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- Harvest Moon: Save the Homeland
- Glitch Videos to Make
- [Updated 6 Nov 2026]
- 1. Horse Out of Bounds
- 2. Farm load storage
- - All triggers (tool, pickup, pocket, throw, fence hop, horse mount)
- SCRIPTS
- 1. Horse Out of Bounds
- In Save the Homeland, the horse can be made to levitate, allowing you to ride it through the air. This was first documented by crazyberzerker in a video dated September 27, 2014. His original setup involved opening the quick tool menu by pressing R2 just as the horse was about to land from a fence hop. If timed properly, the horse will appear to run in place and will lose collision, so the player can walk right through it. It cannot be mounted in this state, but whistling for it once will restore the ability to mount.
- The first side-effect of this glitch is that the horse can pass through certain objects, such as crops and animals. This side-effect only remains until you leave the area, which restores normal collision. But the more important consequence is that when you ride off elevated ground, the horse's vertical position remains elevated, letting you ride through the air. And this effect persists even between areas, as long as you remain on the horse. You can mount and dismount the horse freely without resetting the glitch, but the effect will be lost if you exit the area on foot. It is similarly lost if you hop any fence while riding the horse, including on the farm, near Ronald's shop, as well as the log at the lake.
- If you dismount the horse while in the air, you will fall until you touch ground, and the horse will remain levitating. He can be whistled back down so you can mount him again. But there is a more powerful application of this glitch. By riding into certain objects or walls at the correct angle, you slowly gain height until you are high enough to ride completely out of bounds. Every area has multiple pieces of collision that can be used for this.
- Once out of bounds, we can see that every area is contained within a very large black void. We can ride infinitely in any direction and even eventually reach the "skybox", which is just a blue semicircle hanging over the map. Unfortunately, there doesn't seem to be much out here, although more research is needed. In some cases, we can find random loading zones leading to adjacent maps--these could be here by mistake, or possibly left over from older versions of the town layout that were never removed. A loading zone will trigger as soon as you reach its horizontal position, regardless of your height.
- As stated earlier, when you dismount, you will fall until you touch ground, and because there is no map geometry in the void, dismounting means you will fall indefinitely. You still have access to all your movement, tools, and items, but there is no way back to the horse, and no way out of this state until the game warps you back to the farm at 5AM. Also, pressing triangle will make you unable to move, pause, or open the quick menu, as the game seems to get stuck trying to move the camera as you're falling, effectively softlocking you until the 5AM warp.
- That said, if you are able to walk under the map, you can still use a loading zone to exit this state as long as you can reach the right horizontal position. Interestingly, objects like signposts and doors can also be interacted with in this way, so you can open doors to exit the void too. This obviously isn't easy, since you have to navigate blind, but it is possible if you have a sense of where you are.
- If the horse is dismounted in the void and you save the game, he is permanently lost, so be careful. Other than that, this glitch can let you do some funny things, like falling inside buildings, or seeing things you aren't supposed to see, but it currently has no useful applications.
- 2. Weed Intro
- In Save the Homeland, every villager has a unique affection boost tied to the very first time you talk to them in a given year, called the "introduction" or "intro" boost. Normally, the boost a villager gets from a given conversation can vary depending on where you talk to them, but this boost is special in that you will always get it on the first conversation, regardless of where you are. The boost is also considerably larger than a normal conversation. Most standard conversations are +4 or +5 affection, but for example, Gina's intro boost is +8, Woody's is +10, while Bob's is +12. You can tell that it's the intro conversation because the villager, well, introduces themselves.
- Most villagers also have a separate intro conversation that triggers if you talk to them for the first time while holding a giftable item. In this case, the intro text is slightly different. The villager will accept the gift like normal and be given an additional +2 affection. We call this a "gift intro". So Gina's gift intro boost becomes +10 instead of the usual +8, Woody's becomes +12, and Bob's becomes +14. When you perform a gift intro boost in this way, it counts as that villager's daily gift, so they cannot be given any more gifts that day.
- For some reason, some villagers don't gain anything extra from a gift intro. These exceptions are Dia, who always gets +8, Kurt and Parsley, who each always get +10, and Ronald, who always gets +12. For these villagers, a gift intro is always a waste of a gift. It is more efficient to do the intro conversation and THEN give them a gift, or else the game effectively "eats" the gift.
- That said, gift intros are even a bit inefficient for the other villagers too. Basically all of the villagers will accept either a berry or a flower, which are always widely available, and these almost universally give +4 affection. Since a gift intro gives only an extra +2, it is usually optimal to perform the intro conversation empty-handed, and THEN give them the gift. As an example, if we gift intro Lyla with a Moondrop Flower, she will get +12. But if we do a normal intro and THEN gift her the flower, she will get +10 for the intro, then +4 for the flower, for a total of +14, gaining us an extra 2 affection. This would be even more noticeable if we were using a Pink Cat-Mint Flower, one of her preferred gifts. The PCM gives her a whole +6 affection, but the game doesn't care what kind of gift we use for a gift intro--it will only ever grant an additional +2. If we did a gift intro with the PCM, we would still get her gift intro boost of +12, but if we did a normal intro and THEN gifted the PCM, we would get +10 and +6, for a total of +16. So as a rule, it is basically always better to do a normal, empty-handed intro, followed by a gift, rather than a gift intro.
- There is an additional quirk to this system that we can exploit even more. Whenever a villager is a shown an item that they DISlike, they will lose a small bit of affection, and they also will not accept the item--it remains in the player's hands. However, as we learned earlier, for a gift intro conversation, the game doesn't care what item is being held--and that even includes disliked items. For example, if we take a weed and show it to Lyla on her first conversation, her gift intro text plays as normal, but the weed still remains in our hands. As such, this doesn't count as our daily gift. It turns out that this gives us the best of both worlds--we can get the larger gift intro boost AND give a gift for the day. In Lyla's case, if we perform this so-called "weed intro", and then give her a PCM, we get +12 for her gift intro and +6 for the PCM, for a total of +18. This helps us to maximize the affection gain on the first conversation.
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