Bug: Gohma gets stuck on the wall when climbing to or descending from the ceiling #2500

Closed
opened 2026-11-11 21:10:14 +00:00 by xavierjimenezp · 2 comments
xavierjimenezp commented 2026-11-11 21:10:14 +00:00 (Migrated from github.com)

Hookshot version

v2.1.0

What kind of problem

Something else

What happened

During the Gohma boss fight, Gohma can sometimes get stuck on the wall when climbing up to the ceiling or when attempting to descend from it.

When this happens, Gohma moves in circles around the arena, high above the ground, while remaining stuck to the wall. It never returns to its normal position, making it impossible to continue the fight.

The only way to recover seems to be reloading the save.

Steps to Reproduce

  1. Start the Gohma boss fight.
  2. Fight the boss, and hit him near the edges of the arena.
  3. Wait for Gohma to climb up to the ceiling or descend from it.
  4. Observe that Gohma may get stuck on the wall and start moving in circles around the arena, high above the ground.

Expected Behavior

Gohma should successfully transition between the ground and the ceiling without getting stuck, allowing the boss fight to progress normally.

Actual Behavior

Gohma gets stuck on the wall during either the ascent or descent and moves in circles around the arena without returning to the ground.

Workaround

The bug can seemingly be avoided by staying near the middle of the arena and avoiding hitting Gohma near the edges. This allows the boss fight to be completed without triggering the issue.

Where in the game

Inside the Queen Gohma boss room in the Great Deku Tree dungeon, during the boss fight.

How often

Sometimes

Graphics card and driver version

NVIDIA RTX 5080, NVIDIA 621.14

CPU, RAM and operating system

AMD Ryzen 9 9950X, 64 GB, Windows 11

Changes from the defaults

No response

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

(File is too big to include: 52,3 MB)


