Strange Horticulture

Strange Horticulture

105 ratings
Strange Horticulture Endings Guide
By InvertedCube
All endings available in Strange Horticulture and the conditions to get to them. Of course, it contains spoilers.
2
5
   
Award
Favorite
Favorited
Unfavorite
General remarks
There are four ending paths, each with two variants, for a total of eight endings.

The conditions to unlock each path and the actions to complete that path are described below.

At the end of day 15, the Woman in the Jade Mask will come to the shop. Further on in this guide, she will be referred to as 'Thea'. Which plant is given to her at this point determines which ending variant of the path you will obtain. Widow's Woe weakens Thea's resolve, while Dead Man's Fingers strengthens it. The endings below are marked accordingly.

Once a path is chosen, it cannot be changed. It is still possible to go elsewhere to collect necessary plants or distil a required elixir.

Strange Horticulture saves automatically at the end of each day. It is therefore easy to go back and choose a different outcome.

There probably isn't much of a deeper meaning to the plants that decorate each ending.
Path I - Ending I & II
Conditions
  • None. This path is always available.

Actions
  • Day 16: after Verona Green calls at the shop, go to the ritual site.
  • Place the five plants from the riddle in the box in the slots, in any order. They are Devil's Nightcap, Swiftsnare, Widow's Woe, Long Verecund and Elderphinium.

Ending I - Thum
"A Bloody Mess"

Thea was weakened.

The Dendrew is banished from the world, but not without cost in human lives.



Ending II - Elderphinium
"The Sleeping Dendrew"

Thea was strengthened.

The Dendrew is banished whence it came from, without making further victims.
Path II - Ending III & IV
Conditions
  • Day 4: give Faye Swift the Candlewood.
  • Day 13: offer Simone Green the Lisle of Neptune.

Actions
  • Day 16: after Verona Green comes by at the shop, go to the 'The Daughters' stone circle.
  • Immobilise Faye Swift with the Swiftsnare.
  • Drink the Elixir of Control (Farmer's Worry, Solomon's Sceptre, Witch Phygg).

Ending III - Gilded Dendra
"I am the Dendrew"

Thea was weakened.

The shopkeeper assumes control of the Dendrew. What will he do?



Ending IV - Swiftsnare
"She is the Dendrew"

Thea was strengthened.

Thea continues her hold on the Dendrew.
Path III - Ending V & VI
Conditions
  • Day 4: supply Faye Swift with the Candlewood.
  • Day 13: give Simone Green the Lisle of Neptune.

Actions
  • Day 16: after Verona Green passes by at the shop, travel to the 'The Daughters' stone circle.
  • Give Faye Swift the Elixir of Control (Farmer's Worry, Solomon's Sceptre, Witch Phygg).

Ending V - Dead Man's Fingers
"Angered the Beast"

Thea was strengthened.

Thea maintains control of the Dendrew. Faye Swift dies.



Ending VI - Solomon's Sceptre
"A New Terror"

Thea was weakened.

Faye Swift assumes control of the Dendrew, though it remains a mystery for what purpose.
Path IV - Ending VII & VIII
Conditions
  • Day 6: at the demand of Ennis Aleford, go to Sadgill and leave the St John's Poppy.
  • Day 12: give Forest Vair the Lesser Merrydock.

Actions
  • Day 16: after Verona Green comes to the shop, leave for the Swinside stone circle.
  • Donate the Dendrew's Elixir (Bishop's Parasol, Pennybell, Witch Phygg) to the cultists.

Ending VII - Bishop's Parasol
"Defeated Redemption"

Thea was strengthened.

Thea remains in control of the Dendrew. Cult leader Ennis Aleford dies.



Ending VIII - Devil's Nightcap
"The Redemption"

Thea was weakened.

