Bear Lope

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Bear Lope

Event maps
Rush Bear Lope Overview.jpg

Bear Lope is a Guild Race where members transform into a bear cub and must pass through the Posternus Caverns that are filled with enemies along with avoiding traps. Along the way, members can take advantage of several orbs scattered throughout the course providing health, swiftness, and/or stealth. When players transform they are given three specific skills and a new effect called Leftovers. There are three charges to this effect and it is used to heal the player by using the appropriate skill. The course can be easily separated into 5 sections, each having a specific type of enemy: Frost Bats, Ice Wurms, Cave Trolls, Grawl and Fleshreavers, and Ice Imps.

Getting there[edit]

From the Durmand Priory Waypoint go southeast down the hallway, turn slight right at end toward balcony. Go over balcony edge to reach race start point. This route is shown by the yellow line on the Event Map. Alternatively, use the Lornar's Pass Asura gate (map icon).png Asura gate by the Postern Ward Waypoint in Lion's Arch that places you near the start. The Guild Race Guild Race icon.png Icon does not appear on the map unless the Guild Race has been activated.


  • Guild Race (map icon).png Complete the guild rush course
    • Time remaining: 30:00
    • Guild Rushes[sic] Completed X/15
    • Interact with the guild banner to begin.
    • Guild race finished! The course and end chest will remain active until time expires.


When not assigned to you and not started
A guild officer needs to activate this race for you before you can participate.
Talk end option tango.png Leave
When activating race
Would you like to start this guild race? Warning: the timer will run out in 30 minutes.
Talk ready option.png Yes, I'm ready to race the course!
Talk end option tango.png Leave.
After the race has started
Your guild has opened this race course to you. Would you like to participate?
Talk more option tango.png What's the race?
You'll be transformed into a bear, and will have to dodge traps and enemies while racing the course.
Talk more option tango.png How will I know where to go?
On your map you'll see blue flags identifying course checkpoints. Race through the checkpoints in order to reach the finish line.
Talk ready option.png Yes! Sign me up.
Talk end option tango.png I'd rather not participate.
Talk ready option.png Yes! Sign me up.
Talk end option tango.png I'd rather not participate.
Talk ready option.png Yes! Sign me up.
Talk end option tango.png I'd rather not participate.
When you're defeated during the race
You've been defeated. Would you like to return to the starting line?
Talk ready option.png Yes.
Talk end option tango.png No.


Racers are transformed into a bear with 2000 health for this race. In addition, they are given 3 stacks of Leftovers, used by one of their skills for healing.

# Skill Activation time Recharge time Description
1 Search.png Search 6 Search for area traps.
2 Bite (bear).png Eat Leftovers 10 Consume a leftover to regain health. Removes 1 condition.
3 Snowroll.png Snowball 1 45 Roll yourself in a ball of snow. Increases health and grants immunity from crippling.
5 Return.png Return End the transformation and return to your true form


Primary article: Guild Race#Strategies
  • Take your time when you're not in danger. Despite the name, racing quickly along the course is a sure way to stumble upon multiple traps and die quickly, forcing you to start over.
  • Use the Search skill (#1) continuously, press Ctrl + Right Click to turn it into an autoattack. Traps are your main enemy along the course, and hitting two traps in a row will quickly cause you to go back to the beginning. Waiting a couple seconds for it to come off cooldown, in a safe location, is usually preferable to blindly wandering into a spike trap.
  • You only have three charges available for your Heal skill (#2) per attempt, so use it only when necessary. Wait for natural regen unless there's a good chance you'll take more damage.
  • Snowball is very useful against the Ice Wurms and Cave Trolls, due to their knockdown skills.
  • Escorts are extremely useful on this race as there are several mobs along the way that they can take out or at least keep occupied while racers pass.
  • There is a point where the path takes a U-turn (on the north side, at the end of the grawl section). It's possible to miss the turn around and end up leaving the cave system entirely. Outside of a small spot where you briefly go outside, you only really exit the caves on the final section going south with the ice imps, so this is a good hint you're going the wrong way. Leaving the area causes the transformation to drop and you will have to start over.


