Uploaded July 2026 | Updated September 2026, 2 weeks ago
Salvage Item Manipulation (SIM) is a glitch with sunken treasures that allow us to manipulate their item id. It works mostly by fishing up a treasure while having storage, have a cutscene get stored on the same frame the grapple hits the sunken treasure, and releasing the button that has the grapple equipped on it just before this happens.
The problem with SIM, is that once you've salvaged the item you want, closing the textbox crashes the game. There are several ways to avoid this crash:
* Using Forest Water expiring text
* Using textboxes that can give you door cancel (like the password door, Sturgeon, or the windfall searchlight sign). This is quite limited as KoRL's text cannot be stored while salvaging, so there are very few of them.
* Delaying a load so that it occurs during the salvaging cutscene (for example, the load from leaving Outset during the prologue can be delayed)
To this list, we can add Salvage Cruising to change quadrant during the item pickup animation, and triggering a fadeout from the GAME heap being fragmented. SIM doesn't seem to work if we superswim around to fragment the heap "normally", so instead I duped arrows to lower GAME directly, although I could have duped other things. Then got storage, got SIM by cancelling the platform chest opening cutscene on Pawprint (activated remotely with the use of tingle bombs), and slowly cruised my way to Windfall. You can only cruise at terrible speeds due to having to cancel a cutscene which puts you to a halt. As far as I can tell, you will be cruising at 0.1 speed.
How long you have to wait to trigger the GAME fadeout entirely depends on how far away from Windfall (or whatever island which has a GAME fadeout) you are. From Pawprint to Windfall, from this pretty far light ring, it took a little bit over 6 hours of cruising. But this can surely be optimized.
Salvage Item Manipulation (SIM) is a glitch with sunken treasures that allow us to manipulate their item id. It works mostly by fishing up a treasure while having storage, have a cutscene get stored on the same frame the grapple hits the sunken treasure, and releasing the button that has the grapple equipped on it just before this happens.
The problem with SIM, is that once you've salvaged the item you want, closing the textbox crashes the game. There are several ways to avoid this crash:
* Using Forest Water expiring text
* Using textboxes that can give you door cancel (like the password door, Sturgeon, or the windfall searchlight sign). This is quite limited as KoRL's text cannot be stored while salvaging, so there are very few of them.
* Delaying a load so that it occurs during the salvaging cutscene (for example, the load from leaving Outset during the prologue can be delayed)
To this list, we can add Salvage Cruising to change quadrant during the item pickup animation, and triggering a fadeout from the GAME heap being fragmented. SIM doesn't seem to work if we superswim around to fragment the heap "normally", so instead I duped arrows to lower GAME directly, although I could have duped other things. Then got storage, got SIM by cancelling the platform chest opening cutscene on Pawprint (activated remotely with the use of tingle bombs), and slowly cruised my way to Windfall. You can only cruise at terrible speeds due to having to cancel a cutscene which puts you to a halt. As far as I can tell, you will be cruising at 0.1 speed.
How long you have to wait to trigger the GAME fadeout entirely depends on how far away from Windfall (or whatever island which has a GAME fadeout) you are. From Pawprint to Windfall, from this pretty far light ring, it took a little bit over 6 hours of cruising. But this can surely be optimized.
![TWW - Short Chest Storage Climb in WT Main Room [FtR]
Uploading for the record. Maybe someone can make this useful somehow TWW - Short Chest Storage Climb in WT Main Room [FtR]](https://i.ytimg.com/vi/YTFD0-ycsEk/mqdefault.jpg)









