Door Storage


────── Door Cancel ──────


Door Cancel to alter Link's collision

Discovered by Abahbob

Using Text Storage to interrupt the door opening cutscene with swinging doors will allow you to regain control with altered collision. This collision is an intensified version of Chest Storage, where it is possible to climb steep slopes like with Chest Storage, but it is also possible to walk through most walls and objects. Some objects, such as the tree's on the path to Forest of Fairies on Outset, cannot be walked through though.

While in Door Cancel, the screen will usually fade out to either black or white. While pausing or opening the map, you regain visibility for a moment. The HUD still remains visible, so it is also possible to navigate with the mini-map. It's also possible to get door cancel while retaining vision, see Door Cance with Vision below.

The video below uses a wireframe hack to show what is happening while the screen is black:

Only a handful textboxes in the game can be used to cancel the door opening animation for door cancel. The known textboxes that have this potential are the following :

  • KoRL's text
  • Sturgeon's text during the intro
  • The Windfall Windmill sign text
  • The pirate ship password text
  • Most stone tablet, song stone and wind's requiem pad textboxes in the game (any tag_msg actor)
  • Gossip stone hint triggers
  • Door textboxes (Bomb shop, Lenzo's Upper Door, Cabana, Grasscutter's House at day, Windfall bar during endless night)
  • The Wind's Requiem prompt (see Wind's Requiem Storage)

To superswim with door cancel, you can get dry storage after getting door cancel, but this means you need to get dry storage while blind. There are most oftentimes easier ways however: if you manage to go in front of a door with both camera lock and a textbox stored you then won't need to get storage blind.

You can climb ladders with door cancel by hookshotting to them.

Note: There exists another method of getting altered collision. See Chest Storage for more information. These two glitches are sometimes interchangeable, but Door Cancel is usually stronger.

Door Cancel with Vision

Discovered by minimini352

If Link is holding nothing in his hand, there is a single frame where closing the textbox during the door opening animation will grant Door Cancel with vision, and this is usually what should be aimed for.

Door Cancel without Fadeout

Discovered by jwiste

While it is best to do the frame perfect textbox closure to get Door Cancel with vision, there are also ways to remove the fadeout after obtaing the blind version of Door Cancel. You can remove the fadeout from door cancel by either:

  • Starting or finishing the hide and seek minigame with the Killer Bees
  • Doing the mapfish bow shooting minigame

Fire Vision for Door Cancel

Discovered by Hyxost

On the japanese version, you can dupe a fire arrow to gain a little bit of visibility.


────── Door Teleport ──────


For both the swinging doors (for example on Winfall and Outset), or the big swinging doors (at Forsaken Fortress for instand), interesting things can occur if you store opening them. In particular, you can obtain a state called Door Teleport, where pulling out the wind waker or just entering any event will make you teleport back to the stored door. In all cases, the door you've used to setup door teleport on won't be able to be opened normally until you reload the area (however, this is usually not a problem if you can teleport directly into the loading zone or clip inside or behind the door).

The difference between this and Door Cancel is that to setup a door teleport you just need to press A to open a door while you have storage, or cancel opening the door as you're trying to open it with a textbox. For Door Cancel you must cancel the door opening animation in the middle of it, requiring some form of text storage.

With Small Swinging Doors

  • If you store opening a small door and then open any other small door on the same quadrant as the small door you stored, you will be teleported back to the door you stored and enter the loading zone. This is useful in order to quickly go back to a door you passed by.
  • If you store KoRL's text, make it appear on screen and go to the last textbox, and then open a door with the same A press used to close the textbox, you will have a different kind of door teleport. In this version, simply pulling out the wind waker or talking to a npc will teleport you straight to the door in one frame.

With Large Swinging Doors

If you store opening a large door, then simply pulling out the wind waker will cause Link to quickly slide mid-air to the door you stored. This can be used to clip through walls for example.

With Dungeon Doors

This same door teleport can be obtained on dungeon doors by closing a textbox (from a song stone or from KoRL) and then opening the door frame perfectly so that it remains in a state where it's trying to open but stays closed.


────── Door Storage ──────


For doors that are not swinging doors, such as the doors inside dungeons, Door Cancel is not possible, and Door Teleport is frame perfect. However another trick known as Door Storage is possible.

Without Text Storage

When you store opening a dungeon door, the door freezes, and becomes unable to be opened. If you then open another door, one of two things will happen:

  • Link walks to the middle point between the two doors. The room Link is standing in unloads, and both of the rooms that you opened are loaded.
  • After storing a door and opening another, Link goes through the door like normal. When you go back through the door, the door you stored is gone, can be walked through, and can still be opened.

It is currently unknown how to force one of the two results, if it's even possible.

With Text Storage

You can also cancel opening such a door with Text Storage. Inside a dungeon this can be used to load 2 consecutive rooms at once.

Last updated 08/18/2025 – azer67