Guild Puzzle: Proxemic Lab

Ever wonder how you’ll ever pay the cheese tax? Here is your way to puzzle through for the ultimate reward: Cheese

After entering the instance, an NPC will appear to open the first room. The mission leader will start this after they give an explanation. So, no touchy!

Battery Room

The first room is circular, with a module in the middle and a button located at the far end. The goal is to power the module with batteries hidden in the 6 alcoves, which then will open the door to the next room

Divide the group up so each alcove is covered, if you can. RNG will determine if you get junk or a battery charge when you interact with piles

If you get junk, throw it at skirtt if you can! You'll know you have a battery by your empty action bar, and your character will look electrified. Then, run it to the Door Battery Case in the middle

Once you get to 6, you will have rolling text letting you know the door is open

Remember to walk through as a group!

Jumping Puzzle 1

Rule 1 of JPs in puzzles: If you fall and die - DO NOT respawn to checkpoint. Let friends come to revive you! The checkpoint will be at the beginning or the battery room in this scenario. Meaning, you will be stuck behind the party unless you can unlock it again

The jump across is intuitive, but follow the path outlined below. You will need 4 to get across to activate 4 buttons at the end

You can use mesmer portals to portal up anyone who cannot make it

Running along the floor will take you to the end, so you do not have to try the JP again

Elevator Room

This room can be a struggle if you do not know what to expect. The process below needs to be completed successfully 3x to open the door

The elevator is round and has 6 small alcoves with red rectangles at character level. In the middle is a large circular machine with lasers coming down in many spots around it

Behind each of these lasers are pictures of different creatures

You want each alcove covered if you can, or people will need to be assigned neighboring ones to complete. Above each alcove is a diamond that kind of looks like a TV with static that will show an image of a creature each round

Once you see the creature above your door, find it on the Machine in the middle and interact with the laser in front of it. You will transform into the creature and then run back to your alcove

You know you were successful because the red rectangle will become blue and filled in. If all alcoves are successful in the time limit, you will progress

Jumping Puzzle Two

Remember Rule #1 of JPs!

This one isn't as high, so falling to your death shouldn’t be an issue. To start the JP, you'll need to press a button that will activate electric platforms, similar to ones you've seen in other core JPs

Jump across quickly, as they are only on for a period of time

Light Maze

Take the left up the ramp to get the top view of the maze. There will be energy capsules that spawn throughout indicated by light beams. The goal is to get 6 to the end of the maze

Stay until the leader starts the event so you can get an idea of where the light beams are before you head out to capture the energy. The commander can use squad markers on the map to help locate

There will be areas you can climb to while in the maze to get another top-down view, but they have a barrier, so you cannot use them as a shortcut. They also have Spike Consoles you can use to disable nearby traps!

Some walls are breakable, and often the only way to access an area with the energy capsule. There will also be skritt, a Golem (TOM-9), and traps that will do their best work to slow you down

While you are carrying a light, you will only have your profession skills to defend and heal yourself. Adds and traps will slow you down, so traveling in pairs to have someone block, heal, and superspeed is helpful

Once all 6 tanks are full, you will complete the puzzle and enter the final room where you can collect your cheese tax and receive credit for the puzzle!

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