Water Walk
Water Walk | |
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Classification | Minor Glitch |
Water Walk is a minor glitch that allows Link to walk on water as if it were dry land.
Execution
There are two ways to trigger a water walk:
- Store a nonzero pit variable ($5B) and then jump southwards onto a body of water.
- Fake flipper into the waterfall fairy cave and exit while possessing the moon pearl.
Arming the Pit Variable
The following methods can be used to arm the pit variable to a nonzero value:
Dashing next to a pit and transitioning
This is most easily done in the underworld using Ice Rod Cave or Mini-Moldorm Cave. While overlapping the edge of the pit, dash out of the door:
Dashing Next to a Pit and bonking
In the Lost Woods:
Fairy east of Sanctuary:
Skull Woods:
Performing a Dash Turn Near a Hole
Any place you can use a bonk to set up the waterwalk, you can also do a dash turn over a hole. If your alignment is such that a bonk would arm the waterwalk, the dash turn should work as well. Walk over the edge of the pit. As you are walking, start a dash and turn away from the hole (do not dash). Release the dash buffer and walk away from the hole to arm the waterwalk.
Arming a waterwalk in Skull Woods:
Fairy Revival
By reviving Link with a fairy as he's falling into a pit, you can arm a waterwalk. The example below would allow you to access the contents of waterfall cave without the boots or Moon Pearl:
File:Fairy Revival Waterwalk.mp4
Uses
Quick Zora Domain Traversal
Fake flipper with the Moon Pearl, enter and exit the waterfall cave:
Quick Hobo Access
After setting up the waterwalk by dashing out of Ice Rod Cave:
East Dark World Access
After Setting up the waterwalk in Skull Woods:
Access Hylia Island Item
After setting up the waterwalk in Skull Woods:
"Dark World Shopping Mall" Access (Entrance specific)
After setting up the waterwalk in Skull Woods:
Stacking Waterwalk and Fake Flipper
As long as you succeed on the first try, you can keep a stored waterwalk through a fake flipper. This has a couple of uses.
Waterwalk with flippers out of Ice Rod Cave
While this isn't a double waterwalk, this is an example of using a stored waterwalk after swimming with the flips
Access Zora Ledge Item Without Flippers
Note: You CANNOT do this and check the chests in the Waterfall Fairy as moving left/right in the underworld disarms the stored waterwalk
Disarming the Waterwalk
Any of the following actions reset the pit variable and disarm the waterwalk
- Walking near a pit
- Jumping into water and being splashed out
- Jumping southwards on the overworld
- Moving left or right in the underworld
- Travelling with the flute
- Using the mirror
- Saving and quitting
Disabling an Active Waterwalk
The following actions break an activated water walk:
- Walking onto dry land
- Taking damage
- Bonking
- Obtaining an item
- Using the flute
- Using the mirror
- Walking on shallow water with the flippers