Storage is a glitch that affects the next event that occurs. By performing Dry Storage or Forest Water storage, you can enter the "normal" event state while still having the Wind Waker out. When the Wind Waker is cancelled, by already in the "normal" state, you keep the property that would normally send you back to the "normal" state after any event. The next event that you activate will put you into the "normal" state instead of the state of being in an event, causing the event to be either "stored" or deleted, depending on the event. When activating another event, typically pulling out the Wind Waker or talking to another person, it will play the stored event instead. Some of these events will give you storage back when they finish playing, some will not.
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 perrform 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
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
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) Simpler Method of Getting Storage off of Bombs
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) Spring Platforms
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.
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.
Note: This method of obtaining Storage was patched in the HD version.
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.
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.
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, or for reaching the warp points that appear after you defeat a boss while the final cutscenes are 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.
When you talk to someone or something when you have Storage active, their text is stored, they freeze and are unable to be spoken to again, and the next thing you speak to reads off the stored text. Some characters will only say part of it, and either cut it off, or say their own text after a single box of the stored text. This can result in some humorous results, such as the King of Red Lions talking about how fine he looks, or the Tingle Tuner telling you not to touch it with filthy hands.
Note: If you get storage and then perform text storage, even if you exit that object's stored text box, you can simply interact with it again to re-store its text--meaning that you don't have to get storage again. This is because closing a textbox while having control over Link gives you Storage, making this a 3rd way to get Storage.
In addition to talking to another character, sign, etc. to bring up the stored text, you can also bring up the stored text by pulling out the Wind Waker. When you exit out of the stored text box at the same time as interacting with another animation (such as opening a chest or opening a door) that animation will be cut-off early. This is the guiding principle behind Door Cancel for exemple, as described below.
With the increased usage of superswimming to cross the overworld map due to the discovery of dry storage, special care has to be taken with some islands that have entry cutscenes (such as Forest Haven, Greatfish, and the 2nd visit to Outset to retrieve Nayru's Pearl). This is because if you enter these cutscenes with camera lock active, your game will softlock, as camera lock prevents the cutscene from executing correctly. However, there is a way to get around this by using text storage.
Get storage once, then store the King of Red Lions' text. Get storage again and make sure that the King of Red Lions' text box has popped back up while you're walking around. Now pull out the Wind Waker to lock the camera. From here it is fine to exit KoRL's text. Now when you hit the entry cutscene trigger, you will store the cutscene and avoid the soft lock.
By opening a chest with Storage active, you store the collection of the item. While you have the collection stored, you can clip partially into walls and walk up incredibly steep slopes, even trees.
If you store a chest that opens with a scene (Piece of Heart, dungeon item, etc), then leave the quadrant or go into a loading zone, the chest will remain closed, and can be reobtained (see Heart Piece Duplication). Opening such a chest will also make nearly everything pitch black, until you do one of the aforementioned things.
Perform Storage, then get Chest Storage on a chest with a Heart Piece in it. Leave the quadrant, or go into a house. You'll have the Heart Piece, and the chest you opened will be closed, allowing you to re-obtain it for as many times as you want. However, the usefulness of this is very limited, as you cannot go over the limit of 20 Heart Containers.
You can also use stored text to cancel the animation of opening chests. Normally, for most chests, this is unnecessary. However with chests with cutscenes (such as those containing heart pieces, treasure charts, or dungeon items) canceling this cutscene will prevent your screen from turning black.
First, store text off of a sign, KoRL, etc. Now open the chest and mash through the text. This will end the chest cutscene later than traditional text storage would, yet early enough so that you do not get the item from the chest--preventing your screen from turning black while still giving you chest storage. However, the chest will not remain closed after receiving the item like it would if Text Storage was not used. This is useful for skipping the Cabana Deed for exemple.
Note: If the text takes up more than one text box, you must use the wind waker to get the text to the green arrow on the text box before the last text box before you open the chest.
Using Cutscene Cancel while going through a door allows 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. While in Door Cancel, the screen will 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.
The video below uses a wireframe hack to show what is happening while the screen is black:
The only known ways to cancel opening a door is to use either KoRL's text, Sturgeon's text during the intro, or use Wind's Requiem Storage. Other texts usually don't work.
For some doors, if you exit out of the text box with the same A press as you open a door, an interesting thing will occur. Your screen will not turn black as with Door Cancel, and Link will not enter the door either. However, if you pull out your wind waker again, you will teleport to the door that you tried to open.
Another way to setup a door teleport is to first get storage, press A to open the door with storage. Then open any other door. This should teleport you back to the door you stored and you will enter the loading zone.
When you store opening a door, the door freezes, and becomes unable to be opened. After you store a door, if you open another door, one of two things will happen.
It is currently unknown how to force one of the two results, if it's even possible.
After you activate storage, you can delay, store, and mess up various cutscenes that you trigger. The death cutscene is an interesting one though. If you die with this effect, it will put you in a "fake death" cutscene. This cutscene will act exactly the same as the real death cutscene, however it will cancel if link is put into a falling animation. This cutscene also doesn't freeze any enemies or objects. For whatever reason, if you cancel the death cutscene halfway through, just as the "GAME OVER" text is appearing, the "would you like to continue" screen appears. The strange thing is, as soon as the "save the game" prompt comes up, Link is instantly given 3 hearts. Pressing quit will give link 3 hearts and return him to the title screen, while continue will mean you can still play with the screen darkened. This can be used then for getting some height with a hover then healing in places where Tingle doesn't work.
Note: You must start the fall as soon as you see the first letter from "Game Over". If the cutscene is interrupted too early, you won't get the continue screen, too late and you won't have very much time to hover before it comes up.
There are several ways to make sure the death cutscene gets cancelled at the right moment for fake death. The first method is to manipulate an external force (such as an enemy) to push you off a ledge at the correct time (see below).
A second method is to first get Text Storage before staring the hover. Once above the ledge you want to heal at, pull out a bomb and land to die with the bomb in hand. This will make the stored text appear on screen. Close the textbox when you desire to get pushed off the ledge to get Storage and get the bomb to fall onto you and push you. This method allows fake death to be used in many places, as long as you have access to a textbox that appears upon death and that you can close while dead (ie textboxes from KoRL, song stones, stone tablets or wind emblems).
Note: You can use a textbox that doesn't appear upon death if you zombie hover with the Skull Hammer, since that doesn't involve pressing the A or B button.
First, get Text Storage. Perform a Dry Storage, but when you land, instead of pressing B to gain control of Link back, play the Wind's Requiem. As Link is playing the Wind's Requiem, close the textbox. You will now have control of Link while the "chose your wind" prompt is on screen. Selecting a Wind Direction will act just like closing a stored textbox, but it also has the particularity that it can cancel opening a door, and so using this you can perform Door Cancel without KoRL.
You can transfer small keys from one dungeon to another using Storage. Simply store a chest containing a small key and without reloading the dungeon, either enter the boss room or leave the dungeon normally. You will be able to use the small key in the next dungeon you enter.