One & Only [Gothic Remake Lockpick Solver] By Dafy 🎮 2026

Gothic Remake Lockpick Solver

7 holes
1–7 plates

Step 1

Plate count

Step 2

Plate positions

Start Target

Step 3

What is the Gothic 1 Remake lockpick solver?

The lockpick solver for Gothic 1 Remake is a browser tool that calculates a sequence of actions for the lockpicking minigame. It helps you work out which parts of the lock to move and in what order, so you can reach the correct solution faster.

The tool does not modify game files, interact with gameplay, or require installation. You manually enter the lock’s parameters from Gothic Remake’s interface, and the solver calculates a working sequence of moves.

How the Gothic Remake lockpick solver works

The solver uses a mathematical model of the lock. Each plate has a starting position, a target hole, and possible links to other plates.

The lockpicking minigame has fairly complex rules, so fill in the layout carefully and double-check your values before calculating. The solver has been tested on Old Camp locks and produces a working combination when the data is entered correctly. You still need to improve your in-game lockpicking skill, though: without a sufficient skill level, opening difficult locks is mechanically impossible.

Once you enter the data, the program checks legal moves and finds a sequence that brings every plate to its target position. The algorithm excludes moves that would take a pin beyond the available holes, so the solution should contain no moves leading to a position below 1 or above 7.

Step-by-step instructions for using the solver:

  1. Choose the number of lock plates.
    Enter the number of plates visible in Gothic Remake’s minigame. The solver supports layouts with 1 to 7 plates.
  2. Set the starting positions.
    For each plate, select the hole it currently occupies when you start picking the lock. Count plates from bottom to top: the bottom plate, closest to you in the minigame, is plate one. (Count the elements from bottom to top: the bottom one, closest to you in the minigame, is the first.)
  3. Set the target positions.
    Mark the holes the lock plates need to reach. Each target position must match the pin’s correct position in the in-game layout.
  4. Fill in the links between plates.
    If moving one plate also moves another, record that in the link matrix. “S” means movement in the same direction, while “O” means movement in the opposite direction.
  5. Use the link wizard if needed.
    The wizard helps you identify dependencies between plates without manually analyzing the entire matrix. Follow its prompts, make the suggested move in the game, and record how the other plates react.
  6. Choose how directions are displayed.
    The solver can show actions as plate press directions or as the actual movement of the pins. This matters because a plate’s movement and a pin’s movement can appear to be opposite in the game.
  7. Calculate the solution.
    Once you have entered the data, the solver builds an action list. The solution appears in execution order, so you can repeat the combination in the game without further calculations.
  8. Mark completed steps.
    After calculating, select solution rows directly on the page. Completed actions receive a check mark, and the lock diagram helps you track the plates’ current positions visually.
  9. Save or share a link to the lock.
    The current layout is saved in your browser and can be shared through a link. Opening that link on another device loads the same set of plates, positions, and links.

What the links between elements mean

Links show how moving one plate affects the others. This is an important part of the mechanic, because complex locks can change several positions in a single move.

In the link matrix, the row represents the plate you move. The column represents the plate affected by that action.

Possible values:

  • — means no link: the other plate does not move;
  • S means the linked plate moves in the same direction;
  • O means the linked plate moves in the opposite direction.

For example, if moving plate 2 to the left also moves plate 5 to the left, set the link to “S” in the matrix. If plate 5 moves to the right, choose “O”.

Common causes of an incorrect result

Calculation errors usually come from entering the in-game data incorrectly rather than from the algorithm. Check the following points before calculating again.

  • The number of plates is incorrect.
  • The bottom-to-top numbering is mixed up.
  • A starting position does not match the current position in the game.
  • A target position has been assigned to the wrong plate.
  • The link matrix uses “S” instead of “O”, or vice versa.
  • You have missed a plate that affects several others at once.
  • The wrong direction display mode is selected: plate presses or pin movement.

If the lock will not open, start entering the data again from the first step. In a complex layout, a single incorrect link can change the entire final sequence.

An important limitation

The solver helps calculate the correct sequence of actions, but it does not remove the game’s lockpicking skill requirements. If a lock requires a higher level, you cannot open it without improving your skill, even with the correct combination.

FAQ

Do I need to install the program on my computer?

No installation is needed. The solver runs directly on this page in a regular browser with JavaScript enabled. It does not modify Gothic 1 Remake’s files or interact with gameplay.

How should I count the lock plates?

Count plates from bottom to top. The first plate is the bottom one, closest to you in the minigame interface; continue numbering upward from there.

What should I do if the solution does not match the game?

Check the plate count, starting positions, target holes, links between plates, and selected direction mode. The most common causes are mixed-up numbering or an incorrect “S” / “O” value.

What does “S” mean in the links?

“S” means movement in the same direction: if the selected plate moves left, the linked plate also moves left.

What does “O” mean in the links?

“O” means movement in the opposite direction: if the selected plate moves left, the linked plate moves right

What does “—” mean in the link matrix?

The “—” symbol means there is no link between the plates. Moving the selected plate therefore does not change the other plate’s position.

Can I avoid filling in the links manually?

Yes. Use the link wizard: it suggests a move to test in the game, then asks you to record how the other plates react.

Can I mark completed actions?

Yes. After calculating, select solution rows directly in the interface. Completed steps receive a check mark, helping you keep your place in a long sequence.

Does the solver save lock data?

Yes. The current version saves your inputs in the browser and lets you copy a link to the current lock, so you can open the same layout on another device.

Can I send a lock to another player?

Yes. Copy the lock link: it stores the layout’s main parameters, including the plate count, positions, and links.

Can I use the solver on a smartphone?

Yes. The interface adapts to the browser and can run on mobile devices. A larger screen is more convenient for complex locks, because the link matrix requires precise cell selection.