hookshot_log.1.txt:5:[hos host] boot: 63080 MB of memory, 9728 MB of swap
hookshot_log.1.txt:6:[hos MainThread] boot: _init_libc0 (0x85717e50)
hookshot_log.1.txt:7:[hos MainThread] boot: nnosInitialize (0x8510f720)
hookshot_log.1.txt:8:[hos MainThread] boot: _init_libc1 (0x85717e60)
hookshot_log.1.txt:9:[hos MainThread] boot: nninitStartup (0x8262bb10)
hookshot_log.1.txt:10:[hos MainThread] heap: 6894 MB at 0x1000000000
hookshot_log.1.txt:11:[hos MainThread] boot: _init_libc2 (0x85717e80)
hookshot_log.1.txt:12:[hos MainThread] boot: main DT_INIT (0x812377e0)
hookshot_log.1.txt:13:[hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040)
hookshot_log.1.txt:14:[hos MainThread] boot: sdk DT_INIT (0x84fa0060)
hookshot_log.1.txt:15:[hos MainThread] boot: nnMain (0x81222cd0)
hookshot_log.1.txt:18:[hos sead::MainThread] oe: output resolution 2560x1440
hookshot_log.1.txt:19:[hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00
hookshot_log.1.txt:20:[hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless)
hookshot_log.1.txt:21:[hos sead::MainThread] nvn: native NVN layer: 427 procs
hookshot_log.1.txt:30:[hos host] discord: no Discord client is running; trying again every 15 s
hookshot_log.1.txt:31:[hos host] vk: device 0: NVIDIA GeForce RTX 5080, Vulkan 1.4, driver 0x9a4a8000, type 2
hookshot_log.1.txt:32:[hos host] vk: device 1: AMD Radeon(TM) Graphics, Vulkan 1.4, driver 0x800161, type 1
hookshot_log.1.txt:33:[hos host] vk: subgroups: default 32 lanes, 32-32, pinned to 32 on stages 0x3fff
hookshot_log.1.txt:42:[hos host] vk: NVIDIA Reflex: available (VK_NV_low_latency2)
hookshot_log.1.txt:43:[hos host] vk: NVIDIA GeForce RTX 5080, Vulkan 1.4, driver 0x9a4a8000; mesh shaders yes, host memory import
yes, pipeline libraries yes
hookshot_log.1.txt:44:[hos host] vk: surface caps images 2..8 extent 1280x720..1280x720 usage 0x9f alpha 0x3 transform 0x1
hookshot_log.1.txt:88:[hos ARes Loading 1] vcores: 1861 takes, 365 waits (mean 1392 us, longest 32.2 ms), 158 kicks, 146 yields,
0 escapes in 5 s
hookshot_log.1.txt:89:[hos host] vk: precompile: 9084 programs, 11240 graphics and 1270 compute pipelines, 0 mesh fallback
programs in 5027 ms (1145 ms of it the caches opened, the notes and programs read)
hookshot_log.1.txt:90:[hos host] vk: start-up: the shaders took 5.5 s
hookshot_log.1.txt:91:[hos host] vk: pipeline cache: what play makes goes into play files (RX_VK_PLAY_CACHE=0: into the one cache)
hookshot_log.1.txt:92:[hos host] rx: renderer: Vulkan (hookshot_vk.dll)
hookshot_log.1.txt:93:[hos host] rx: 123 texture and sampler calls made before the renderer started (33 texel writes), given to it
hookshot_log.1.txt:123:[a64] unimplemented import _ZN2nn5audio34SetAudioRendererVoiceDropParameterENS0_19AudioRendererHandleEf
(lr 0x836f755c)
hookshot_log.1.txt:124:[a64] unimplemented import _ZN2nn4nifm10InitializeEv (lr 0x8119aea8)
hookshot_log.1.txt:125:[a64] unimplemented import _ZN2nn2vi30QueryDisplayCurrentRefreshRateEPNS0_11RefreshRateEPbPKNS0_7DisplayE
(lr 0x83b6eab8)
hookshot_log.1.txt:126:[a64] unimplemented import
_ZN2nn3hid25SetGyroscopeZeroDriftModeERKNS0_19SixAxisSensorHandleERKNS0_22GyroscopeZeroDriftModeE (lr 0x834898d0)
hookshot_log.1.txt:127:[a64] unimplemented import _ZN2nn6socket10InitializeERKNS0_6ConfigE (lr 0x83c55b24)
hookshot_log.1.txt:128:[a64] unimplemented import _ZN2nn3ssl10InitializeEv (lr 0x83c55b30)
hookshot_log.1.txt:129:[a64] unimplemented import _ZN2nn6socket13IsInitializedEv (lr 0x824d92f8)
hookshot_log.1.txt:130:[a64] unimplemented import _ZN2nn6socket7EventFdEmNS0_12EventFdFlagsE (lr 0x82213be4)
hookshot_log.1.txt:361:[hos sead::MainThread] nvn: EventSignal (CPU) #29: event 0x1006e38000 mode 0 value 0 (lr 0x802eb420)
hookshot_log.1.txt:362:[a64] unimplemented import _ZN2nn3nfp10InitializeEv (lr 0x80ed8f34)
hookshot_log.1.txt:363:[a64] unimplemented import _ZN2nn3nfp29AttachAvailabilityChangeEventEPNS_2os15SystemEventTypeE (lr
0x80ed8f40)
hookshot_log.1.txt:433:[hos ModuleSystemWorker5] oe: startup logo finished
hookshot_log.1.txt:434:[a64] unimplemented import _ZN2nn5movie10InitializeEv (lr 0x83b7d25c)
hookshot_log.1.txt:435:[a64] unimplemented import _ZN2nn5movie13IsInitializedEv (lr 0x85467d74)
hookshot_log.1.txt:436:[a64] unimplemented import
_ZN2nn5audio32SetSplitterBiquadFilterParameterEPNS0_12SplitterTypeEiPNS0_10SubMixTypeEiRKNS0_22TBiquadFilterParameterIfEE (lr
0x805265f0)
hookshot_log.1.txt:114156:[hos Presentation Thread] vk: 54 textures retired (2195 left, 4908 MB)
hookshot_log.1.txt:114157:[hos Presentation Thread] vk: in play: graphics 01be9d3ae34399ad (5d4b7d7d215c1355 e27f3b0f17f46ba6),
inputs 0000000000000000, outputs 02 00 00 00 00 00 00 00, 0 other variants
hookshot_log.1.txt:114158:[hos Presentation Thread] vk: 27 textures retired (2203 left, 4987 MB)

