Jumping Puzzle Difficulties

Jumping Puzzle Difficulties

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Posted by: Mystic.5934

Mystic.5934

So I thought it could be helpful to make a list of the jumping puzzles (JP) and how difficult I thought they were the first time I did them. Could be useful for seeing which you should try next or recommending to a new player.
here it is:

Key: Area – JP Name – Difficulty – Time (H:M) – Tries – Lookup – comments

Ascalon
Plains of Ashford – Loreclaw Expanse – 4 – 0:30 – 5 – no – running back after death took up most of the time
Diessa Plateau – Grendich Gamble – 3 – 0:10 – 1 – no – hardest part is killing the enemies, though not necessary
Diessa Plateau – Wall Breach Blitz – 4 – 0:40 – 1 – no – killing enemies took the most time
Diessa Plateau – Crimson Plateau – 3 – 0:30 – 1 – yes – hard part is finding the way to the chest
Diessa Plateau – Flame Temple Tombs – 8 – 2:00 – 5 – yes – mini dungeon / puzzle. boss battle makes a party vital but not required
Fields of ruin – Branded Mine – 5 – 0:20 – 3 – no – take your time
Blazeridge Steppes – Craze’s Folly – 3 – 0:20 – 2 – yes – hard part is getting on the right track for the chest
Blazeridge Steppes – Behem Gauntlet – 3 – 0:10 – 2 – yes – hard part is knowing where to go
Iron Marches – Chaos Crystal Cavern – 4 – 0:05 – 1 – no – discombobulating more than challenging
Fireheart Rise – Pig Iron Quarry – 3 – 0:10 – 1 – no – take your time
Fireheart Rise – Vexa’s Lab – 8 – 1:00 – 20 – no – mini dungeon / puzzle / jumping skills, boss battle makes a party vital and possibly required
Kryta
Lion’s Arch – Weyandt’s Revenge – 5 – 0:50 – 5 – no – gl finding entrance!
Lion’s Arch – Urmaug’s Secret – 3 – 0:20 – 4 – no – good beginner one
Lion’s Arch – Troll’s End – 7 – 0:40 – 1 – no – tricky jumps
Queensdale – Demongrub Pits – ? – ? – ? – ? –
Kessex Hills – The Collapsed Observatory – 4 – 0:30 – 2 – yes – careful not to go the wrong way, if you know which way is the wrong one :P good for advanced beginner
Gendarran Fields – Swashbuckler’s Cove – 6 – 1:20 – 1 – no – more puzzle than jumping
Harathi Hinterlands – Fawcett’s Bounty – 5 – 0:20 – 1 – no – would of been harder if I didn’t do other puzzles first
Bloodtide Coast – Professor Portmatt’s Lab – 9 – 1:00 – 3 – yes – was stuck stuck stuck until looked up solution. very elusive puzzle, no jumping
Maguuma Jungle
Caledon Forest – Morgan’s Leap – 7 – 0:40 – 4 – no – tricky jumps
Caledon Forest – Dark Reverie – 7 – 0:30 – 2 – no – tricky jumps
Caledon Forest – Spekk’s Laboratory – 7 – 0:20 – 3 – no – fast jumps
Caledon Forest – Spelunker’s Delve – 3 – 0:15 – 1 – no – good beginner one
Metrica Province – Goemm’s Lab – 10 – 4:30 – 30+ – no – dying while falling is the worst!
Mount Maelstrom – Conundrum Cubed – 6 – 0:30 – 10 – no – funny stuff
Mount Maelstrom – Hidden Garden – 9 – 1:30 – 1 – no – not obvious what to do, would of been a 5 if you looked at a quick hint, a fun one to explore
Sparkfly Fen – Hexfoundry Unhinged – 8 – 1:00 – 5 – no – hard to find path to the place you know you need to get to
Ruins of Orr
Straits of Devastation – Vizier’s Tower – 5 – 0:20 – 2 – no – get creative
Malchor’s Leap – Antre of Adjournment – ? – ? – ? – no –
Malchor’s Leap – Scavenger’s Chasm – ? – ? – ? – no –
Cursed Shore – Buried Archives – ? – ? – ? – no –
Shiverpeak Mountains
Wayfarer Foothills – Shamans Rookery – 5 – 0:20 – 3 – no – being ranged helped a lot
Snowden Drifts – King Jalis’s Refuge – ? – ? – ? – no –
Lornar’s Pass – Griffonrook Run – ? – ? – ? – no –
Dredgehaunt Cliffs – Tribulation Rift Scaffolding – 6 – 0:30 – 3 – no – complex jumps, straight-forward, usually a short fall
Dredgehaunt Cliffs – Tribulation Caverns – 7 – 1:00 – 10 – no – pretty sure swiftness is required
Timberline Falls – Only Zuhl – ? – ? – ? – no –
Timberline Falls – Coddler’s Cove – ? – ? – ? – no –
Frostgorge Sound – Shattered Ice Ruins – 6 – 0:30 – 3 – no – kill the mobs!
Sea of Sorrows
Southsun Cove – Skipping Stones – 10 – 1:30 – 20+ – no – gotta move quick, hard to find path once you’re past the stones
Under New Management – 4 – 0:10 – 3 – no – good for advanced beginner
The Mists (WvWvW)
Eternal Battlegrounds – Obsidian Sanctum – 8/10 – 1:00 – 15 – no – difficulty depends on the presence of hostile enemies
Borderlands – Mistwrought Vault – 7/9 – 0:40 – 10 – no – difficulty depends on the presence of hostile enemies
Special Events
Mad King’s Realm – Mad King’s Clock Tower – 8 – 1:20 – 20+ – no – gotta move quick quick quick
Enchanted Snow Globe – Winter Wonderland – 7 – 0:10 – 4 – no – gotta move quick, helps to do select other jumping puzzles first

