Strange Horticulture

Strange Horticulture

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Complete All-Ending Guide--8 Endings, Fastest Completion Routes, and Elixirs
By MossyQuill
[IN PROGRESS--Updated June 2025] A guide to Strange Horticulture covering how to get all 8 endings, choices by day, a breakdown of plants for each day , which plants are required vs optional for quick story runs, plant locations, elixirs, etc.

Functionally complete as of 6/2025, please comment if you have any issues following the guide or if I missed something.
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Walkthrough (Days 1-8): Essential Flowers and Where to Find Them
Covers the plants needed to complete each day at the bare minimum, plus where and when to acquire each plant for the fastest progression. This does NOT include every plant in the game, as some are 'extras' (not used for requests), only required for optional content, or only used in specific endings. Choices requiring different flowers are noted where relevant.

BEFORE YOU BEGIN: Open the settings menu and turn on the game's auto-labelling system. This will save you a LOT of time as you progress, as several flowers are used multiple times throughout the game.

If this is your first playthrough, I STRONGLY suggest using a different guide (or no guide at all) to start with. This guide, and this section in particular, is meant to progress the game's timeline as quickly as absolutely possible to achieve each unique ending. That means A LOT WILL BE SKIPPED, including a number of "optional" flowers, ID entries, and even some game mechanics that can only be skipped with advance knowledge of the game.

_______________________________________________________________________

IMPORTANT: You will receive a lot of mail throughout the game. OPEN IT. If you do not click to open every envelope, you may find your progress blocked without an obvious cause. The game is inconsistent with progress markers--some things can be skipped, some can't, and it doesn't always make sense as to why something is required. So open your mail!


Day 1
- Victoria Gray: St. John's Poppy (have from start)

- Gilbert Ames: Lemon Dandy (have from start)
The flower you receive here is Phennet.

- Faye Swift: Forest Camphry (have from start)

- Nora Butterfield: Wandering Blue (have from start)

____________

Day 2
- Isidore Burbidge: Gandyroot (have from start)

- Location, F13: Requires Clavilium (have from start); receive Bishop's Parasol, Glowhorn, and Fool's Midnight

- Reuben Ward: Fox Button (have from start)

- Victoria Gray: Harlequin Blue (have from start)

- Bethany Coleman: Mary's Breath (have from start)

- Location, J17: Requires Ren (have from start)

- Isidore Burbidge: CHOICE Butterdale OR Meakdew (both available from start)
*Choices related to Burbidge only affect Burbidge's fate and the epilogue

____________

Day 3
- Wilbur Miller: Lady of Summer (G5)

- Location, A13: Requires Brimlock (have from start); Receive Winterbore

- Norman Lee: Receive Copper Caledonian

- Simone Green: Common Trouse (B9)

- Verona Green: Shimmerlung (already have)

- Customer 5: Meakdew (have from start)
*May also receive a request for St. John's Poppy instead (have from start--check your labels)

____________

Day 4
- Location, K19: Mellow-Glow (J17)

- Reuben Ward: Phennet

- Faye Swift: CHOICE Aguria (N6) OR Candlewood (E17)
*Candlewood is required for Endings III, IV, V, and VI

- Margaret Elsbeth: Receive invitation to K26

- Customer 4: Wandering Blue
*May also receive a request for Gandyroot

- Selina Scott: Sunset Mountcap (have from start)

____________

Day 5
- Faye Swift: Worryless (have from start)

- Simone Green: Common Trouse (B9)

- Location: L25, receive looking glass and letter

- Conrad Stanway: Caballia (have from start)

- Jade Mask: Hopheart (have from start)

- Verona Green: Witch Phygg (K26)

- Isidore Burbidge (choice dependent):
(a) Bishop's Parasol
(b) CHOICE Henchuck (K19; amnesia) OR Storian (M21; murder Burbidge)

____________

Day 6
- Eleanor Bramer: receive clue

- Location, F2: Requires Winterbore; Receive Eyebright

- Bethany Coleman: Jacob's Worth (K26)

- Customer 3: Forest Camphry (from start)
*May also receive a request for Lady of Summer

- Ennis Aleford: Receive message indicating upcoming CHOICE

- Location: **REQUIRED for Endings VII and VIII** Go to C28 with St. John's Poppy (already acquired/labeled)
**For Endings I - VI, you can choose either way. This determines whether you join / help the cultists.