The Dendrew is released from control, free to pursue its unknown goals. Cult leader Ennis Aleford shuffles off this mortal coil, presumably satisfied after fulfilling his ambition.
7 Comments
MystericalGirl_01 4 Dec, 2024 @ 7:54pm 
This dude carried it :starite:
Louyiihn 🐧 6 Aug, 2024 @ 11:35pm 
[Part 5]

Ending VIII - Devil's Nightcap: or the Corpse's Friend, if ingested will cause a slow death with its seed rooting and plant growing out of the body. The cult achieved its goal to free the Servant, and by doing this they fall to their own demise, or at least Ennis and several cultists. This is a more direct connection to the plant, as the beast is freed by consuming the life of their 'hosts', however in a more metaphorical meaning as Ennis is killed and the shopkeeper assumes cult leader responsibilities, 'the seed of the Devil's Nightcap' symbolizing the freed Servant, is befriended by 'the Corpse' symbolized by the shopkeeper who's worldview is now rotten, by giving sacrifices to it.

--
Some may be more far reached than others, but to me it was like poetry that can be interpreted in different ways by different people.
Louyiihn 🐧 6 Aug, 2024 @ 11:35pm 
[Pat 4]

Ending VII - Bishop's Parasol: it feeds on any light that get close to it. The shopkeeper as a member of the cult wanted to free the Servant. They fail losing their chance, the redemption has failed however 'we must not be dismayed' encourages the cult to keep up their hopes, symbolized by light and 'feed' on it, like the Bishop's Parasol, to further their efforts.
Louyiihn 🐧 6 Aug, 2024 @ 11:28pm 
[Part 3]

Ending V - Dead Man's Fingers: strengthens resolve and sharpens the mind. Again, the shopkeeper tried to help Faye become the new Master, however the original Master keeps their Servant at bay with their strengthened resolve. This is the most basic/uninterested interpretation to me, since it could be applied on all 'Thea was strengthened' endings, however i haven't played this outcome so I am unaware of other details that might apply from the shopkeeper's writings in the end

Ending VI - Solomon's Sceptre: or Hell's Gate is used in witchcraft or satanic practices.
Well this one is fun. The shopkeeper actually helped Faye take control of the Servant, thus performing an act of witchcraft to empowering the Psychic to become powerful for "unknown purposes". However since the title of the ending is 'New Terror' the Hell's Gate is a perfect metaphor for it.
Louyiihn 🐧 6 Aug, 2024 @ 11:28pm 
[Part 2]

Ending III - Gilded Dendra: the sap of this plant is the poison inflicting 'Dendra's Miasma' and it's related to the Woken Dendrew (Servant). The shopkeeper becomes the Master of the Woken Dendrew, a direct relation to the plant, while also more allegorically 'poisoning' everyone around them that had hopes of either banishing, freeing or controlling the creature themselves

Ending IV - Swiftsnare: the Binder, Ankle Grabber or Never-Let-Go. The shopkeeper trying to become the Master of the Servant themselves but failing due to the resolve of its original Master, is now entangled in a situation that led them nowhere, bound to their failings they knew they strengthened Thea, however couldn't let go of their desire to control the Woken Dendrew they try it anyway.
Louyiihn 🐧 6 Aug, 2024 @ 11:27pm 
>There probably isn't much of a deeper meaning to the plants that decorate each ending.

Actually I think there is more or less some meaning to the plants of each ending, since each plant fits the mood of their ending.

More on this [Part 1]

Ending I - Thum: is a flower associated with death. It's an offering for the funeral of a friend, in this case Reuben's as the shopkeeper refers to him in their writings in the ending.

Ending II - Elderphinium: can be brewed to make an antidote to 'Dendra's Miasma'. This is the most good willed ending since the Servant is banished without victims. Since the creature is also called Woken Dendrew this ending acts as an antidote to it's poison (seen Ending III)
Zoltan 6 Oct, 2022 @ 9:32pm 
Thanks for the guide. It's funny, but I ended up getting ending VII first (didn't do Candlewood on day 4) and think I'll do ending VIII last (wrapping up following second playthrough now).
Might be nice if there were an in-game ending tracker, but mostly it's nice knowing there isn't too much to do for each path.