GW2 Guild Puzzles Guild Missions guide with comprehensive written and video guides for each guild puzzle.
Navigation
Guild Puzzles is the last series of Guild Missions to unlock. They require a minimum of six players with a time limit of 20 minutes for the entire puzzle. These puzzles require strict coordination from participating players with bits of platform jumping in between.
You must have Guild Bounty, Guild Trek, Guild Rush, Guild Challenge unlocked and have 250 Guild Merits before you can research Guild Puzzle. It takes 50k influence to start researching but prepared to have over 500k extra influence if you wish to acquire it instantly.
Once completed, Guild Puzzles rewards 1 Guild Commendation, 2 rares, and 50 silvers as personal rewards. It will also reward 30 Guild Merits to the guild.
There are currently two Guild Puzzles available: Proxemics Lab and Langmar Estate with a third puzzle to be added in May (around Snowden Drifts area).
Proxemics Lab – Brisban Wildlands
Proxemics Lab is located in NW corner of Brisban Wildlands. It has a time limit of 20 minutes and it is recommended to have six players or more to complete it. The lab itself is divided into various phases, some of them have their own timer.
Video guide
Phase 1 – Find a way to open the door and access the next room.
You will need to go to the junk piles all around the room and find six batteries to deposit in the center. Each junk pile have a lot of random stuff but if you keep interact with it you will eventually find the battery (lighting sparkle thingie). While holding the battery you will be attacked by the skritt guarding each junk pile. If you get hit, the battery will get knocked out of your hands and you will need to find them in the junk pile again. You cannot dodge while holding the battery and your running speed is slowed significantly.
You can also get shinies in the junk pile (look like a pot) to throw at the skritts to distract them before you carry the batteries past them.
Phase 2 – Mini Jumping Puzzle
There is a fairly standard and simple jumping puzzle. You can die if you fall from the highest platform. Those who have difficulty with the jumping puzzle can get down to the bottom and walk to the end to get a mesmer portal. There is a sketchy bit where you have to walk a bit on top of a narrow lamp post but rest of the jumps are fairly easy to make.
Phase 3 – Find away to access the next room
This room is an elevator with a mini game. All around the room you will see six cubby holes with an animal icon on top of each of them. What you need to do is to find the same animal icon in the middle of the room and interact with it. This will transform you into that animal and you can walk into that cubby hole to activate it. If you do it correctly, that cubby hole will have a blue bar inside it to signify that it has being activated.
You need to activate all six cubby holes with 45 seconds and do this three times to get to the top floor.
Phase 4 – Timed jumping puzzle
This is a timed jumping puzzle. You have about 20 seconds or so to make it to the other side before the platform disappears. If you see the platform is already activated when you get there, you may want to wait for the platforms to reset or otherwise you may not have enough time to get to the other side.
At the end of the puzzle will need four stone pillars. You will need a player on top each holding the activation switch down to open the door to the maze.
Phase 5 – Maze
Once you activate the button at the vantage point to start the maze, you will notice light beams popping out in the maze. These light beams are generated by the six orbs and their locations are randomized each attempt.
Take a note of the rough location of each orb. Once you are inside the maze, you can climb up the stairs to the pylons to help you locate the orbs. There are traps on the east side of the maze that you can disable by climbing the stairs to these pylons on the east side.
Note that some of the walls can be destroyed and the orbs are often hidden behind these destroyable walls. Once you have the orb, carry it to the end of the maze in the NW corner and deposit in one of the six tanks. There are quite a bunch of skritt mobs, sentry golems, a legendary NPC that you will want to avoid.
Langmar Estate – Plains of Ashford
Langmar Estate puzzle is located in SW corner of Plains of Ashford. Like Proxemics Lab, it has a time limit of 20 minutes and it is recommended to have 6-12 players (6 if you can jump under time pressure, 12 if you want make it easier) to complete.
Phase 1 – Find a way to open the door and escape the courtyard.
Полностью
Navigation
- General Information
- Proxemics Lab
- Langmar Estate (work in progress)
Guild Puzzles is the last series of Guild Missions to unlock. They require a minimum of six players with a time limit of 20 minutes for the entire puzzle. These puzzles require strict coordination from participating players with bits of platform jumping in between.
