Goemm's Lab

Map of Goemm's Lab
Goemm's Lab is a long and difficult
jumping puzzle located in the skies above
Metrica Province. At the end there is a veteran
Goemm the Mad and a
Grand Chest and a gate back to Cuatl Morass.
[edit] Locations and objectives
- Events
-
Defeat Goemm the Mad (13)
[edit] Getting there
The entrance is a rock cut between Cuatl Waypoint and the skill challenge to the south. Go south from waypoint and follow the rock formation on your left. About halfway to the skill challenge, you'll find a path partially obscured by greenery. The path to the entrance platform has two sets of floating jump stairs and 3 sets of horizontal platform jumps; the last featuring small platforms and long jumps (and a fall that will likely kill the character). At the end you are on the entrance platform with a portal that will bring you to the jumping puzzle. Note that there is a chest you can open to the right of the portal.
[edit] Walkthrough
Level 1 : Windy Station & Stormy Station
Level 2 : Chilly Station & Goemm's Lab
Spoiler alert: The hidden text contains spoilers relating to the story of Guild Wars 2.
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In order to use the portal at the end of each station to move to the next station, find and use the attunement device located on a side path within each station. The attuned effect lasts 20 minutes and ends upon death or log out. Lack of the proper attunement results in teleportation back to the beginning of the station rather than on to the next station. It is much faster to run past the veterans guarding the attunement devices and than to slug it out. Reaching the lab triggers an event to defeat Goemm the Mad. Note: Falling from any station results in teleportation back to the first portal, where the Golem Assistant offers teleportation forward to any station already reached.
- One important detail to keep in mind while doing this puzzle is that being in combat reduces your jumping ability. Being struck, by lightning for example, counts as being in combat.
- Windy Station
- Jump across the series of horizontal arrowhead-shaped platforms to a series of grass-covered rocks.
- Jump from rock to rock, stopping at the fifth one for the path to the attunement device.
- Look below the right side of the rock for the path to the southeast. Drop carefully down to each of the next three platforms (it may be easier to back off the rock), then make three routine jumps to the platform with the Veteran Cave Bat.
- Avoid or kill the Cave Bat, use the attunement device, and then enter the nearby portal.
- After arriving on the large platform, look for the vine bridge on the west side. From this point forward, all the vine bridges have strong gusts of wind blowing across them.
- This bridge has two gust channels: the first has less frequent, longer-lasting gusts while the second has more frequent, shorter gusts. These gusts are periodic and will repeat the same pattern after awhile. There is a safe spot between the two channels; however, it is easier to time it correctly to run all the way across in one motion.
- The next bridge has several adjacent gust channels the entire length of the bridge and is much easier to time than the first bridge as the gusts are almost perfectly sync'ed. Cross after the one long gust or the two short gusts. Jump off the bridge onto the landing on the far side.
- Head west and make a long jump down to the lower platform on the next island.
- Hop up to the main portion of the platform then head north to the Asura Gate. Avoid or kill the bats before jumping across.
- Take the gate to Stormy Station.
- Stormy Station
- Jump horizontally across the series of 6 floating rocks, moving as quickly as possible to avoid the lightning that will strike on the first five. The last jump is the longest and may need a small running start.
- There will be a giant tree root on the right. Walk down the branch until it splits.
- For Atunement head down the smaller branch on the right.
- Fall down to the floating rock, jump to the next floating rock, tree branch and one last rock followed by the platform with a gate.
- There will be a Veteran Air Elemental in front of the gate. You can fight it or run past it and grab the attunement on the left. Once you are attuned, head through the gate.
- Jump across the arrow platforms back to the giant root.
- Continue across the series of rocks to the series of 4 roots. Between the 2nd and 3rd roots is a gust of wind, wait for it to finish blowing before attempting the jump.
- From the last root, go across the 3 arrow platforms quickly, once again trying to avoid the lightning strikes.
- Head through the gate to the Chilly Station.
- Stormy Station Alternate Easier Route
- To the right of the lightning rocks, jump down to the platform below and in front of the starting one.
- From there, move past the leaves in the way and jump down onto the big tree root.
