GW2

GW2 Goemm’s Lab Metrica Province jumping puzzle guide

GW2 Goemm’s Lab Metrica Province jumping puzzle guide

GW2 Goemm’s Lab jumping puzzle guide with detailed explanations and video walkthrough. Goemm’s Lab is a jumping puzzle located in Metrica Province. The puzzle itself is fairly long and some stages can be a bit challenging. Luckily, there are checkpoints along the way that you can port back to if you die or fail a jump.

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Puzzle Start

The puzzle entrance is found  just south of Cuatl Waypoint to the east of the map. There is a gap in the wall that you can pass through. You will need to do a mini jumping puzzle first to gain entry to the actual jump puzzle.

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Puzzle walkthrough

The puzzle has four stages:

  • Windy Station
  • Stormy Station
  • Chilly Station
  • Goemm’s Lab

To get to the next station, you must take a small detour and attune yourself. Failing to attune yourself will wrap you back to the start of the puzzle when you reach the gate for the next stage. Once attuned, the buff lasts 19 minutes as long you don’t die. If you don’t make it to the gate the first time, you won’t need to take the detour to attune yourself again until the atunement buff expires.

Windy Station

This section is going to be a bit hard for a lot of people until they figure out the pattern for the wind gusts. First, lets talk about attunement. Not too far from the entrance, you will need to drop down onto these small rocks here rather than following the main path. At the end of the small rocks is an attuner device that will give you the attunement buff for 19 minutes. This buff will allow you to proceed to the next station.

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. Now, go through the gate near the attuner device and you will be ported back to the main path.

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We then come up to our first wind gust. What you want to do here is to wait for the first gust to pass, move to the middle of the two gusts and stop. Wait for the second gust to pass again, and then move past the second gust. Alternatively, if you have stability buffs, you can sort of cheat and just run through with stability.

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After you get past the two horizontal gusts, you will need to get past the vertical gust. Make sure you stand perfectly parallel with the line as otherwise the vertical gust can push you off the rope. You will want to find the maximum distance you can stand from the vertical gust without getting pushed. Then, wait for a gust to come, and at the end of the gust just run immediately towards the rock in front.

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The next part is a bit easier to dodge. There is a pattern to the gusts. You will get two short duration gusts, and then one long duration gust. There is a bit of time of between the end of the long gust and the start of the short gusts that is perfect for you to run through. Just patiently wait for the long gust to pass through and then run across the rope.

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After that, just fight off the Vampire Bat and then just onto the rocks behind it to get access to the next station.

Stormy Station

The first part is also a bit tricky as there are lighting striking the platforms that you need to jump across. You can either time it and jump immediately after the lighting leaves the first platform or just jump through. If you do get hit by lighting, it will put you in combat but you can still make it to the next platform as the distance is not too far. If you have swiftness especially, just pop it and get through the platforms.

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For your attunement, instead of running straight across when you get on the big branch, take this side branch here.

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The next tricky part in the puzzle is this wind gust here that you will need to avoid. Just time it and jump over when the gust is gone.

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Chilly Station

There is a general rule for this section of the puzzle – jump two platforms, wait for chill, and then jump.The chill debuff lasts for 5 seconds and will make you fail jumps.Just wait it out.

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For the attunement, when you see the second ice elemental, turn around and jump on these small rocks instead.

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Near the attunement device is a veteran ice elemental that will shoot ice bolts at you. If he hit you, you will be put in combat and may fail the jump. Use swiftness here if possible.

Goemm’s Lab

Goemm’s Lab is actually the easiest station. Just follow the steps up to the big room. Some of the jumps are rather small in distance so be sure to not over jump. You can skip Goemm by hugging the walls and grab the chest at the end!

GW2 Shattered Ice Ruins Frostgorge Sound Jumping puzzle guide

GW2 Shattered Ice Ruins Frostgorge Sound Jumping puzzle guide

GW2 Shattered Ice Ruins jumping puzzle guide with detailed explanations and video walkthrough. Shattered Ice Ruins is a jumping puzzle in the northern portion of Frostgorge Sound, just east of Shattered Ice Floe. The puzzle itself isn’t too hard but it does have a lot of nasty mobs that you need to get through (need to kill them if you don’t have swiftness).