Screenshots or video

No response

Before you send it

  • I'm on the newest release, or the problem is still there on it.
  • I searched the open issues for this problem.
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
### Hookshot version v2.1.0 ### What kind of problem Something else ### What happened During the Gohma boss fight, Gohma can sometimes get stuck on the wall when climbing up to the ceiling or when attempting to descend from it. When this happens, Gohma moves in circles around the arena, high above the ground, while remaining stuck to the wall. It never returns to its normal position, making it impossible to continue the fight. The only way to recover seems to be reloading the save. ### Steps to Reproduce 1. Start the Gohma boss fight. 2. Fight the boss, and hit him near the edges of the arena. 3. Wait for Gohma to climb up to the ceiling or descend from it. 4. Observe that Gohma may get stuck on the wall and start moving in circles around the arena, high above the ground. ### Expected Behavior Gohma should successfully transition between the ground and the ceiling without getting stuck, allowing the boss fight to progress normally. ### Actual Behavior Gohma gets stuck on the wall during either the ascent or descent and moves in circles around the arena without returning to the ground. ### Workaround The bug can seemingly be avoided by staying near the middle of the arena and avoiding hitting Gohma near the edges. This allows the boss fight to be completed without triggering the issue. ### Where in the game Inside the Queen Gohma boss room in the Great Deku Tree dungeon, during the boss fight. ### How often Sometimes ### Graphics card and driver version NVIDIA RTX 5080, NVIDIA 621.14 ### CPU, RAM and operating system AMD Ryzen 9 9950X, 64 GB, Windows 11 ### Changes from the defaults _No response_ ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt (File is too big to include: 52,3 MB)  > hookshot_log.1.txt:5:[hos host] boot: 63080 MB of memory, 9728 MB of swap > hookshot_log.1.txt:6:[hos MainThread] boot: _init_libc0 (0x85717e50) > hookshot_log.1.txt:7:[hos MainThread] boot: nnosInitialize (0x8510f720) > hookshot_log.1.txt:8:[hos MainThread] boot: _init_libc1 (0x85717e60) > hookshot_log.1.txt:9:[hos MainThread] boot: nninitStartup (0x8262bb10) hookshot_log.1.txt:10:[hos MainThread] heap: 6894 MB at 0x1000000000 > hookshot_log.1.txt:11:[hos MainThread] boot: _init_libc2 (0x85717e80) > hookshot_log.1.txt:12:[hos MainThread] boot: main DT_INIT (0x812377e0) > hookshot_log.1.txt:13:[hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040) > hookshot_log.1.txt:14:[hos MainThread] boot: sdk DT_INIT (0x84fa0060) hookshot_log.1.txt:15:[hos MainThread] boot: nnMain (0x81222cd0) hookshot_log.1.txt:18:[hos sead::MainThread] oe: output resolution 2560x1440 > hookshot_log.1.txt:19:[hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00 > hookshot_log.1.txt:20:[hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless) hookshot_log.1.txt:21:[hos sead::MainThread] nvn: native NVN layer: 427 procs hookshot_log.1.txt:30:[hos host] discord: no Discord client is running; trying again every 15 s > hookshot_log.1.txt:31:[hos host] vk: device 0: NVIDIA GeForce RTX 5080, Vulkan 1.4, driver 0x9a4a8000, type 2 > hookshot_log.1.txt:32:[hos host] vk: device 1: AMD Radeon(TM) Graphics, Vulkan 1.4, driver 0x800161, type 1 hookshot_log.1.txt:33:[hos host] vk: subgroups: default 32 lanes, 32-32, pinned to 32 on stages 0x3fff hookshot_log.1.txt:42:[hos host] vk: NVIDIA Reflex: available (VK_NV_low_latency2) > hookshot_log.1.txt:43:[hos host] vk: NVIDIA GeForce RTX 5080, Vulkan 1.4, driver 0x9a4a8000; mesh shaders yes, host memory import yes, pipeline libraries yes hookshot_log.1.txt:44:[hos host] vk: surface caps images 2..8 extent 1280x720..1280x720 usage 0x9f alpha 0x3 transform 0x1 hookshot_log.1.txt:88:[hos ARes Loading 1] vcores: 1861 takes, 365 waits (mean 1392 us, longest 32.2 ms), 158 kicks, 146 yields, 0 escapes in 5 s > hookshot_log.1.txt:89:[hos host] vk: precompile: 9084 programs, 11240 graphics and 1270 compute pipelines, 0 mesh fallback programs in 5027 ms (1145 ms of it the caches opened, the notes and programs read) hookshot_log.1.txt:90:[hos