Storage


──────── Description ────────


Explanation

Storage is a glitch that affects the next event that occurs.

The game uses a flag to know if Link is in a cutscene or in gameplay. That flag is called the "Storage flag". It is set to 1 when Link is in a cutscene, and to 0 when in gameplay. It is said that Link has Storage when Link has the storage flag set to 1 (in cutscene) while in gameplay. This will happen by triggering the end event function when Link is not in a cutscene anymore. This is possible to do by using a glitch with wind waker dives (called dry storage), forest water (forest water storage) or drinkable potions (soup storage).

When you have Storage and enter an event, the storage flag that is abnormaly set to 1 will change to 0. This allows Link to be in a gameplay state during cutscenes and we say that the event was "stored". Some of these events will give you storage back when they finish playing because they also call the end event function, but some will not. This glitch allows various tricks and glitches that are listed below, such as cancelling cutscenes, or moving with textboxes on screen for example.

The following tutorials explains the glitch and the most basic applications. In addition to these videos, this page also explains most of the important uses in text format.

Tutorial by TrogWW

───── Ways to get Storage ─────


Dry Storage

Discovered by ForgoneMoose and Abahbob

Perform a Wind Waker Dive above land. 3 frames before you touch the ground, put the Wind Waker away. The HUD for the Wind Waker will disappear, but you will still be holding out the Wind Waker. Put this glitched Wind Waker away and now storage is active. With Storage, you can perform many tricks and glitches (see below). Going into a loading zone, reloading the area or death-warping cancels the glitch.

Note: This method of obtaining Storage was patched in the HD version.

There are almost countless ways and locations in which a Wind Waker dive can be performed and ultimately where you can get Storage. However depending on your location, it is important to know some of the most common ways to perform a Wind Waker dive quickly and efficiently with storage considerations.

1) Using Level Geometry (Ledge Climb Method)

Discovered by GlitchesandStuff

By far the most common method of preforming a Wind Waker dive to activate storage is using a feature of the landscape the obstructs the camera's positioning. When Link is too close to a wall or another large object (such as some trees) and you try to pull out the wind waker, the camera will cause Link to turn 180 degrees to face the opposite direction. If you are then climbing up onto a ledge that has such an feature behind it, by pulling out the wind waker on the proper frame (mashing is typically used to eliminate variability) Link will immediately turn around upon climbing the ledge and fall. A list of common locations where this can be done can be found here.

2) Using Objects that Push Link (Push Method)

A somewhat less common, but not less vital, method of inducing a wind waker dive is to use something that when Link walks into it will push him back off of a ledge. The two most common objects used for this technique are smaller trees (the kind that can be cut down) or bombs. This method works by pressing against one of these objects near a ledge and while pressing, pulling out the Wind Waker. Once you stop pushing against the object, it will push you back off the ledge with Wind Waker in hand, allowing for a dive. One of the most common uses of small trees to activate storage is at Bird's Peak Rock.

3) Getting Storage off of Bombs (Bomb Push Method)

Discovered by Demon9

As bombs can be used practically anywhere (and as long as you have the tingle tuner, at practically any time) being able to quickly get storage off of a bomb when method 1 is either not viable or slower is invaluable. To do this, stand facing a ledge that you can jumpslash onto, and when you do you'll be right on the edge of it. Jumpslash onto that ledge (chests are a perfect example) and move a tiny bit forward (this is to prevent you from falling off when you try to pull out the Wind Waker). Now set down a bomb and pull out, then cancel the Wind Waker. Run towards the bomb and then quickly pull out the Wind Waker. You should dive off of the ledge.

4) By Climbing in a Corner (Corner Method)

A unique case when it comes to getting a Wind Waker dive for storage is the spring platform, most commonly encountered in the Wind Temple. To get a dive off of a spring platform, get a bit to the right of the from right corner and hold slightly left and up on the analog stick until Link climbs up onto the platform. Mash the Wind Waker and you should dive off of the platform. This also works on most ledge that have a corner on their right side, where climbing would make you fall immediately.

5) By Walking off a Slope (Slope Method)

Discovered by MrAlberto

It is possible to get storage on hammer pegs using the fact that they have slopes. Slopes near a place where Link can drop can be used for storage.

This also works for boulders:

Opened chests:

Discovered by Frotztbite

And also some more standard slopes.


Forest Water Storage

Discovered by Klydestorm

Pull out the Wind Waker on the same frame that your Forest Water expires. Trying to anticipate the exact frame, even with the Forest Water timer, can be very difficult. For this reason it is simpler to alternate between the button you have the Wind Waker on and the B button to increase your chances of getting the proper frame. That gives you storage.

This method can also be done by drinking a potion on the frame the forest water expires, instead of pulling out the wind waker. This allows getting storage inside buildings.

If performing any other kind of animation on the same frame forest water storage expires, several things can happen. Some animations can't stack with forest water expiring and one will always happen before the other. Some do work, but usually cause Link to freeze, not ending the animation and not giving storage. So far only the wind waker cutscene and the drinking cutscene are known to work.

Strangely, if pouring forest water on the same frame it expires, this will empty the bottle that is equipped on the Z button if one is equipped there. Otherwise it won't do anything but freeze Link.

Note: This method of obtaining Storage was patched in the HD version.


Soup Storage

Just like Dry Storage works by landing on the same frame the Wind Waker is cancelled, it is possible to get storage by landing on the same frame an animation ends, such as with drinking soup. This is commonly referred to as "Soup Storage", eventhough it's possible with other bottle content than the soup. Due to this method requiring insane height for the very long dive, it is almost never used, spots where this is possible being very rare.

This only works with potions that Link drinks. Doing this with anything else in the bottle ends up freezing Link, as seen here:

Note: This method of obtaining Storage was patched in the HD version.


─────── Uses of Storage ───────


Camera Lock

After you activate Storage, if you use any item that changes the camera to a fixed position, it'll get stuck that way until you go into a warp point, or use another item that sets the camera to a fixed position. Locking the camera with the Wind Waker makes it easier to Superswim, as you only need to hold up on the control stick to make Link turn around each frame in the water.

Cutscene Storage

By activating a cutscene with Storage on, you can interrupt a cutscene. Depending on what kind of cutscene it is, you can walk around during the cutscene, or even erase the cutscene. This can be used to skip some minor cutscenes, such as the one that occurs in the main room of DRC for example, or for reaching the warp points that appear after you defeat a boss while the boss defeat cutscene is still playing.

In some cases though (such as the scene that loads as soon as you touch the entrance to the basement in Hyrule 2), a cutscene getting erased will render you trapped forever, with no way to progress.

Storage Cutscene Skips

By triggering a load with storage and either voiding-out or getting crushed during the loading process, it is possible to skip cutscenes that are past a loading, as this will load the next area on the default layer (layer FF) with Link playing the getting up animation after the load. This is mainly used in speedruns for the following cutscene skips:

Video Example for Puppet Ganon Cutscene Skip

While this can be done for many more cutscenes, skipping a cutscene in this maneur will usually not set the flags related to the cutscene, and can prevent further game progress, so this is more limited than expected. This can also be used to skip small animations past loadings but, due to setup length, these smaller skips are usually used only in a TAS setting.

Other Uses

Other major uses have their own pages:

Many ways to get Storage in the first place can be found on the Storage Spots page.

Last updated 06/29/2025 – azer67