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Puzzle Start

It is recommended that you run to the puzzle from the Ice Floe waypoint in the west as it is the shortest path. The puzzle entrance is underwater and there may or may not be an ore node at the entrance (varies from server to server).

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Puzzle Walkthrough

You will need to swim past some skales in the water before you enter a large cavern filled with snow trolls. Take a left and run up the stairs.

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Run past or fight your way through two oozes.

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Once you get up top, make these three jumps. Last two jumps will require swiftness if you are in combat.

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The troll portion is fairly annoying, you can fight them but the veteran snow troll is fairly tough and loves to put you in crystals while he pounces on you. The best way is to just run past them. As long they can’t hit you (they are melee), they won’t put you in combat.

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You will need to be out of combat or have swiftness to make this jump after the trolls.

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Once you get past the trolls, it is time to face the oozes. These mobs are ranged so they will most likely put you in combat. You can make the jump after them with swiftness if you like to skip. Otherwise, kill them so you are not put in combat.

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The last jump will take you to a veteran ooze, which you can run past and jump to the tower with the veteran troll.

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The veteran troll can be easily skipped, just run up the stairs past him and relog if you need to exit combat to make this jump.

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Keep going up and the chest is up top!

GW2 Demongrub Pits Queensdale jumping puzzle guide

GW2 Demongrub Pits Queensdale jumping puzzle guide

GW2 Demongrub Pits jumping puzzle guide with detailed explanations and video walkthrough. Demongrub Pits is a jumping puzzle on the SE corner of Queensdale. The puzzle itself is relatively easy and serves as a good introduction for future jumping puzzles. Players do have to beware that the last room with the chest has quite a few mobs and can be fairly challenging to fight them all.

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Puzzle start

The puzzle starts at SE corner of Queensdale, in a place appropriately called Demongrub Pits. There are a few patrolling centaurs around the entrance so watch out if you don’t want to fight.  The waypoints are not too close to the entrance so you do need to run a bit.

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Puzzle walkthrough

Once you get inside the cave, immediately take a right and make this jump here. It is quite a long distance so if you don’t make the jump just run back up.

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This will put you into a room with a couple of stone blocks you need to jump through.

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Doing these jumps will put you in a room with some shadow skelks, which you can skip by running to the right side of the room and look for a passage to the next room.

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This will lead you into a passage that ultimately leads to the final room with the chest. There are quite a few oozes here. You can either fight them all (quite a few veterans) or run left and jump on the platforms. Beware that the oozes do immobilze you occasionally which can get a bit annoying.

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Before doing the jumps, it is recommended that you kill the oozes following you to get out of combat (unless you have swiftness) as otherwise you might miss the jump.Once you at at the very top, you can drop down to the chest and avoid most of the oozes in the room.

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GW2 Spelunker’s Delve Caledon Forest jumping puzzle guide

GW2 Spelunker’s Delve Caledon Forest jumping puzzle guide

GW2 Spelunker’s Delve jumping puzzle guide with detailed explanations and video walkthrough. Spelunker’s Delve is a puzzle on the south east end of Caldeon Forest, just west of Sleive’s Inlet. The entrance is rather well hidden (hole in the ground hidden by a bush).

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Puzzle start

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Puzzle Walkthrough

Once you fall through the hole, you will need to swim through a water tunnel and you will emerge at the start of the puzzle. The goal of this puzzle is to jump through the mushroom/leaf pads and wood logs handing in the air. If you come across an intersection, always go left.

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This is the first interaction you will encounter.

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The second interaction is near the end of the puzzle, you will want to jump on the mushroom to the left rather than the log on the right.

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GW2 Spekk’s Laboratory Caledon Forest jumping puzzle guide

GW2 Spekk’s Laboratory Caledon Forest jumping puzzle guide

GW2 Spekk’s Laboratory jumping puzzle guide with detailed explanations and video walkthrough. Spekk’s Laboratory is a jumping puzzle located on the west end of Caledon Forest, just west of Sandycove Beach. This is a timed puzzle that requires fast pace jumping but has checkpoints if you do miss a jump.

