Uploaded February 2020 | Updated September 2026, 2 hours ago
Here I collect the Richard Heart Piece without opening a single door. This is TAS.
This strategy is not possible on the Wii Virtual Console due to having to Return to a Farore's Wind point in Back Alley, as this crashes. It may work on other versions than N64 however, but are untested by myself.
Prerequisites:
Have Farore's Wind on Child B with Child BA
1: We set Farore's Wind in Back Alley Night.
2: We play Serenade and take the owl to Hyrule Field, it must be the owl so that our entrance point is in the correct location.
3: We go to the grotto near Gerudo Valley and do the Death Hole glitch.
4: A Death Hole Farore's Wind Dive is performed using a ground-clippable wall and the pull from the grotto.
5: We re-set Farore's Wind in the new location in Back Alley Night and leave to Market to retrieve Richard.
6: With Richard Following, we Return to our Farore's Wind point in Back Alley, which is out of bounds and takes Richard with us.
7: We navigate into the correct house using portions of the floor that are out of bounds and obtain the heart piece.
When you do the FW Dive in Hyrule Field, it must be night.
The owl drop entrance might be replaceable with another very close entrance, but it's probably the easiest.
Returning FW to Back Alley after having retrieved Richard in Market takes Richard with you.
Thanks to Fasch, Benstephens56, natalyahasdied and others for discussing the idea of using FW for Richard.
The Death Hole Dive in Hyrule Field was found by blini, big thanks to him.
Thanks to everyone who found any glitches used in this strategy.
There may be strange artifacts in the video (such as the map screen displaying areas contrary to areas the game thinks I have visited) however these are just a result of how I set up the starting point of the macro with gz and do not impact the strategy itself.
Here I collect the Richard Heart Piece without opening a single door. This is TAS.
This strategy is not possible on the Wii Virtual Console due to having to Return to a Farore's Wind point in Back Alley, as this crashes. It may work on other versions than N64 however, but are untested by myself.
Prerequisites:
Have Farore's Wind on Child B with Child BA
1: We set Farore's Wind in Back Alley Night.
2: We play Serenade and take the owl to Hyrule Field, it must be the owl so that our entrance point is in the correct location.
3: We go to the grotto near Gerudo Valley and do the Death Hole glitch.
4: A Death Hole Farore's Wind Dive is performed using a ground-clippable wall and the pull from the grotto.
5: We re-set Farore's Wind in the new location in Back Alley Night and leave to Market to retrieve Richard.
6: With Richard Following, we Return to our Farore's Wind point in Back Alley, which is out of bounds and takes Richard with us.
7: We navigate into the correct house using portions of the floor that are out of bounds and obtain the heart piece.
When you do the FW Dive in Hyrule Field, it must be night.
The owl drop entrance might be replaceable with another very close entrance, but it's probably the easiest.
Returning FW to Back Alley after having retrieved Richard in Market takes Richard with you.
Thanks to Fasch, Benstephens56, natalyahasdied and others for discussing the idea of using FW for Richard.
The Death Hole Dive in Hyrule Field was found by blini, big thanks to him.
Thanks to everyone who found any glitches used in this strategy.
There may be strange artifacts in the video (such as the map screen displaying areas contrary to areas the game thinks I have visited) however these are just a result of how I set up the starting point of the macro with gz and do not impact the strategy itself.








![[Proof of Concept] ACE Void Warps
Here I show it is possible in the restricted setting of Darunia ACE that it is possible to warp to unintended scenes with very simple ACE. This takes advantage of the Zoneout variables in the games Save Context, the same values used by Void Warp.
The variable I modified here is the Zoneout Respawn Entrance Index (8011B948 on NTSC-1.0), a 2-byte value that stores the index into the entrance table of the scene to return you to when you void out. The value I set it to was 008D, a value for Twinrovas room, so when I void out it took me to Twinrovas room with the room number and coordinates of where I entered Goron City.
Since this makes use of Void Warp related values, similar restrictions apply. That is, void warping to a scene with a room number higher than one available on that scene will crash, and coordinates being bad may end up with you voiding out indefinitely upon arrival or getting stuck.
This is significantly easier than triggering a Wrong Warp, as the only value I strictly must edit is the Zoneout Respawn Entrance Index (but could also possibly modify the Room Number with some additional work) while for an ACE Wrong Warp you would have to modify the Next Entrance Index and the Warp Flag, and to play a Cutscene at your destination you must also modify the Cutscene Setter, which takes specific values FFF0 to FFFC to denote cutscenes 0-C.
As for the ACE process leading up to this, it is much the same as in Figs ACE video, however I shot a second deku seed to store the entrance I want to load as its y-rotation for ease of access. [Proof of Concept] ACE Void Warps](https://i.ytimg.com/vi/p736Py3W41E/mqdefault.jpg)

