Lockpicking — Tumbler's Path

Locked chests inside delves are opened with Tumbler's Path, a skill minigame. The board is a row of brass tumbler tracks (one per column); only the lit wards show — an open notch, a gold gate, the green bolt seat, or a red ward-trap. You drive the pick one column at a time, threading the open channel, seating on each gate and dodging traps, until it reaches the bolt seat. Clear it and the chest pays out; fail and it jams.

🔓 Practice it free, no chest required: open the interactive Tumbler's Path trainer → — the exact same board and rules, with Easy / Medium / Hard modes, so you can get the feel before you risk a real cache.

Ante = risk vs reward

Before you pick, you commit an ante up front. The ante is locked in at engage time (you can't burn lives to climb tiers mid-pick), and it sets both the difficulty and the loot:

Ante Loot tier Reward pages Tries allowed Time per move
1 🟣 Premium 3 1 3s
2 🔵 Medium 2 2 6s
3 ⚪ Low 1 3 9s
  • Lower ante = bigger reward but harder: Ante 1 pays the most (premium, 3 pages) but gives only 1 try and the tightest clock (3s per move). Ante 3 is forgiving (3 tries, 9s per move) but pays the least.
  • Each try must be flawless — any slip, bind, or trap jams that try. Higher antes simply give you fewer tries to get a clean run.
  • The chest only jams for good once your tries run out — so at Ante 3 you get 3 shots at a clean pick.

The moves

Each input nudges the pin by a fixed amount. Pick the move that lands the pin exactly on the open row for the next column:

Move Pin shift
hardSet -2 (push in hard)
set -1 (push in hard)
steady 0 (hold steady)
ease +1 (ease out)
drop +2 (ease out)
  • hardSet moves −2, set −1, steady 0, ease +1, drop +2 — combine them to step the pin onto each column's open row.
  • abort bails out of the current try.

Traps & fairness

  • Traps look open but jam on contact. They are never placed on the solution path, so there is always a legal route through every column — read carefully before committing a move.
  • Higher antes reveal less of the board ahead (smaller visibility window), so you plan fewer columns in advance.
  • Generation is deterministic from (seed, tier) — the same lock always has the same valid path.

Tips

  • New to it? Start at Ante 3. 3 tries and 9s per move let you learn the pin math safely.
  • Plan the whole path before you move at low antes — the clock per step is short and a single mis-step jams the try.
  • Watch for traps on "open"-looking rows — if a row is on the solution it is safe; traps are decoys off the path.
  • Go for Ante 1 only when you can read the board fast — it's the premium payout but you get one flawless shot.

Auto-generated from src/sim/lockpick.ts; updates with each release.