Match the lock
Select the number of visible plates and click the hole that matches each plate's current in-game position.
Free browser tool · no account
Map the moving lock plates in Gothic 1 Remake, then calculate a legal route to the center. Start in Guided mode if you are reading a new lock in-game, or use the matrix when you already know every plate connection.
Capture the current state, make exactly one in-game move, update the holes above, then record the reaction.
Capture a baseline before changing the plate positions.
Rows are moved plates; columns are affected plates.
Quick start
Select the number of visible plates and click the hole that matches each plate's current in-game position.
Move one plate once in-game. Enter the observed positions and Guided mode infers which plates move with it.
Press Solve and use either the grouped plate instructions or the complete R/W/S/A/D keyboard chain.
Gothic 1 Remake locks are not ordinary left-right sequences. A plate can move by itself, pull another plate in the same direction, or push another plate in the opposite direction. Every plate must finish on the center hole, and a candidate move is invalid when any linked plate would be forced beyond the seven-hole track. That makes trial and error difficult to track once a lock contains five, six, or seven interacting plates.
This solver models the complete position of the lock as one state. It tests every legal A and D move from that state and continues breadth by breadth until all plates reach their targets. Breadth-first search is useful here because the first discovered solution uses the fewest plate movements. The calculation runs in a separate browser worker, so a large seven-plate search does not lock the interface.
Guided mode is intended for a lock you are examining for the first time. Record the initial positions, make exactly one test movement, and enter the new positions. A plate that changes by the same amount is marked Same; one that changes by the opposite amount is marked Opposite; an unchanged plate is marked None. Repeat this for the plates you can safely test. Reset the chest in-game before each clean observation if previous movements make the comparison ambiguous.
Expert matrix is faster when you already wrote down the mechanism. Each row represents the plate you actively move and each column represents the plate affected by that action. Relationships are directional: plate 1 moving plate 2 does not automatically mean plate 2 moves plate 1. The diagonal is always Same because the active plate moves itself.
The plate route is the shortest sequence of legal plate moves under the connections you entered. The keyboard chain begins with R, which selects the front plate, then uses W and S to change the active plate and A or D to move it. The fewest plate moves does not always mean the fewest total keyboard presses because cursor navigation is added after the route is found.
If no route exists, first verify the direction of every recorded relationship and the current hole numbers. A genuinely impossible configuration can also exist: all apparent progress may require pushing a linked plate beyond an edge. Use the example solutions to understand matrix notation, or read the complete lockpicking guide before mapping a difficult chest.
It models the linked seven-hole plates in Gothic 1 Remake and searches for a legal sequence that moves every plate to the center.
No. Positions, relationships, and calculations stay in your browser.
Yes. Select any plate count from four through seven.
Same means a linked plate follows the active plate's direction. Opposite means it moves one hole in the reverse direction.
The entered mechanism may be impossible without crossing an edge, or a start position or directional relationship may be incorrect.
No. It is an independent fan-made planner and is not affiliated with the game's developers or publisher.
Use the Gothic Lockpick Solver only after the plate count and current holes match the game. The Gothic Lockpick Solver needs each directional link as well as the visible state; a chest name or copied key sequence is not enough. Before solving, confirm the center target is hole 4 and check that no observation combines multiple key presses.
The Gothic Lockpick Solver treats Same, Opposite, and None as directional relationships. Moving plate 2 may affect plate 4 even when moving plate 4 does not affect plate 2. This Gothic Lockpick Solver model preserves that difference instead of mirroring connections automatically.
A Gothic Lockpick Solver result contains plate moves, keyboard navigation, and expected states. Use the Gothic Lockpick Solver checkpoints in order, and recalculate immediately when the chest differs from a predicted state.
Begin by writing the holes as a compact sequence. Select one plate whose movement is not blocked by an edge. Capture that state in Guided mode, press a single key in-game, then change every hole that visibly moved. Recording the comparison writes one directional row of the matrix. Do not combine two inputs into one observation: if the first input changes plate 3 and the second changes it back, the final view hides both relationships.
Repeat observations from a state you understand. A reset is ideal, but it is not mandatory when you carefully update all current positions. Before calculating, scan each row you tested and confirm that Same and Opposite match the direction you used. The matrix describes cause and effect, while the hole board describes the present moment. Both must be correct.
Follow the expected state beneath each route step. If the first difference appears immediately, the selected plate number or one relationship is wrong. If several steps match before a difference, the start was probably correct but an untested relationship became relevant later. Stop instead of improvising, enter the newly visible state, map the missing row, and calculate again.
The tool does not read memory, inspect game files, or identify a chest automatically. Its answer is reproducible from the information on screen, which keeps the method transparent across keyboard layouts and game updates.
Confirm four facts before pressing the first key: the plate count matches the lock, plates are numbered in the same back-to-front order used by the site, every selected hole matches the live screen, and each relationship belongs to the row of the plate that caused it. A single reversed row can produce a route that looks plausible for several steps. The expected-state line is therefore part of the answer, not optional decoration.
Pause after each movement when testing a newly mapped chest. Compare the full vector rather than watching only the active plate. If the vector differs, do not continue hoping the later steps will correct it. The solver's next state assumes the earlier state was exact. Update the visible holes, repeat the uncertain controlled test, and calculate from the new baseline.
This site implements the documented seven-hole linked-plate model derived from visible play observations and the supplied reference implementation. It cannot verify changes in an unreleased or newly patched game build, detect a mod, or know whether an input was blocked by a different in-game rule. Results are calculations under the entries shown on the page, not guarantees about a particular chest.
That limitation is also useful: every assumption is visible. You can change one connection, calculate again, and compare the predicted states. When sharing feedback, include the plate count, starting vector, relationship row, and first mismatching state. Those details make a correction testable and help keep the solver accurate as the game evolves.
Before acting on any calculated sequence, compare its first predicted movement with the chest. This small check confirms the plate order, direction convention, and active relationship row at once. Stop at the first disagreement, correct the visible inputs, and generate a new route. Continuing from a mismatched state makes every later checkpoint unreliable.