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If you don't want to do that, you can start your Playtest where you're testing it and press F9, this will bring up a menu with what the state of your Switches and Variables are.
You can see what's turned on or what value is, then do something, and see what Switches or Variables changed, and you'll theoretically know what is causing it (at least what event).
(You can also do this to turn on Switches or set values without having an event nearby to test quests and completion events without having to run through a whole section of game.)
Then it's hunting down what's changing things.
But also, using a Self-Switch for each Guard event to turn itself off should be fine (as long as you don't plan to have them reappear or activate again later.)
Oh, yeah, sorry. Didn't realize I had forgotten to update this with the solution. But you were right about it being very simple lol. The problem was that I was reloading the save data, at a point where I had already entered the room. So the changes I made to the event that actually transfers you to that area, and was responsible for setting the switches... wasn't being toggled.
A new save file fixed all of it. Real facepalm moment lol.