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- Harvest Moon: Save the Homeland
- Load Storage Testing
- [Updated 3 Nov 2026]
- SETUPS FOUND
- - Farm -> Town
- - Town -> Farm
- - Brownie Farm -> Villa
- - Villa -> Brownie Farm
- - Carpenter's -> Lake
- - Lake -> Goddess Pond
- - Tool/Flower Shop -> Brownie Farm
- - Sacred Land -> Villa
- STILL TO FIND
- - Town -> Tool/Flower Shop
- - Town -> Carpenter's
- - Lake -> Carpenter's
- - Carpenter's -> Town
- - Tool/Flower Shop -> Town
- - Brownie Farm -> Tool/Flower Shop
- - Brownie Farm -> B. Farm Pasture
- - B. Farm Pasture -> Brownie Farm
- LOAD STORAGE BEHAVIOR
- - A load can be stored by standing in a precise position next to (partially overlapping?) the load and performing an action during the 5AM fadeout; these actions include:
- > Pocketing an item
- > Throwing an item
- > Using a tool (except the flute)
- > Whistling (L1 or L2)
- > When using a tool, it must actually activate, i.e., attempting to use the milker, fishing rod, or seeds won't work
- - Once the load is stored, performing one of the above actions (and a few others) will instantly trigger the stored load, and you will be warped to the location in question, no matter what map you are currently on (indoors or outdoors); actions include:
- > Pocketing an item
- > Throwing an item
- > Picking up an item or animal (forageable, crop, dog, chicken)
- > Using a tool (except the flute)
- > Whistling (L1 or L2)
- > Hopping a fence and letting the "kneebend" animation play out fully (it can be cancelled at any time with any movement direction, in which case the load will not trigger and remain stored)
- - This can only be used to store overworld loads; there is (as yet) no way to perform this with "interior" maps that require passing through a door with the cross button
- - Once a load is triggered, the map is loaded normally as if it were triggered locally, with one exception: upstairs in the Villa
- - When a stored load is triggered from upstairs in the Villa (either on the landing or in Dia's room), the game seems to load the map incompletely:
- > No geometry is loaded (except what seems like the Villa model, the building itself)
- > All loading zones of the target map are loaded as normal, and the player is spawned where they would have entered from
- > Doors and "signpost"-like objects are loaded (i.e., interactable objects that produce text)
- > Because there is no geometry, the player is effectively out of bounds, and falls infinitely in the void
- > "Signpost" objects, doors, and other loading zones act normally but the player must navigate blind
- > Fences don't seem to be loaded (might need testing again)
- > The game still considers the player "indoors" (in the Villa?), so time remains frozen
- > Some other "objects" are interactable on certain maps, i.e., food can be thrown into the Goddess Pond, and the player can cast the rod into the lake; the former seems to softlock, while the latter appears useless
- > Any cutscene that would have played on the target map is not triggered
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