agrees. He says he can’t get through the main door, but you may be able to search the corridors to find another solution.
Open the Cemetery Main Chamber
- In-game objective – “I gotta get inside the main chamber.”
You can loot the orcs and the fallen templars while you’re here. After that, you’ll have two corridors to choose from. Start with the left-hand corridor.
When you reach the dead-end chamber at the end of the hall, another Orc Scout rushes you. Defeat it, then enter. This room has several skeletons, some of which are holding healing potions. There’s also a Templar corpse resting against the center stone. Looting him gives you one half of a key.
There’s a hole in the floor that lets you drop down, but it’s better to wait on that choice. Dropping you sends you into the second corridor path and immediately into combat. Taking the standard entrance is safer.
From the entrance to the right-hand corridor, go down the steps as the corridor bends left.
You’ll see a stone pillar in the center of the next room, and from here three more paths branch out: left, right, and straight ahead. There are two orcs patrolling in the right path, and they’ll likely spot you as you enter the intersection.
The left hallway leads to the chamber you would have dropped into from the earlier corridor. Two more orcs are guarding that room.
When you defeat them, Baal Lukor pauses briefly and asks you to look around. On the left wall, far above, there’s an open cell. With the right jump spacing, you can reach it high enough to climb inside. That’s where you would have dropped earlier. Inside is a body holding obsidian.
Back on the ground level in the next cell over, you’ll find two more corpses, with one of them holding an Essence of Dexterity potion.
On the right side of the room, you’ll find a cell with a lever mechanism on the outside, but the handle is missing, so it can’t be operated yet. Inside is a Novice from the Brotherhood. You’ll need to return later after you retrieve a handle.
For now, go back to the intersection room. The route that is now on your left acts as a shortcut to a different chamber, so ignore it and head down the path in front of you—the right hallway where the two orcs were patrolling earlier.
There’s a small side room on the left with materials and a potion, and then the route continues along the left wall.
You’ll encounter a lone orc in this corridor. When he sees you, he may draw the attention of a friend further ahead. After both are defeated, enter the right-side cells along the corridor. One corpse contains an Essence of Strength potion.
In the next room you’ll find a surprising number of dead bodies. Some are filled with arrows, some had torches, and one corpse near the main walkway hands you an Orc Lever in its grip. This is the item you need to open the locked cell in the left hallway.
Take the lever back through the left corridor to the cell where you found the external mechanism. Fit the handle into the mechanism to open the cell.
The Novice inside has an axe you can collect, plus the second half of the key.
Return to Baal Lukor, who should be waiting at the front of this room.
Once you give him the key, he excitedly runs off without you. To reach the locked door above, leave the room and return to the intersection chamber. Turn right and climb the stairs back up.
Approach Baal Lukor when you’re ready. He’ll provide the completed Orc Graveyard Key.
Now you can open the door: Use the key on the door. It opens, and Lukor urges you to go inside and explore with him.
Exploring the Cemetery Inner Chambers
- In-game objective – “I should find out what this cemetery’s all about.”
Down this new corridor you’ll soon reach a grand chamber guarded by more orcs, including a new variant: the Orc Warriror.
New Enemy – Orc Warrior
The Orc Warrior plays similarly to the Orc Scouts you’ve already fought, but it’s stronger: it carries a heavier axe and wears armor. Because of that, it both deals and receives more damage.
Since it’s protected by stronger armor, it staggers far less often, meaning you’ll want to use briefer attacks rather than long combos.
Its combo patterns match the Scouts, so treat it the same way—just be extra careful around its harder-hitting strikes.
Baal Lukor is willing to help during these fights. He’s fairly strong thanks to the Sleeper’s magic (that’s the implication), and he can either split enemy attention or bully targets as you move forward. Still, his health isn’t great, so he may go down more than once.
In this first chamber, there are three patrolling Scouts and one Warrior. After you defeat them all, move toward the room’s center where there’s a throne-like setup covered in offerings. In the middle sits a Ruby you can take.
Aside from some herbs and mushrooms, the rest of the ground floor doesn’t offer much. Head to the back of the room and climb the rubble steps to reach the upper walkway.
