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Block puzzle in Gerudo Training Ground does not stay solved, traps player #7

@vaguerant

Description

@vaguerant

New Gerudo Training Ground bug to replace the old one. Joke, they are unrelated.

First off, I want to specify the room where the issue occurs. It's the one at the top edge of this image:

Map of Gerudo Training Ground

To get to this room, you need to go left into the Stalfos room, continue right into the firewall/boulder room, then continue straight into the block puzzle room. In this room, the puzzle is in two parts: there's a gray stone block which must be pushed forward into a hole, and a push-down switch which needs to be stood on in a hidden Hookshot alcove (above a fake door on the right side of the room--this portion is already solved in the save below).

Issue
When the block is pushed into the hole, it's supposed to play the "you solved a thing" jingle, signifying that the task has been completed. The jingle does not play for pushing the block into the hole. Opening the door which is behind the block using the switch correctly plays its jingle, but there are supposed to be two in here. Continuing on through the door then returning (you don't need to complete the next room to test this, just turn around and go back) resets the block to its original "unsolved" position, trapping the player in the room with no way out:

Caught between a pit and a hard place

This is not game-breaking but does require the user to save and restart. They won't lose any progress and will be spawned back at the entrance of the dungeon to continue as normal. This block will remain "unsolved" but this does not otherwise impact progression.

I tested on the PC version using the Map Select and Inventory Editor debug features and could not get the issue to recur there, but it's not an exact like-for-like situation so it's still possible this is an upstream bug.

Save file
This save makes it fairly simple to get to that location, as I've completed all of the rooms along the left side already. The only complicated part is the boulder/fireball room. Because I don't have the Longshot (extended Hookshot), you can't just hookshot up to the exit door, you'll need to run up the left ramp with the rolling boulders, then hookshot to the exit from the top of the ramp. This isn't very difficult and the boulders do minimal damage and pushback.
oot_save.sav.gerudoblock.zip

EDIT: I've since made a debug build for Wii U and the same issue occurs on a brand-new debug save on Wii U, so it does not appear to be anything particular to my savegame.

For future reference if anybody else needs to build a debug version, all I did was change ...

bool debug_mode = false;

CVar_RegisterS32("gDebugEnabled", 0);

to true and 1, respectively.

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