Section 1 - Frost Bats

The first section of the race contains only frost bats, and is a rather easy beginning. You can mostly ignore the bats unless to decide to stand still. There's a trap after the entrance, before the Swiftness orb, so use Search right after passing the first flag. You'll find another trap shortly after (hug the left wall to avoid), then a couple straddling the second flag. Right after the flags you'll find a health orb on your right, and then a swiftness orb on your left. You'll then leave this section and head into the ice wurms.

Section 2- Ice Wurms

At the first set of flags there will be two rock traps. There's a swiftness orb on the right but it's at the beginning of a rock trap, and there's a spike trap right behind that one. Just pass through the middle between the two traps and head into the ice wurm cavern. If you have escorts, this is a very good place to assign them as the ice wurms throw rocks that knock you down and there's a Champion Ice Wurm that can do a great deal of damage.

There are two ways to get through this area without much trouble. Hug the left wall as you go forward and just past the first rock you'll see a stealth orb. The version of Stealth granted by these orbs can be stacked up to 6 times by repeatedly walking away from the orb and back to it, and it also makes the bear evade all attacks and traps. Grab that and either head directly for the exit, grabbing the swiftness orb on the left and using Snowball as soon as stealth wears off to try and make it (zigzag strafe to try and avoid any rocks), or you can use the stealth to cross past the ice wurm to the right side and get another stealth orb in the back right of the cavern (needs confirmation). There's another swiftness orb behind the stalagmites on the right just before the exit that you can grab to help get past the area. Try to save Snowball for the second half of this cavern as it's very easy for the wurms to line up a shot at you and knock you down.

As you leave this section, you'll pass through another set of flags with a final rock trap between them, and head into the cave trolls.

Section 3 - Cave Trolls

You'll come to a spot with a fork in the cavern, go left (right is a dead end) and use Search to spot a couple traps in your way. You'll reach the trolls, with a Champion cave troll straight ahead and a health/regen orb to your left. Grab the health orb if you need it (hug the walls of this area, there's a spike trap in the center here). Otherwise hug the right wall, and pass through the next set of flags. You do not need to pass near the Champion Cave Troll.

As you turn left into the hallway, there's a rock and a spike trap side by side with little room for avoidance. The remainder of this hallway is filled with several rock and spike traps, including at the choke point as you turn right to exit the cave, so be prepared to use Snowball and Eat Leftovers if needed. You'll pass a couple more spike traps before finally reaching the end of the cave troll section. You'll be making a soft U-turn to the left here to go back inside and into the grawl.

Section 4 - Grawl and Fleshreavers

There are a lot of grawl filling this place. There will be a couple traps here, with a swiftness orb right after you turn to the right. This is an extremely useful place for an escort to remind people of where to go. The cave will lead outside, but the course actually makes a very sharp U-turn to the left to go up a path. Do not go outside at this point. As you start going up the side path there will be a health orb you can use if needed before going into the fleshreavers. Just before the upcoming flag there will be spike trap in a tight spot. Hug the left, and then be ready to use Search ahead to avoid the rock/spike trap combo. The cave will open up at the end as you head into the ice imps.

Section 5 - Ice Imps

You're in the home stretch, there are very few traps here. Hug the right wall all the way to pass through the next flags. There's a swiftness orb right after. Continue to hug the right side as straying too far to the left could cause you to fall. You'll pass through some neutral white moas and then stay to the right as you head up towards the Durmand Priory entrance. When you approach you'll be automatically transformed back and can loot the Grand Chest next to the left flag, in front of the table. If you don't automatically transform back, you missed a flag somewhere.


  • Characters transformed by this race will be temporarily equipped with a set of level 35 basic Chainmail armor. While the bear cub transformation covers its appearance, it may be sometimes visible when the transformation is removed at the end of the race. It is also possible to see the item descriptions of this temporary armor by hovering the mouse over unequipped pieces of equipment (e.g.: in the trading post or inventory).