Jumping Puzzle Difficulties

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Posted by: Mystic.5934

Mystic.5934

example of difficulty 1: stepping stone bridges (arrow shaped stones) spanning parts of Metrica Province and some other Asura areas (like near the Soren Draa WP)
example of difficulty 2: getting to the Vista above the cooking station in Rata Sum

Difficulty distribution:
1: in any screenshot you’ll see at least one of these
2: get creative. climb buildings. parkour.
3: 7 jumping puzzles + paths to several vistas
4: 5 jumping puzzles + paths to a few vistas
5: 5 jumping puzzles
6: 4 jumping puzzles
7: 7 jumping puzzles
8: 5 jumping puzzles
9: 2 jumping puzzles (1 more if Borderlands JP is occupied)
10: 2 jumping puzzles (1 more if Eternal Battlegrounds JP is occupied)

Difficulty is out of 10
Time is the total time to complete it the first time (H:M)
Tries is how many times I had to restart. could be started all over, or rerun part of it from falling
Lookup is if I was stuck and had to research the answer. Usually due to ‘where to go next’ sort of things
http://wiki.guildwars2.com/wiki/Jumping_puzzle

Comments:
When I did these was over a large chunk of time. So my skills got better during more recent puzzles. I tried to factor this in to a small degree
I made the Borderlands JP occupied difficulty only a 9, despite it actually being a 10, because you can more easily gather reinforcements or go to a different Borderlands.
At the Borderlands JP, enemies tend to be aggressive. At the Eternal Battlegrounds JP, they will leave you alone about 75% of the time.
Some that I still need to do are missing, I’ll fill these in in the next few days.
There are probably more mini dungeons or significant vista paths that belong here as well, I’ll add them as I discover them. If you have suggestions, let me know!

Jumping Puzzle Difficulties

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Posted by: Rising Dusk.2408

Rising Dusk.2408

I’ll only comment on the hard runs. My opinion is based on having completed every jump puzzle in the game repeatedly, and specifically seeking out the hardest ones for the greatest challenge.

The clocktower is by and away the hardest jump puzzle in the game. The Sanctums are pretty tricky given the PvP component. Otherwise, I’d say Griffonrook Run is pretty calamitous and will result in many deaths, though you don’t actually need the bomb to get the achievement, just the chest. Scavenger’s Chasm is a frustrating and time-consuming jump puzzle if you won’t look up hints. It took me 45 minutes to find all of the orbs involved, and some of the jumps are unintuitive, unguided, and downright tricky. I believe that’s probably the ‘hardest’ normal, untimed jump puzzle in the game. I’d say Skipping Stones is easier than all of these, although it is pretty tricky; there are some neat places where you can ‘rest’ and wait for another round of geysers before continuing, which alleviates a lot of the timing stress. Also, shoutout to Professor Portmatt’s Lab, as that one took me forever to figure out the last control panel section (which buttons to configure and how).

I’ll also say that Only Zuhl is pretty boss considering there are a million traps and it’s more of a falling puzzle than a jumping puzzle. Also, if you’re going it alone, you probably won’t be able to kill the jumping puzzle boss and get the chest in time. I say “in time” because there’s a bug with his event where his event respawns immediately after he dies if you don’t kill him fast enough! You can still get the achievement, though, so no big deal.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Pinder.5261

Pinder.5261

Good stuff!

Quick suggestions: first, any chance I could encourage you to revisit the layout of your first post? It’s fairly difficult to read as is. Even just adding some white space to section it off per region would go a long way.

Second, can we get some clarification on your difficulty rating? Difficulty is a, well, difficult thing to convey. It would help to know what it was about the jumping puzzles that made them feel difficult. How much difficulty is added when the puzzle has a timed section? How much is added if the puzzle includes mobs? How large, or small, are the platforms? How much does it set you back if you fall? Are certain puzzles more difficult because the path forward looks less obvious? A little detail, or some categories, would do a lot to explain what a new player can expect if they visit each puzzle. You’re halfway there with the comments already, we just need a little more standardized info.

In any case, thanks for the info. Personally, I’m pretty far behind on jumping puzzles. I can certainly use a list like this. Keep it updated, I’m sure it will come in handy.