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Puzzle start

You can get to the puzzle either via Mabon Waypoint in the north or Brigid’s Overlook Waypoint in the east. Follow the river near Sandycove Beach to the source and that should lead you to the puzzle start.

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Puzzle walkthrough

The puzzle itself is very straightforward. You go to the control panel, activate it and transparent steps appear that you can jump on top of. These steps are timed and will disappear shortly. This means that you have to basically keep moving as stopping even for a moment can lag you behind and cause you to fall in the lava below.

The lava will kill you so it is recommended that you take off your armor to save on the repair costs. If you die in the lava, you will get a popup window that will port you back to main entrance. From there, talking to the Lab Assistant will port you back to a checkpoint.

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Second to third checkpoint is a tough jump as you will need to jump quite a few steps before you can reach the third checkpoint. The key here is to not stop and just jump from one step to the other.

Fifth to sixth checkpoint is another tough one. Some of the steps are turned vertically so you will need to jump on the ledge to the left. The ledge itself isn’t very easy to navigate either. Try hug the left wall as a misjump can throw you down the lava below. Once you reach the end of the ledge, jump onto the step nearby quickly before it disappears.

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Once you get past the sixth checkpoint, you will make it to the final platform. You will need to activate the four golems by using a control panel to your right (make sure you equip your gear if you took them off). The best way to fight the four golems is standing where Spekk’s was. This spot is safe from the lasers.

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GW2 Swashbuckler’s Cove Gendarran Fields jumping puzzle guide

GW2 Swashbuckler’s Cove Gendarran Fields jumping puzzle guide

GW2 Swashbuckler’s Cove jumping puzzle guide with detailed explanations and video walkthrough. Swashbuckler’s Cove is a jumping puzzle located on the south side of Gendarran Fields, near the SE corner.The puzzle itself does involve some tough fighting so bring a friend if you don’t feel comfortable beating up pirates alone.

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Puzzle Start

The nearest waypoint is probably Almuten Waypoint in the north. It is a long run back if you die during any part of the puzzle. You will find a hidden cavern in the spot marked on the map.

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Puzzle walkthrough

You will come across a sign that says Greed is dangerous not far from the entrance. This is the warning that the chest in front of you is a trap! Instead, jump in the water and swim right past the dragonhead traps.

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You will want to turn a left past the traps and swim down. If you look up, you will see an opening at the top that you can swim through. This will bring you across another set of traps and allow you to surface.

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You will see a whole bunch of ghost pirates once you surfaced, kill them and lit the first torch.

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Don’t jump into the water just yet, you will need to lit three other torches before a wall underwater opens.Take a left and jump on the rocks. This will grant you access to two levels, both filled with pirates. Each level have a torch that you can lit after you defeat the pirates.I recommend that you lit the one on the bottom level first and then go back and hit the top level torch.

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After you lit the torch at the top level, you can jump down on the roof of the houses to your left and lit the last torch marked here.

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After all four torches are lit, the top level will spawn a veteran mob that you will need to defeat. Doing so will unlock the wall underwater.

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Going through the new opening underwater will lead you to surface. Once there, you will need to run past some skales and dodge the falling rocks as you run up.

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Finally, after you get out, you will want to grab the moa feed to your left. This feed will give you swiftness that you need to jump across a gap and allow you to open a chest without a pack of hostile moas chasing you.

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After you get to the Moa area with the chest, just drop the feed on the ground and all the moas will come running for it instead of attacking you!

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GW2 Fawcett’s Bounty and Revenge Harathi Hinterlands jumping puzzle guide

GW2 Fawcett’s Bounty and Revenge Harathi Hinterlands jumping puzzle guide

GW2 Fawcett’s Bounty and Fawcett’s Revenge jumping puzzle guide with detailed explanations and video walkthrough. Fawcett’s Bounty is a jumping puzzle on the NE corner of Harathi Hinterlands. The achievement Fawcett’s Bounty is obtained if you successfully complete the puzzle while the achievement Fawcett’s Revenge is obtained if you fail a specific part of the puzzle and die.