- Verona Green: Gilded Dendra (H11)

- Anne Wood: Royal Gentia (B4)

____________

Day 7
- Location: O17 (Receive Solomon's Sceptre and Bella Nox)

- Anne Wood: Solomon's Sceptre (O17)

- Location: I14 (Receive Red Abony)

- Assemble the looking glass: Red Abony (I14)
(This step is REQUIRED for later progression)

- Verona Green: Maiden's Sorrow (have from start)

- Reuben Ward: Eyebright

- Forest Vair: Grey Sandfire (have from start)

- Location: E27 (Receive Wild Cole--label for later)


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Day 8
- Location: Q30 (Receive Elderphinium)

- Ennis Aleford: General story message (**Message is Choice Dependent**)

- Jade Mask: Elderphinium (Q30)

- Grace Enwright: Receive clue

- Location: I13 (Receive Long Verecund and Prittle--label for later)

- Anne Wood: Long Verecund (I13)

- Simone Green: Receive elixir recipe
Walkthrough (Days 9-16): Essential Flowers and Where to Find Them
Day 9
- Location: B14 (Receive Dranthium)

- Simone Green: Feverkiss (have from start)

- Forest Vair: Dranthium

- Reuben Ward: Wild Cole

- Customer 4: Common Trouse (B9)
*May also receive a request for Bishop's Parasol OR Sunset Mountcap (have from start)

- Verona Green: Receive clue

- Location: F31 (Receive Palliance and Cauldery--label for later)
____________

Day 10
- Location, C3: use Fox Button

- Clean everything off your desk into the filing drawer, then pull out all 5 of the small symbol papers. Align the edges so they fit together, then click through the symbols on the top of your desk until it matches the sequence you assembled. You can then open the secret drawer. The puzzle is randomized, so I can't give you the answer to it. REMOVE ALL ITEMS FROM THE NEW DRAWER.

OPENING THE DRAWER IS REQUIRED TO PROGRESS, otherwise you will not receive a flower on visiting some locations. Similarly, if you do not remove every item from the drawer the game will not register that you "received" the item and you may find yourself unable to move forward.

- Location: I27, requires Copper Caledonian (Receive Mountain Astory, Norwood, and Haverage)

- Verona Green: Mountain Astory (I27)

- Thomas Green: Receive lab equipment (elixirs unlocked)

- Bethany Coleman: Receive clue and CHOICE request

- Location: D12 (Receive Larkshine)

- Natalie Cooper: Larkshine

- Location, I19: CHOICE Cauldery OR Embersoul (K11) OR None
*Will not affect your ending, but will determine the fate of the Sisterhood--Embersoul will save them, Cauldery will not. You can also choose to not leave an offering, which has the same result as Cauldery.

____________

Day 11
- Location: D27 (Receive Weeping Belle)

- George Campbell: Weeping Belle (D27)

- Ennis Aleford: **ONLY if you left SJP on Day 6** Receive plant (Lesser Merrydock)

- Amos Duncan: Baylock's Elixir
Requires Palliance, Eyebright, and Prittle (also see Elixirs tab)

- Customer 3: Solomon's Sceptre
*May also receive a request for Jacob's Worth (K26) or Grey Sandfire

- Simone Green: Receive location clue

- Location: I8 (castle)

- John Hall: Norwood

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Day 12
- Location: L7, receive Trimblehuff and Evulum

- Visitor: Receive locked disk (**Visitor's identity dependent on Day 10 choice**)

- IMPORTANT: Use Clavillium to open the locked disk and remove the note from it.