Jumping Puzzle Difficulties

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Posted by: loneknight.8425

loneknight.8425

Here is a good website on jumping puzzles:

http://dulfy.net/2012/09/16/gw2-jumping-puzzles-guides-guild-wars-2/

Note: click on the ‘Spoiler Inside’ for easy view on sorting of JPs according to jumping difficulty. (I know figuring passcode for Prof Portmatt’s Lab is insanely hard, but it is true that no jumping is required for it.)

The thief who did dat – Crystal Desert

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Posted by: cpg.7140

cpg.7140

I think Dark Reverie needs to be listed as harder than Morgan’s leap, if for no other reason than it requires you to do Morgan’s Leap every (or every other, if you open the door) time you want to attempt it. There’s an additional chest on the floor area if you want to clear out the nightmare court (though a party may be advisable for this). But really it’s just that one jump to that one slanted mushroom at the top that will kill you probably 95% of the time if you don’t look up the right way to do it. Downright devious.

Great idea, though. Jumping puzzles are great fun, and having a non-spoilery way to judge how you should approach them going into things is a great resource to have here.

Hobwash
[TAS] – The Asuran Squad
Devona’s Rest

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Posted by: Mystic.5934

Mystic.5934

Rising Dusk: apparently I left the hardest to last :P I look forward to doing these

Pinder: good idea, I’ll see what I can do, and I think I’ll separate the difficulty into different categories (like time, jumping challenge, puzzle challenge, mob obstacles, pace) – this would replace most of the comments too, making it easier to read. oh, I should also add what was most memorable about each.

Pinder: probably the biggest influence to difficulty was aggravation. also included was how technical the jumps are, the size of the landings, distances, and mobs hitting you while jumping. puzzle aspect (what to do / where to go next) is kinda summed up in aggravation. Difficulty was an overall feeling of “wow, that was rough!” vs. “huh, kinda underwhelming”

cpg: I considered that. I decided to rank it by just that jumping puzzle, not how to get there. I just deemed Morgan’s leap to be trickier jumps and harsher penalty for falling. This also applies to Tribulation Rift Scaffolding and Tribulation Caverns – probably would of been ranked harder if how-to-get-there was included.

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Posted by: Ayrilana.1396

Ayrilana.1396

I found them all to be very easy. I did have other people with me for the newer one in Fireheart Rise. The only annoying one was in Malchor’s Leap with the orbs.

Jumping Puzzle Difficulties

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Posted by: BuzzlightYR.1208

BuzzlightYR.1208

I made this guide after I saw over 30,000 post about people not being able to do the Mad kings clock Tower. And I wanted to add some thing that might help Raise the skill bar in the gaming Community.

video guide on how to do any jumping puzzle
http://www.youtube.com/watch?v=erxV69EmwUk

Persona: Grandpa Tinkers
Realm-Yak’s Bend

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Posted by: RyuDragnier.9476

RyuDragnier.9476

The Griffonrook Run IMO is one of the hardest (maybe THE hardest) JPs I’ve done if you’re after opening the chest. Skill has nothing to do with it here, as you have to make it from the beginning to the end without getting hit by a single griffon, meaning your luck has to be sky high, as they can either instantly hurt you, or do a windup attack that’s easily dodged. They can even hit you in mid-jump, making this JP near impossible if you’re after the chest.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

(edited by RyuDragnier.9476)

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Posted by: Urthona.3198

Urthona.3198

As someone who sucks at platformers (and therefore the audience who is more likely to need your guide) here’s my perspective.

Goemm’s Lab is actually pretty easy with swiftness and stability on your bar. Since it isn’t timed, you can just wait for you cooldowns to come back up between wind gusts. The jumps aren’t difficult either, and while I did it on a guardian I’m sure many could be bypassed with a blink mechanic. It’s just a matter of figuring out where to go. It only took me 2-3 tries on each stage. I died to it less than a lot of stuff you have listed as 6s, let alone 10s. Heck, a lot of the stuff you have at 7 I just wasn’t able to complete.

Conversely, if Clocktower isn’t deserving of a 10, then nothing is. It’s timed. It’s disorienting due to the spinning. You are forced to do it at the same time as a bunch of other people. And for anyone who gets motion sickness. . . .ugh, forget it.

I believe Conundrum Cubed deserves higher than a six for similar reasons. It’s disorienting and seems to “cheat” physics. That should be factored into the difficulty.

Professor Portmatt’s Lab makes me sad. I love logic puzzles, but the short respawn timer ruined it. Your progress is saved, sure, but you barely have to to write anything down, let alone think things through, in the time that you get between respawns. I ended up getting fed up and just mashed random buttons to beat it.

Two good beginner’s ones that you don’t rank are King Jaylis’s Refuge and Coddler’s Cove. I actually did King Jaylis’s Refuge without even realizing it was a jumping puzzle. It just seemed like a fun place to explore, and an event triggered when I got close. Coddler’s Cove requires precise jumps, but it’s extremely straightforward with NPCs who resurrect you if you take a fall from a height that will kill you (which is only the last few orbs, anyway.) Excellent practice with really fun scenery.

(edited by Urthona.3198)