Lock Picking Solver — Gothic 1 Remake

Calculates a safe move sequence: all pegs to center (hole 4), no wall hits — your lockpick won't break.

Lock Solver

How it works — numbering and connections (animation)

Sliders and connections — how it works

The plate with holes moves — the peg stays put · numbered bottom to top

+1 — moves the same way−1 — moves the opposite way
Animation: plates with holes move, peg stays in place Five metal plates in perspective, each with a row of seven holes and a fixed brass peg. The plates with holes move; the peg stays still. Numbered bottom to top, with two connection examples: a neighboring plate moves in the same direction (plus one) or the opposite direction (minus one). 5 +1 4 self 3 +1 −1 2 self 1 −1

Numbered bottom to top: #1 — nearest (bottom), #5 — farthest (top)

Push slider #2 → #3 moves the same way (+1), #1 moves opposite (−1)

Push slider #4 → #5 moves the same way (+1), #3 moves opposite (−1)

Peg stays still, plate moves · same direction = +1 · opposite = −1 · stationary = 0

1. How many sliders does the lock have?
In-game locks have 4 to 7. Slider 1 is the bottom one on screen.
2. Starting peg positions before picking (holes 1–7, center 4 is the goal)
Number the holes as shown on the plate: #1 … #7. Center is 4 — the blue ring.
3. Connections when pushed
Row = the slider you push. In the columns, set what the other sliders do: +1 = same direction, −1 = opposite, 0 = stays put. The "self" cell is fixed. Go through each slider and fill in the table.
4. Solve mode