- For Atunement head down the smaller branch on the left.
- Fall down to the floating rock, jump to the next floating rock, tree branch and one last rock followed by the platform with a gate.
- There will be a Veteran Air Elemental in front of the gate. You can fight it or run past it and grab the attunement on the left. Once you are attuned, head through the gate.
- Jump across the arrow platforms back to the giant root.
- Now fall on purpose so that you are back on the Stormy Station starting platform.
- Again, jump down to the platform to the right of the lighting rocks.
- To the right on the other side from the tree root jump down to the platform with the Asura gate.
- Go through the gate to the Chilly Station.
- Chilly Station
- Jump down the series of rocks to the other side. There will be gusts of wind coming from below you. Try to move through quickly to avoid them, but, if you get chilled, take an antidote or wait for it to pass before making the next jump.
- As you run across the next area, there will be a small gap with a gust of wind. Wait for the wind to stop blowing then jump across.
- The next area is on your left. After you jump across, there will be an ice elemental. Defeat it or avoid it and jump across and down to the sloping rock below.
- To get the attunement turn around and jump across the small series of rocks and roots.
- Run through the next area, defeating or avoiding the vampire bat.
- Jump down and across the series of floating rocks to the next area.
- Jump up the rocks on the left.
- There will be a Veteran Ice Elemental here. Defeat or avoid it and hit the attunement device on the left. Head through the gate.
- Jump across the 2 arrow platforms
- At this point you can jump down onto the large rock and kill the ice elemental here or avoid the area altogether by jumping down to the next set of 4 arrows on your left. Note: Even if you avoid the ice elemental, it will still attempt to aoe/chill you. Jumping correctly is much more difficult/impossible when chilled.
- Jump across the 4 arrows behind the ice elemental.
- Continue across the series of floating rocks to the gate.
- Head through the gate to Goemm's Lab.
- Goemm's Lab
- Jump from each stepping stone to the center area.
- Once you reach the center, an event will trigger to defeat Goemm the Mad (13) who will be waiting for you to enter the building which gives you the option to rest and prepare and even reskill before this fight.
- After defeating Goemm (which ends the event), continue across to the horizontal arrow-shaped platforms. Cross these to reach the final platform.
- This completes the Goemm's Lab Puzzle Achievement. There should be a Grand Chest sitting in front of the gate.
- Exit through the gate and jump down the platforms to reach the ground.
Tips
- If you have trouble with the gusts of wind, bring a stability skill to avoid being pushed.
- When you fall out of this area you will be teleported back to the starting platform in Cuatl Morass.
- The Tuned effect lasts 20 minutes and ends if you die or log out but not by falling down.
- The assistant at the end gate of each stage will tell you that you need to be attuned before entering the gate and confirm so if you are attuned correctly.
- Speed boosts can help you jump farther and pass obstacles quicker but can throw off your timing and spatial movement.
- Getting hit by lightning will place you in combat mode, reducing your movement speed and jump length. If you are facing a long jump, it is advisable to start over and try not to get hit, or use a swiftness boon to counter the effect. Blocking skills can be somewhat effective as well.
- If you are about to die is is better to leap off and restart than it is to die and be forced to go to a waypoint and reach the starting platform running.
- Goemm casts a magic ability that will jump between all nearby players, dealing damage every hit. It is recommended that players stay as spread out as possible.
Gallery
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[edit] Reward
[edit] Allies
[edit] Enemies
[edit] Trivia
- Goemm, the boss at the end of the jumping puzzle, is the asura featured using Mirror Images on the Guild Wars 2 official Mesmer Page.
- Glitch: Sometimes if you die during the Stormy Station, the Golem Assistant offers to send you back to the Stormy Station gate, but if you do not move forward a few steps before accepting, you may appear at the gate standing behind it and off the ledge, causing you to fall down to the ground. If this happens, you will have to to return to the Cuatl Waypoint to revive.
As of 8th April, when you fall from any section, you sometimes will fall the entire way back to Metrica province, taking massive damage and ending up somewhere around the inquest complex in the north east. NOTE: You will have lost your Atunement when you fell to your death, so you will have to complete this section of the puzzle again.