As you circle around the side, you’ll spot a broken section of walkway ahead. You can jump across the separated segments to reach the other side, where you’ll find an unlocked chest containing materials like leather strips, iron bars, and iron wood.
Cross the center walkway above, and when you reach the doorway nearby, Baal Lukor stops you. He wants to try something that might open it. After using the focus stone, the doorway opens and he moves forward.
Before you follow, turn right and check an alcove at the end of the room. Inside is a locked chest you can pick for scrolls and crafting components if you want to spend the time.
Once you step through the doorway behind Lukor, the door seals shut behind you.
Cemetery Sanctum
Most of the side rooms appear empty, but in the second room on your left—down the short hall and pressed against the left wall—you’ll find an open chest with potions, plus a Warrior’s Ring of Power. When equipped, it increases both Strength and Dexterity by 4 points.
Now follow Baal Lukor into the main chamber.
He doesn’t like what he finds. The room appears to depict the Sleeper being summoned by the orcs, possibly as a way to attack and defeat humans. Lukor disagrees with your interpretation and turns on you.
You can respond in a few different ways. You can:
- ask about what Cor Kalom said (for extra context),
- tell him to calm down (this leads into combat),
- tell him not to do anything stupid (this also leads into combat),
- or say Here we go and prepare for the fight.
At this point, there’s nothing you can do to change his mind. Time to fight.
Fight Baal Lukor
Baal Lukor has the advantage right away because his sword is already drawn, and he’ll start attacking as soon as the conversation ends. Your first move should be to dodge roll away from him—or run if you haven’t unlocked dodge roll yet.
If he didn’t avoid every fight on the way in, he’s likely below half health thanks to the damage the orcs inflicted. That means you only need a few strikes to finish him.
He hits hard and favors three-hit combo strings (similar to yours). Because of that, keeping your distance is the safer plan, then striking only after his third swing misses.
He also attacks really quickly, so fast that at times you won’t be able to react with a block. Again, distance helps. Wait for an opening, then commit. He should stagger after a three-hit combo, so once you get that chance, go all in for your hits—and once you land your three, pull back.
When you defeat him, you’ll earn 500 Experience Points. Looting him gives his sword and lets you retrieve the Focus from Ocean Cliff (and yes, the question is whether it drove him into a spiral like it did Nylas). In the center of the room you can also pick up the Sword of Fear, a one-handed blade dealing 42 Edge Damage.
With the fight over, you need to leave the area and report back to Cor Angar.
Return to Cor Angar
- In-game objective – “I gotta tell Cor Angar what happened.”
Head to the door at the back of the room and use the Focus from Ocean Cliff to open it again.
You can now exit the cemetery and retrace your route back to the Swamp Camp.
Once you’re back at the Swamp Camp, return to the temple to keep the story moving.
When you meet Cor Angar and Cor Kalom, they’ll ask what happened. Tell them exactly what you learned, and Angar reveals that before Y’Berion died, he said the Sleeper was death—that your explanation fits.
Cor Kalom can’t accept that and insists instead that the orcs must have trapped the Sleeper, and that it’s his job to free it.
This is a messy conclusion to a messy chain of quests, but it marks the end of the Orc Cemetery quest. You’ll earn 2,000 Experience Points. You can talk more with Cor Angar, and he’ll offer you a Teleport to the Swamp Camp rune you can use whenever you want. For now, though, it’s time to take a break and go somewhere else.
Finishing the quest also completes Chapter 2, and Chapter 3: Artifacts of Ancient Power begins.
As an Old Camper, your next step is to return to Raven to continue The Brotherhood’s Plan quest. You can keep going with the walkthrough by using the Chapter 3 walkthrough page.
This walkthrough includes first-person elements. They come from an editor at IGN’s Gothic 1 Remake Guides team, Kerry Palmer. You can learn more about him and his experience on the About the Editors page.
Up Next: How-Tos
Top Guide Sections
- 16 Things to Do First in Gothic 1 Remake
- Walkthrough
- How to Travel to New Camp
- How to Travel to Swamp Camp


