Gothic Remake Lock Breaker
is a free, beginner-friendly solver for Gothic 1 Remake lockpicking — map your plates and get an edge-safe, turn-by-turn walkthrough.The Lock
Tumblers
How to map your lock
- Count the locks and pick the matching number above.
- For each lock, set its starting hole (1 = wall, 4 = notch).
- Turn that lock once in-game. Each other lock that moves — mark With (same way) or Against (opposite). With/Against apply to every turn direction for that pair.
- Grinding means a pin hits wall 1 or 7 — not the same as an Against coupling.
Lockpicking tier (Fingers, Old Camp)
Training does not change how plates move on a legal turn — only mistake budget and (at Master) link removal after a broken pick.
| Tier | Wall mistakes | On pick break |
|---|---|---|
| Untrained | 2 | Lock resets |
| Trained (10 LP + 100 ore) | 4 | Progress kept |
| Master (20 LP + 200 ore) | 6 | Progress kept; one link removed |
At Master, if you've snapped picks on this lock, set how many under The Lock, then tap Gone beside each dropped coupling on the tumbler cards before re-solving.
Gothic Remake Lockpicking Guide
How the Lockpicking Puzzle Works
Gothic 1 Remake swaps the old left-right guessing game for a plate-sliding puzzle:
- Every lock has 4–7 rotating plates, each with a golden pin on a seven-hole track.
- Holes run 1 (left wall) to 7 (right wall); hole 4 is the center notch.
- The lock opens once every pin rests in hole 4.
- Forcing a pin into wall 1 or 7 damages your pick — enough breaks reset progress while Untrained.
Plate Couplings: With, Against, and None
Turning one plate can drag others. Each pair's relationship is fixed for every turn direction:
- With
- the linked plate turns the same direction.
- Against
- it turns the opposite direction.
- None
- it doesn't move at all.
To map them in-game, turn one plate a single step, watch what moves, and mark With or Against on the tumbler cards.
Lockpicking Skill Tiers
Three tiers set your mistake budget — not how plates move. See the tier table under How to map your lock for exact wall-mistake counts and costs.
Only Master changes the puzzle itself: each broken pick removes one random coupling, easing hard locks like the Old Camp tower door over time.
Where to Find the Lockpicking Trainer
Train with Fingers in the Old Camp, near Scatty's hut — Trained for 10 LP and 100 ore, Master for 20 LP and 200 ore. Training never changes plate movement on a legal turn, only how many wall hits you survive.
Why Edge-Safe Solving Matters
Net-turn calculators tell you how many turns each plate needs, but not a safe order to make them. Follow net totals blindly and a coupled pin can hit a wall mid-sequence and snap your pick. Gothic Remake Lock Breaker runs an edge-safe search that only returns sequences which never grind a pin against holes 1 or 7.
Tips for Hard Locks
A few habits that save picks:
- Quick-save before a difficult chest — a reload is free insurance.
- Scout one plate at a time: turn it once, note every plate that moves, then undo before testing the next.
- Plates already near hole 4 are low risk; edge pins at 1 or 7 need careful sequencing.
- If the solver reports no safe path, your coupling map is almost always wrong — re-check With/Against on each chip.
- Locks are numbered 1 (front) to N (back).
- Cards stack back at top, front at bottom, matching the in-game view.
- Hole 4 is the notch; holes 1 and 7 are walls.
- Tap a hole to set each plate's start — the filled circle is your selection.