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Puzzle start

The puzzle is located on the NE corner of Harathi Hinterlands. Players will need to take Arca Waypoint and swim there (getting there on land is not recommended as there is a huge cliff jump). Entrance to the puzzle is up top, behind a gated door.

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Puzzle walkthrough

The 2nd gate isn’t won’t open until you place boulders on three pressure plates located around the room.

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Once you get the second gate open, you will come across this area. The rock floor here is not stable and will collapse as you run over it. Falling down here will reward you with the Fawcett’s Revenge achievement (also kills you).

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Once you make it past the falling rocks, you will need to go through a long hallway filled with ghost pirates and spike traps (red circles). You can fight your way through or just run past all of it if you have swiftness.

Once you get past the hallway, you will need to run through a boat thingie filled with ghost pirates and then run across a beam connecting it to a ledge on the wall. It is recommended that you fight your way through the pirates as running through them might be dangerous as the mobs can immobilize you.

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Once you get past the pirates, the jumping intensive part of the puzzle starts. It may take you a few tries to get it down as you might over or underjump the first couple times. If you fail the jump, landing below on the ground won’t kill you.

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Once you get to the last beam, aim for the center of the mast and make the jump for it.

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Kill the couple pirates on deck and then drop down below the latch.The chest is near the front of the ship below the deck.

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GW2 Only Zuhl Timberline Falls jumping puzzle guide

GW2 Only Zuhl Timberline Falls jumping puzzle guide

GW2 Only Zuhl jumping puzzle guide with detailed explanations and video walkthrough. Only Zuhl is a jumping puzzle on the NE corner of Timberline Falls, directly north of Foundation 86 Waypoint.

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Puzzle Start

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Puzzle walkthrough

Run through the cave, there will be some bats and grubs you can skip. You will need to take a right and enter the ice portion of the cave.

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Once you are inside the ice caves, hug the left wall and you can skip most of the Murellows. You need to grab the snowball on the ground and head up the ledge above it.

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You get three charges with the snowball, so don’t waste them. As you head up the ledge, you will need to hit Pressured Ice with the snowball so they don’t knock you off.

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The next part is pretty tricky. You need to jump down but a lot of the ledges are trapped. You will need to go around to the other side and jump down to a ledge below the entrance that is safe. From there, jump on the rusty pipe and get down.

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The next part of the puzzle gets slightly harder as you will need to avoid exploding mob running at you and various traps. Here is the route to take.

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Once you are at the top, drop down to a pipe below and keep running forward until the end of the pipe. You will need to dodge some traps here. Once you get to the end, immediately take a right and just run into the room.

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Inside the room is a group boss that you will need to defeat if you want the chest. Otherwise, you should get the achievement as soon as you enter the room.

GW2 Conundrum Cubed Mount Maelstrom jumping puzzle guide

GW2 Conundrum Cubed Mount Maelstrom jumping puzzle guide

GW2 Conundrum Cubed jumping puzzle guide with detailed explanations and video walkthrough. Conundrum Cubed is a jumping puzzle in the NW corner of Mount Maelstrom, directly north of Govoran Waypoint. The puzzle itself is very short and easy but may take a couple tries to get used to the “cubed” atmosphere.

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Puzzle Start

Directly north of Govoran Waypoint is a tight gap that you will need to get through.

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Puzzle walkthrough

Your goal is to make it to the first teleport portal

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Jump across these cubes. Watch the spike trap pattern carefully and jump once the spikes go down. These spikes won’t kill you but they will knock you off the cube, forcing you to repeat the jump.Once you get to the end of the three cubes, jump to this cube and then onto the branch.

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Once you make it past the first portal, you will need to get past two swinging log traps. Just run through on the inner wall so you don’t get knocked off if you do get hit.

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Once you made it past the 2nd portal after the log traps, do not take the portal immediately in front of you. Instead, jump to the cubes on your left. Your goal is the portal at the end of the cube jumps. The portal is a bit hard to activate, you need to jump on the otherside of the pillar (becareful that you do not fall off).

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Once you get through the 3rd portal, jump down and go through the 4th portal.

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Passing the 4th portal, look at your right and jump on these cubes.The last portal is right after.

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