host] vk: start-up: the shaders took 5.5 s hookshot_log.1.txt:91:[hos host] vk: pipeline cache: what play makes goes into play files (RX_VK_PLAY_CACHE=0: into the one cache) > hookshot_log.1.txt:92:[hos host] rx: renderer: Vulkan (hookshot_vk.dll) hookshot_log.1.txt:93:[hos host] rx: 123 texture and sampler calls made before the renderer started (33 texel writes), given to it hookshot_log.1.txt:123:[a64] unimplemented import _ZN2nn5audio34SetAudioRendererVoiceDropParameterENS0_19AudioRendererHandleEf (lr 0x836f755c) > hookshot_log.1.txt:124:[a64] unimplemented import _ZN2nn4nifm10InitializeEv (lr 0x8119aea8) hookshot_log.1.txt:125:[a64] unimplemented import _ZN2nn2vi30QueryDisplayCurrentRefreshRateEPNS0_11RefreshRateEPbPKNS0_7DisplayE (lr 0x83b6eab8) hookshot_log.1.txt:126:[a64] unimplemented import _ZN2nn3hid25SetGyroscopeZeroDriftModeERKNS0_19SixAxisSensorHandleERKNS0_22GyroscopeZeroDriftModeE (lr 0x834898d0) > hookshot_log.1.txt:127:[a64] unimplemented import _ZN2nn6socket10InitializeERKNS0_6ConfigE (lr 0x83c55b24) > hookshot_log.1.txt:128:[a64] unimplemented import _ZN2nn3ssl10InitializeEv (lr 0x83c55b30) > hookshot_log.1.txt:129:[a64] unimplemented import _ZN2nn6socket13IsInitializedEv (lr 0x824d92f8) hookshot_log.1.txt:130:[a64] unimplemented import _ZN2nn6socket7EventFdEmNS0_12EventFdFlagsE (lr 0x82213be4) hookshot_log.1.txt:361:[hos sead::MainThread] nvn: EventSignal (CPU) #29: event 0x1006e38000 mode 0 value 0 (lr 0x802eb420) > hookshot_log.1.txt:362:[a64] unimplemented import _ZN2nn3nfp10InitializeEv (lr 0x80ed8f34) hookshot_log.1.txt:363:[a64] unimplemented import _ZN2nn3nfp29AttachAvailabilityChangeEventEPNS_2os15SystemEventTypeE (lr 0x80ed8f40) hookshot_log.1.txt:433:[hos ModuleSystemWorker5] oe: startup logo finished > hookshot_log.1.txt:434:[a64] unimplemented import _ZN2nn5movie10InitializeEv (lr 0x83b7d25c) > hookshot_log.1.txt:435:[a64] unimplemented import _ZN2nn5movie13IsInitializedEv (lr 0x85467d74) hookshot_log.1.txt:436:[a64] unimplemented import _ZN2nn5audio32SetSplitterBiquadFilterParameterEPNS0_12SplitterTypeEiPNS0_10SubMixTypeEiRKNS0_22TBiquadFilterParameterIfEE (lr 0x805265f0) hookshot_log.1.txt:114156:[hos Presentation Thread] vk: 54 textures retired (2195 left, 4908 MB) > hookshot_log.1.txt:114157:[hos Presentation Thread] vk: in play: graphics 01be9d3ae34399ad (5d4b7d7d215c1355 e27f3b0f17f46ba6), inputs 0000000000000000, outputs 02 00 00 00 00 00 00 00, 0 other variants hookshot_log.1.txt:114158:[hos Presentation Thread] vk: 27 textures retired (2203 left, 4987 MB) ### Screenshots or video _No response_ ### Before you send it - [x] I'm on the newest release, or the problem is still there on it. - [x] I searched the open issues for this problem. - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
NotRexed commented 2026-11-11 21:31:21 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #2506, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2506 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.

Thanks for the report. Reports of the same problem are now collected in #2506, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2506 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.
Owner

@Cpt-Echo commented on GitHub · 2026-11-12 05:12 UTC · original

Can second this report, it was 100% re-producible on my save, if Gohma attacked near wall, would run to pillar to ceiling then get stuck running around the edge of ceiling. if Gohma attacked near middle of arena, would run past the pillars straight to and up wall then back to middle of ceiling without any issue.

> [@Cpt-Echo](https://github.com/Cpt-Echo) commented on GitHub · 2026-11-12 05:12 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2500#issuecomment-6815285117) Can second this report, it was 100% re-producible on my save, if Gohma attacked near wall, would run to pillar to ceiling then get stuck running around the edge of ceiling. if Gohma attacked near middle of arena, would run past the pillars straight to and up wall then back to middle of ceiling without any issue. <!-- github-sync:c:6815285117 -->
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Reference
MagicBeanDev/Hookshot#2500
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