New Camp Rogue · fence · merchant
Gothic 1 Remake Sharky: Where He Is, What He Sells, and Fisk’s New Fence
Half the searches for the Gothic 1 Remake Sharky end in a frustrated “where is he?” — you reach the New Camp cave and the bench is empty. This page fixes that: the exact spot he sits, the reason he disappears, the goods on his shelf, and how he slots into A New Fence for Fisk without you replaying the whole quest.
The 30-second answer
Sharky at a glance — New Camp, daytime, by the fire
Everything you came for in four lines. The Gothic 1 Remake Sharky is a New Camp Rogue who fences goods and only holds his bench in daylight — get there before dark and the rest is easy.
- Who he is
- A Rogue of the New Camp who doubles as a fence — he sells blades, lockpicks and healing essence out of the camp's cave dwelling.
- Where he standsSingle source
- Inside the New Camp's great cave settlement, sitting on a bench by the campfire — early reports place him past Wedge, by the hut with the big wooden wheel.
- When to find him
- By day. At night he leaves the bench to sleep, which is why so many players reach the cave and can't find Sharky at all.
- Why he matters
- He's the man you recruit in 'A New Fence for Fisk' — line him up as Fisk's new smuggling contact and bank Fisk's support toward Old Camp admission.
The find-route
Where to find Sharky in the New Camp
The competing guides give you vague directions — 'in the cave, near a fire'. Here is the Gothic 1 Remake Sharky location as the four steps you actually walk, with the in-cave landmarks flagged for confidence.
- 1
Get to the New Camp
Head west out of the Old Camp to the New Camp in the swamp valley. The Gothic 1 Remake Sharky lives inside, not out in the rice fields — make for the great cave settlement built into the rock.
- 2
Cross Homer's bridge into the caveSingle source
Pass the rice fields and cross the bridge Homer stands on, then continue into the living cave. Take the descent toward the central ring where the camp's Rogues gather.
- 3
Find the campfire bench past WedgeSingle source
Just past Wedge, look for the small alcove beside the hut marked by a big wooden wheel. Sharky sits alone on the bench there by the fire — that's where the Gothic 1 Remake Sharky location search ends.
- 4
Come back in daylight if the bench is empty
If you arrive at night the bench is empty — Sharky has gone to sleep. Wait for morning, or sleep at a bedroll, and he'll be back at the fire with the rest of the camp.

Coming from the Old Camp? Plot the trek west on the interactive colony map first — the road to the New Camp runs through wildlife that does not scale down, so travel light and pick your fights.
Side quest · Sharky's side
Recruiting Sharky in A New Fence for Fisk
This is why most players are hunting the Gothic 1 Remake Sharky in the first place. Here's the short version from his end — the full quest chain, dialogue and admission maths live on the Fisk page.
The job only opens after you finish Thorus’s Out of Sight — running Mordrag out of the Old Camp is exactly what costs Fisk his fence. Talk to Fisk afterwards, take the sympathetic line, and he sends you west to find a replacement.
Ask around the New Camp and the man who points you here is usually Cipher, the swamp-weed dealer in Silas’ tavern — he refuses the fence work himself but names Sharky as the one who’ll take it.
That replacement is Sharky. Reach his bench in daylight, tell him Fisk needs a new smuggling contact, and he agrees on the spot — no persuasion check, no fight. Walk back to the Old Camp marketplace, report to Fisk, and you bank 300 XP and Fisk’s support toward your Old Camp admission. The deeper question of how those votes add up is charted on the Fisk guide; here, Sharky is simply the handshake that closes the loop.
The merchant
What does Sharky sell?
He's a fence, not just a quest stop. The Gothic 1 Remake Sharky stocks a short but useful shelf — listed by category, because early-access price lists still disagree on the numbers.
- Morningstar
- His headline blade — a heavy one-handed mace worth the trip if your Strength can swing it. Weigh it against the free early picks in the weapons guide.
- Lockpicks
- Sold here in the New Camp, handy if you're raiding chests far from Fisk's Old Camp stall — the supply line for a picklock run.
- Essence of Healing
- A potent healing draught for the swamp's tougher fights — stronger than the field herbs you brew early on.
- Sundries & lootSingle source
- Like any fence he also buys what you've looted for ore nuggets; the rest of his shelf detail still varies source to source.

