Okay, so that leaves us with needing to know the alternate (or correct) unlock conditions for the Knoll, Cemetary, and Grove. At which point, I'll probably spin the automatic guild unlocking into a variable, defaulting to true (keeping current behaviour consistent, but allowing for avoiding it) for unlocking the guild on non-prep checks. Big warning here that if you disable automatic unlocking, use the script, and are using it for deciding where to do your next adventure, depending on how we do it, it might not be as accurate or... unlock friendly.
The 'best' way to do it is probably to keep the areas marked as unavailable until the user manually unlocks them. If you've disabled unlockAutomatically (or whatever we call it), even prepping for adventuring in a zone probably shouldn't unlock it automatically, because you might have applied buffs that will be running out and don't want them applied in the guild zones. Or should we still plan on it? Remember, this is a feature I'm unlikely to ever use, because, well, I like having my areas available.