You must have Guild Bounty, Guild Trek, Guild Rush, Guild Challenge unlocked and have 250 Guild Merits before you can research Guild Puzzle. It takes 50k influence to start researching but prepared to have over 500k extra influence if you wish to acquire it instantly.
Once completed, Guild Puzzles rewards 1 Guild Commendation, 2 rares, and 50 silvers as personal rewards. It will also reward 30 Guild Merits to the guild.
There are currently two Guild Puzzles available: Proxemics Lab and Langmar Estate with a third puzzle to be added in May (around Snowden Drifts area).
Proxemics Lab – Brisban Wildlands
Proxemics Lab is located in NW corner of Brisban Wildlands. It has a time limit of 20 minutes and it is recommended to have six players or more to complete it. The lab itself is divided into various phases, some of them have their own timer.
Video guide
Phase 1 – Find a way to open the door and access the next room.
- Time limit: 2 minutes
- Objective: Search for batteries to power open the door 0/6
You will need to go to the junk piles all around the room and find six batteries to deposit in the center. Each junk pile have a lot of random stuff but if you keep interact with it you will eventually find the battery (lighting sparkle thingie). While holding the battery you will be attacked by the skritt guarding each junk pile. If you get hit, the battery will get knocked out of your hands and you will need to find them in the junk pile again. You cannot dodge while holding the battery and your running speed is slowed significantly.
You can also get shinies in the junk pile (look like a pot) to throw at the skritts to distract them before you carry the batteries past them.
Phase 2 – Mini Jumping Puzzle
There is a fairly standard and simple jumping puzzle. You can die if you fall from the highest platform. Those who have difficulty with the jumping puzzle can get down to the bottom and walk to the end to get a mesmer portal. There is a sketchy bit where you have to walk a bit on top of a narrow lamp post but rest of the jumps are fairly easy to make.
Phase 3 – Find away to access the next room
- Time Limit: 45 seconds per round (3 rounds)
- Objective: Match six animal icons
This room is an elevator with a mini game. All around the room you will see six cubby holes with an animal icon on top of each of them. What you need to do is to find the same animal icon in the middle of the room and interact with it. This will transform you into that animal and you can walk into that cubby hole to activate it. If you do it correctly, that cubby hole will have a blue bar inside it to signify that it has being activated.
You need to activate all six cubby holes with 45 seconds and do this three times to get to the top floor.
Phase 4 – Timed jumping puzzle
This is a timed jumping puzzle. You have about 20 seconds or so to make it to the other side before the platform disappears. If you see the platform is already activated when you get there, you may want to wait for the platforms to reset or otherwise you may not have enough time to get to the other side.
At the end of the puzzle will need four stone pillars. You will need a player on top each holding the activation switch down to open the door to the maze.
Phase 5 – Maze
- Time Limit: 10 minutes
- Objective: Find six orbs and carry them to the end of the maze
Once you activate the button at the vantage point to start the maze, you will notice light beams popping out in the maze. These light beams are generated by the six orbs and their locations are randomized each attempt.
Take a note of the rough location of each orb. Once you are inside the maze, you can climb up the stairs to the pylons to help you locate the orbs. There are traps on the east side of the maze that you can disable by climbing the stairs to these pylons on the east side.
Note that some of the walls can be destroyed and the orbs are often hidden behind these destroyable walls. Once you have the orb, carry it to the end of the maze in the NW corner and deposit in one of the six tanks. There are quite a bunch of skritt mobs, sentry golems, a legendary NPC that you will want to avoid.
Langmar Estate – Plains of Ashford
Langmar Estate puzzle is located in SW corner of Plains of Ashford. Like Proxemics Lab, it has a time limit of 20 minutes and it is recommended to have 6-12 players (6 if you can jump under time pressure, 12 if you want make it easier) to complete.
Phase 1 – Find a way to open the door and escape the courtyard.
- Time Limit: No time limit specified but this event will fail if you take too long.
- Objective: Grab weapons from the weapon racks and put them on Charr statues.
Полностью