The Morningstar is the draw, but check whether it beats what you’ve already earned in the weapons guide before you spend ore. His lockpicks are the bigger prize for a thief build raiding chests far from the Old Camp.
The smuggling chain
Mordrag, Sharky and Fisk: the New Camp fence network
No other guide joins these three. Sharky doesn't exist in a vacuum — he's one link in a smuggling chain that runs between the camps, and you're the one who reroutes it.
- 1
Mordrag — The fence who left
Thorus has you run Mordrag, the New Camp tout, out of the Old Camp in Out of Sight — and Mordrag was Fisk's smuggling contact. Removing him is what breaks the chain.
- 2
Sharky — The fence who fills in
With Mordrag gone, you recruit Sharky in the New Camp to take over the route. He's the new link between the camps' black markets.
- 3
Fisk — The Old Camp buyer
Back at the Old Camp marketplace, Fisk gets his stock flowing again — and throws his support behind your admission for fixing it.

Then and now
Who is Sharky?
A small name with a long history — Sharky has fenced goods for the New Camp since the 2001 original.
In the colony’s pecking order Sharky is a Rogue, the New Camp’s mercenary-and-thief caste, and like many of them he earns his keep moving goods that fell off a cart. That’s why he slots so neatly into Fisk’s problem: a man already in the fence business, one camp over. The Gothic 1 Remake Sharky keeps the role he had in the original Gothic — a minor New Camp trader most players only meet because a quest sends them — but the remake gives his cave corner enough detail that finding the right bench is now its own small puzzle.
If he’s your first real visit to the Mercenaries’ home, use it: read up on joining the New Campwhile you’re there, since the same trek and the same Rogues decide whether the swamp valley becomes your faction later on.
Quick answers
Gothic 1 Remake Sharky FAQ
Where is Sharky in Gothic 1 Remake?
The Gothic 1 Remake Sharky lives inside the New Camp's great cave settlement. From the rice fields, cross the bridge Homer stands on and head into the living cave, down toward the central ring where the Rogues gather. Sharky sits on a bench by the campfire just past Wedge, near the hut with the big wooden wheel. He's a Rogue and a fence, not a faction leader, so he's easy to walk past.
Why isn't Sharky on his bench?
Because it's night. The Gothic 1 Remake Sharky keeps a day schedule — when it gets late he leaves the campfire bench to sleep, which is the single most common reason players reach the cave and report 'where is Sharky?'. Come back in the morning or sleep until daytime and he'll be back at the fire with the other New Camp Rogues.
Do you need Sharky for A New Fence for Fisk?
Yes — Sharky is the whole point of the quest. After you finish Thorus's Out of Sight and drive Mordrag off, Fisk loses his fence. You travel to the New Camp, find the Gothic 1 Remake Sharky, and pitch him as Fisk's replacement contact. Agree the deal, report back to Fisk at the Old Camp marketplace, and you earn 300 XP plus Fisk's support toward your Old Camp admission. The full quest chain is on the Fisk page.
What does Sharky sell?
The Gothic 1 Remake Sharky deals as a New Camp fence: his standout item is the Morningstar, a heavy one-handed mace, alongside lockpicks and Essence of Healing, and he buys looted gear for ore nuggets. Early-access guides disagree on his exact prices and the rest of his shelf, so treat any specific number you read as provisional and check the shop in-game before a big buy.
Can you kill or rob Sharky?
You can attack almost any NPC in the colony, but there's no upside to killing the Gothic 1 Remake Sharky: you'd fail 'A New Fence for Fisk' before you could finish it, lose the trader, and turn the New Camp Rogues around you hostile. Whether he carries the Morningstar as droppable loot isn't reliably documented yet, so this isn't worth testing on your main save.
Keep exploring
More Gothic 1 Remake guides
Gothic 1 Remake Guide
Found your fence?
With Sharky recruited, the loop runs back through the Old Camp. Report to Fisk for your 300 XP and his vote, then keep working the admission quests — or follow the smuggling thread back to where it broke.