Chest & Lock Guide

The lock configurations behind the built-in presets, from the Old Camp to the Colony.

Last updated: August 12, 2026

What This Guide Covers

This page documents the six preset lock configurations built into the solver on the homepage. Each preset corresponds to a chest or door that players have reported in Gothic 1 Remake - from Dexter's chest in the Old Camp to the Old Mine chest in the Colony - together with its plate count, starting holes, and the couplings between plates.

The table below lists each lock by name and location. The Plates column shows how many dials the lock has (the solver accepts 4-7), the Start holes column shows which holes the pins sit in when you first open the lock, and the Couplings column summarizes how many directional links exist between plates. Pins are numbered as holes 1-7, which map directly to positions -3 to +3 on the solver's rail, with hole 4 at the center notch.

Two caveats before you rely on anything here. First, this is a community-collected reference, not an official database: starting positions and couplings come from player reports and playthroughs, so they can vary between runs or change with game updates. Second, these six locks are the presets we ship, not a complete catalogue of every lock in the game. Always compare the table against the lock actually in front of you - a sequence is only as good as the state it was computed from.

How to Use a Preset with the Solver

Step 1 - check the plate count. Look at the lock in the game and count its plates. The table tells you what to expect; if your lock shows a different number, skip the presets and enter the lock manually - the solver accepts 4 to 7 plates.

Step 2 - load the preset. On the homepage, open the preset picker above the lock editor and choose the entry that matches your lock, for example "Old Camp - Dexter's Chest". Loading it fills in the plate count, the starting positions, and the full coupling matrix automatically.

Step 3 - solve. Click "Solve Lock", pick a mode, and read the sequence. Each step tells you which plate to turn, in which direction, and how many times. The solver only returns edge-safe moves: every turn is checked against the -3 to +3 bounds, so no pin is ever pushed into the wall and the pick cannot break while you follow along.

Step 4 - verify before you start. Compare the first state the solver displays with the lock on your screen. If a pin sits in a different hole, adjust that plate with the arrow buttons; if two plates move together in the game but not in the solver, change that pair's coupling. Even a single mismatch can invalidate the whole sequence, so this check is worth doing.

If the lock differs from the preset - a pin in a different hole, a missing or extra coupling - fix the entry and hit Solve again. The preset is a starting point; the solver always works from what you actually entered.

Where the Data Comes From

The preset data was collected from community sources - player reports and published walkthrough data such as Game8's lock tables - and cross-checked against our own in-game observation before a preset was added. It is not official data: the configurations do not come from the developers' files, and this site is not affiliated with Alkimia Interactive or THQ Nordic. It is simply an independent tool for gothic remake lockpicking.

Couplings are recorded as With (same direction) and Against (opposite direction). Where the community disagreed about a coupling, we kept the variant reported most often - every preset is a best-effort model of the lock, not a guarantee.

We ship these six presets because they are the locks players ask about most often, not because the list is complete. Other chests and doors exist; anything not listed here can still be solved with the manual editor.

Found a mistake - a wrong starting hole, a missing coupling, or a chest that deserves a preset? Write to [email protected] with a screenshot or a short description of the lock. Corrections confirmed by other players go into the next update.

Built-in solver presets
LockPlatesStart holesCouplings
Old Camp — Dexter's Chest42 · 4 · 6 · 31 With · 1 Against
Old Camp — Smithy Chest51 · 5 · 4 · 2 · 62 With · 1 Against
Swamp Camp — Lares' Hut56 · 3 · 7 · 4 · 21 With · 1 Against
Old Camp — Scatty's Hut62 · 5 · 4 · 1 · 6 · 32 With · 2 Against
Colony — Water Tower Chest67 · 2 · 4 · 5 · 1 · 61 With · 2 Against
Colony — Old Mine Chest71 · 6 · 3 · 4 · 7 · 2 · 53 With · 2 Against