jumping puzzle

GW2 Professor Portmatt’s Lab Bloodtide Coast jumping puzzle guide

GW2 Professor Portmatt’s Lab Bloodtide Coast jumping puzzle guide

GW2 Professor Portmatt’s Lab jumping puzzle guide with detailed explanations and video walkthrough. Professor Portmatt’s Lab is a jumping puzzle on the western portion of Bloodtide Coast, beneath an island called Sorrowful Sound. There isn’t any jumping involved in this puzzle. Instead, you have to solve a crazy asura’s puzzle.

Puzzle Start

Head to Sorrow’s Waypoint and swim west towards Sorrowful Sound. You will see a glass looking structure deep in the water. Swim towards it. If you can’t get past the windows, wait a second or two and the windows will disappear.

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Puzzle walkthrough

Step 1: Clear out the lighting turrets in the room. They like to shoot lighting balls at you while you attempt the puzzle. If you are lazy, just clear out the ones near the console and ignore the ones in the back.

Step 2: Destroy the lighting post. This will allow you to use the console nearby.

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Step 3: Use the console.. when you get this stage, don’t click on abort, just wait and dialogue will continue. You do have to click pretty fast once you get to the 2nd dialog window below as otherwise the console will auto-abort and you will need to kill the lighting post again.

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Step 4: Solve the console at the right. NOTE that you cannot go through the portal someone else set. You have to set the portal yourself or wait for the other person to get to the puzzle chest and transmit their coordinates to the portal.

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The solution is posted on the wiki but I re-wrote it as I found it pretty confusing the first time I went through it.

You will find three buttons on the side along with a sequence of three numbers. The correct sequence is

 14.xx.xx-49.xx-0.02xx

By using the buttons, you will need to adjust the numbers to match the sequence and then go into the portal. Changing numbers is a matter of clicking the buttons but you have to becareful which buttons you use as each button changes more than one number in the sequence. 

There are three possible numbers for each part of the sequence, listed in increasing order.

1st position 2nd position 3rd position
2.xx.xx 28.xx 0.01xxx
8.xx.xx 49.xx 0.02xxx
14.xx.xx 65.xx 0.03xxx

There is a very simple trick for solving this puzzle:

a) Change the 2nd position in the sequence to 49.xx by using the middle button (use Enhance anti-grav field fabrication if the 2nd position number is 28 or Reduce rampulative induction if the 2nd position number is 65). If it is already 49.xx, then skip this step.

b) Check the 1st position in the sequence, if it is not 14.xx.xx do the following

On the middle button, press Enhance anti-grav field fabrication. Now go to the bottom button, click on Boost magneto-harness magnitude. This will change 1st position number to something else while keeping the 2nd position number the same (49.xx). If the 1st position number is still not 14.xx.xx, then do this one more time and it should set it to 14.xx.xx.

c) Check on the 3rd position in the sequence, if it is not 0.02xxx do the following

On the middle button, press Enhance anti-grav field fabrication. Now go to the top button, click on Increase cyclospringer frequency. If the number is not 0.02xxx, repeat one more time.

If you want to know why this trick works, read on.

Middle and buttom buttons change numbers in each position of the sequence in opposite directions (i.e. cancel each other’s effects) when you press “up” except for the 1st position. This will switch the number in the 1st position to something else. If you don’t get 14.xx.xx the first time, you will get it the 2nd time when you do this.

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Similarly, pressing the middle and top button “up” options change the numbers of each position in the sequence in opposite directions except for the 3rd position.

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Just for reference, each button does the following to the sequence when you press their “up” (Increase, Boost, Enhance) or “down” (Trim, Reduce, Throttle) options. + is the up arrow and – is the down arrow in the images above.

  Up  Down
Top Button - – - + + +
Middle Button + + 0 - – +
Bottom Button + – + - + -
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 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.

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