Preset Locks
Known chest configurations — click to load instantly
I. The Lock
Plate positions use -3 (far left) to +3 (far right), 0 = center. Goal: all plates at 0.
II. Tumblers
What these buttons mean
III. The Sequence
Best for in-game: fewer plate switches, then fewer moves.
By the Gothic Remake Lockpick Solver teamLast updated: August 12, 2026
What is Gothic Remake Lockpicking?
Gothic 1 Remake replaces the old left-right timing minigame from the original with a proper plate puzzle, and it shows up on chests and doors all over the colony. Each lock has between 4 and 7 rotating plates, and every plate carries a golden pin. Your goal is to land every pin on the center notch — position 0, shown as hole 4 in the lock view — so the bolt releases. The plates sit on a rail that runs from -3 (far left, hole 1) to +3 (far right, hole 7), and you rotate them one step at a time. Get every pin home without driving one into the wall and the lock opens.
The catch is that plates are rarely independent. Every lock has a hidden coupling pattern: mark a plate as With and it moves in the same direction as the plate you turn; mark it Against and it moves the opposite way; None means it stays put. For example, if plate 1 is Against plate 3, then turning plate 1 one step right pushes plate 3 one step left in the same moment. You discover these relationships in-game by turning a plate and watching what follows. The solver takes the matrix you enter and works out the actual sequence — which plate to rotate, which direction, and how many steps — so you can stop experimenting mid-lock.
You meet this puzzle early: locked chests in the Old Camp, Scatty's hut, the smithy, and later the Swamp Camp and the New Camp. Brute-forcing a lock costs picks, because every push into the wall counts as a mistake and too many mistakes snap the pick and reset the lock. Enter the plate count, the starting positions, and the couplings you have observed, and the solver returns a step-by-step sequence that avoids the walls entirely. A few known chests ship as one-click presets, so you can skip straight to the sequence. The whole thing runs in your browser, so nothing leaves your machine.
How the Lockpicking Puzzle Works
Every lock works on the same rail of seven slots. The UI numbers them 1 to 7 from left to right, which maps directly to positions -3 through +3, with the center notch at 0 — that is hole 4. A plate at hole 1 (position -3) or hole 7 (position +3) has nowhere left to go: rotate it into the wall and your pick takes damage while the plate stays put. Each wall hit counts as a mistake. Untrained characters survive two mistakes, Trained characters four, and Master six; the next mistake breaks the pick, the lock resets, and you start over from the beginning.
The coupling matrix is the heart of the puzzle, and the icons in this tool match what the game does. With means the coupled plate follows your turn in the same direction; Against means it mirrors you; None means it is not affected. Suppose plate 2 is With plate 5: turn plate 2 right and plate 5 moves right too, in the same step. If instead plate 2 is Against plate 5, turning plate 2 right drives plate 5 left. One turn can therefore push several plates at once, and a single careless rotation can knock a nearly-solved pin back toward the wall. That is why the matrix you enter matters: the sequence is only as good as the relationships you feed it.
Wall pushes are the only real failure state, and the solver is built around avoiding them. Every candidate turn is checked against the -3 to +3 bounds, and any move that would drive a plate into a wall is discarded before it is ever suggested. If a pin sits at hole 1 or hole 7, the sequence steers it back toward the center instead of risking a mistake. That matters most early on: with the Untrained budget of two mistakes, a single wall hit halves your remaining attempts. Following the generated sequence keeps every pin in bounds from the first move to the last.
Master changes the puzzle itself. Every time your pick breaks at Master, one random coupling is removed from the lock, which usually makes the remaining plates easier to manage. The solver mirrors this rule: when a link disappears in-game, mark that pair as Gone in the matrix and hit Solve again. The recalculated sequence respects the new relationships, and you can mark several removed links at once if a lock has been through multiple breaks. You never have to guess how a broken lock changed — the tool works from the state you enter.
Lockpicking Trainers and Skill Levels
You can attempt any lock without training, but the mistake budget decides how forgiving the puzzle is. Untrained gives you two wall mistakes before the pick breaks and the lock resets — enough for a simple 4-plate lock, tight on a 7-plate one. Fingers, who sits in the Old Camp near Scatty's hut, teaches the skill. The Trained rank costs 10 learning points and 100 ore and raises the budget to four mistakes, which covers most locks comfortably. Training never changes how the plates move; it only changes how many times you can hit the wall before the pick gives out.
The Master rank costs 20 learning points and 200 ore, again from Fingers, and pushes the budget to six mistakes. Its real advantage is the break mechanic: at Master, a broken pick no longer locks you out entirely — instead one random coupling is removed, leaving the lock in a simpler state you can keep working on. A failed attempt is rarely wasted at this rank: the puzzle is strictly easier the second time around, and the solver recalculates instantly once you mark the missing link as Gone. For players who loot every chest in the colony, the ore is quickly recovered.
Because training only affects the mistake budget, the solver gives you the same sequence whether you are Untrained or Trained — and the same one at Master until a coupling is actually removed. You do not need to tell the tool your skill level, and nothing changes when you train. The only time the skill matters is after a Master break: compare the plates in front of you with the matrix, mark any vanished link as Gone, and solve again so the walkthrough matches the lock exactly as it now stands.
Why Use This Lockpicking Solver?
Solving by trial and error is expensive in the first hours of the game. Ore is scarce, lockpicks are bought with it, and a single wall push can cost you a pick in seconds — and at Untrained, the second mistake resets the lock completely. The solver replaces guesswork with a checked path: it searches the puzzle space and returns turns proven not to touch a wall. On a 6- or 7-plate lock with several couplings, that is the difference between one clean run and a dozen failed attempts. The sequence also shows the exact number of turns, so you always know when the lock should open.
The tool is a pure calculator, nothing more. All solving happens inside a Web Worker in your browser tab: it reads no game memory, touches no save files, and never communicates with the game process. Enter what you see on screen and the sequence appears — the lock state you type never leaves your machine. There is no account, no install, and no interaction with the game, which also means there is nothing that could flag your account or corrupt your saves. Once the page has loaded, every calculation is local, so it keeps working even if your connection drops.
Every lock configuration can be compressed into a shareable URL. The plate count, the starting positions, and the coupling matrix are all encoded into the hash part of the address; open the link and the exact same lock loads, ready to solve. Use it to ask a friend to double-check a stubborn 7-plate chest, or to keep a small list of locks you have found while exploring. Paste it to a friend and they see the same positions and couplings you entered, in any of the five locales. The link contains only the puzzle itself — no tracking, no account data, nothing else.