Arena practice lock
Start: 2 · 6 · 3 · 5
Key idea: A compact four-plate example with both following and opposing reactions.
Worked examples
Use these sample mechanisms to learn the notation, verify the solver, and diagnose why a real chest route differs.
Start: 2 · 6 · 3 · 5
Key idea: A compact four-plate example with both following and opposing reactions.
Start: 1 · 6 · 2 · 5 · 3
Key idea: Shows why current state and directional links must stay together.
Start: 2 · 7 · 1 · 5 · 6 · 3
Key idea: Useful for checking edge legality and longer routes.
A saved solution is meaningful only with its plate count, start positions, and directional relationship matrix. A bare A/D sequence cannot be transferred safely to a different chest or to the same chest after its state changes. The examples above are teaching configurations based on the local solver model, not claims that every named in-game chest always uses the same mechanism across builds.
Traditional Gothic lockpicking guides often list a left-right sequence. The Remake plate system exposes a richer mechanism where one input may shift several tracks. A route depends on the entire state, including whether a coupled movement would cross an edge. Even two locks with similar-looking starts can require different routes when one relationship is Opposite instead of Same.
Load an example and inspect its Expert matrix. Move a start hole and notice that the old result disappears. Toggle one relationship and solve again. This is a quick way to learn which facts are inputs and which are outputs. When your real chest disagrees, compare the expected state after the first move rather than finishing the whole chain.
No. They are worked solver examples, not promises about a specific game build or chest spawn.
No. Update the current positions and calculate again.
The same start positions can behave differently under different directional links, so the mechanism is part of the solution.
Examples cannot replace the current mechanism. Enter the live plate positions and relationships in the full tool.
Open the solverReliable Gothic Remake lockpicking solutions include the plate count, numbering convention, current vector, directional matrix, and expected state after each move. Gothic Remake lockpicking solutions without that context cannot be verified or transferred safely.
The Gothic Remake lockpicking solutions on this page are teaching configurations rather than guaranteed chest codes. Compare Gothic Remake lockpicking solutions with your chest row by row, not only by location name or starting positions.
Before using Gothic Remake lockpicking solutions, confirm that every matrix row belongs to the active plate that caused the reaction. Recalculate Gothic Remake lockpicking solutions whenever testing, a failed attempt, or an extra key changes the live state.
A reusable lock record has four parts: plate count and numbering convention, current holes in plate order, complete directional matrix, and a route with expected states. Leaving out any part creates ambiguity. A key chain without its starting vector is only a historical trace of one attempt.
Expected states make a record verifiable. If a step expects 4-7-4-1 but the screen shows 4-6-4-1, the error involves a relationship affecting plate 2. Inspect the active row immediately instead of questioning every earlier observation.
The solver explores all legal one-move states before two-move states, then all two-move states before three-move states. The first center state minimizes A/D plate movements. Search order breaks ties, so two valid solvers can display different sequences while both remain shortest.
Cursor movement is calculated afterward. The chain starts at the front plate with R and adds W or S when the next move uses another plate. A route with the fewest A/D actions is not guaranteed to minimize every keyboard press. Expected-state checkpoints matter more than saving one selection key.
Imagine four plates starting at 2-6-3-5. You move plate 2 left. Plate 2 changes from 6 to 5 while plate 3 changes from 3 to 4. Because the active movement decreases and plate 3 increases, row 2 column 3 is Opposite. If plates 1 and 4 stay fixed, their entries are None. Plate 2's diagonal remains Same.
Now test plate 3 left from a safe baseline. Plates 1, 3, and 4 all decrease. Row 3 contains Same for those affected plates, but that does not change row 1 or row 4. This directional distinction explains why an undirected connection diagram is insufficient.
A plate at hole 2 may need to move left, but its Same-linked partner is already at hole 1. The action is illegal because the partner would leave the track. Moving another plate first can free that partner, after which the original action becomes legal. The solver finds these setup moves automatically.
Use examples to learn structure, not to guess identities. Compare plate count, current positions, then every matrix row. A matching name or location is not sufficient. Patches or a partially moved chest can change the state. If any input differs, calculate a fresh route.
When sharing a solution, include the date, game build if known, numbering convention, and whether the chest was untouched. Mark inferred relationships separately from tested ones. These details keep a community record reproducible.
Open the chest solver beside the game and map one active row at a time. Stop on the first mismatch and update the live positions. The lockpicking guide covers controlled tests and blocked-edge observations.
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.