- Forest Vair: CHOICE Embersoul OR Lesser Merrydock (**LM is ONLY an option if you joined the cultists on Day 6)
**MUST give Lesser Merrydock for Endings VII and VIII; Free choice for all other endings (Embersoul to save him, LM to not save him)

- Milton Forbes: Receive location clue

- Faye Swift: Receive plant (Lisle of Neptune--label for later)

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Day 13
- Location: K8 (obtain Daisy Dock)

- Grayce Enwright: Daisy Dock

- Thora Dunn: location clue

- Location: L7 (obtain Trimblehuff and [])

- Simone Green: CHOICE Palliance OR Lisle of Neptune
**MUST give Lisle of Neptune for Endings III, IV, V, and VI; All others free choice

- Lorena Chapman: Trimblehuff

____________

Day 14
- Location: G20 (obtain Farmer's Worry)

- Thora Dunn: Royal Gentia

- Location: L13 (Receive Widow's Woe)

- Forest Vair: **ONLY if you gave him Embersoul on Day 12** St. Quentin's Elixir
Requires Daisy Dock, Candlewood, and Sheepsnap (H25)

- Customer 4: Weeping Belle
*May also receive a request for Palliance

____________

Day 15
- Location: P29 (receive Devil's Nightcap)

- Visitor: Clue

- Location: B32 (Receive Dead Man's Fingers)

- Customer 1: **CHOICE DEPENDENT**
(a) Simone Green brings a message (if you gave her LoN on Day 13)
(b) Faye Swift wants Sour Brandy (if you gave Simone Palliance on Day 13)

- Alden Gregory: Elixir of the Damned
Requires Caballia, Dranthium, and Henchuck (have from start)

- Location: P32 (obtain Liverstone and Spring Waxcap)

- Althea O'Shea: Liverstone

- Jade Mask: CHOICE Widow's Woe OR Dead Man's Fingers
**For Endings I, III, VI, and VIII give Widow's Woe; For Endings II, IV, V, and VII give Dead Man's Fingers

- Hollis Gibb: Glowhorn

- Faye Swift: Receive message (**choice dependent**)
*Will not show up if you chose to give Faye the Aguria

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Day 16--The Final Day

ROUTE CHOICE:

1. Endings I and II require the following:
(a) Devil's Nightcap
(b) Swiftsnare (K31)
(c) Widow's Woe
(d) Long Verecund
(e) Elderphinium

Start by getting the Swiftsnare (K31), then verify your flowers are ready. Once you have all five flowers, go to O9 and bind the servant.


2. Endings III, IV, V, and VI require the following:
(a) Swiftsnare (K31)
(b) Elixir of Control (Solomon's Sceptre, Witch Phygg, and Farmer's Worry)


Get the Swiftsnare, ring the bell to talk to Faye, and brew the Elixir of Control. Make sure you brew it BEFORE you travel!! Then go to A25 (Daughters Stone Circle).

For endings III and IV, use Swiftsnare on Faye Swift and the elixir on yourself.
For endings V and VI, give Faye the elixir.


3. Endings VII and VIII require the following:
(a) Dendrew's Elixir (Witch Phygg, Pennybell (C14), and Bishop's Parasol)

Get Pennybell from C14, then brew the elixir. Again, make sure to brew the Elixir BEFORE you travel!! Ring the bell to get a visitor and have your energy restored. Then go to L9 and give the elixir to the cultists.


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Epilogue

If you killed Burbidge in the early game, you will have an officer show up to arrest you. You can give him either Carnivorous Torren (G28) or Fox Button, with unique and immediate results from each. This choice does not affect the rest of the story/Epilogue.

If you are only aiming to get all the endings, you can end here. Otherwise, you can complete one final puzzle to get the final plants and elixir of the game. Simone Green will also arrive and help you officially identify your remaining plants if you want to do so.
The Endings--Summary of Major Choices
There are a total of 8 distinct endings, each determined by specific choices made over the game's 16 days. The choice combinations I have personally tested and the resulting endings are listed below. Note that it is also possible to get some of the listed endings with different choice combinations, these are just one verified combination for each unique ending.



Ending I: Thum, "A Bloody Mess"

- Day 4, Mon: Gave Faye Swift Aguria
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Embersoul
- Day 13, Wed: Gave Simone Palliance
- Day 15, Fri: Gave the woman with the mask Widow's Woe
- Day 16, Sat: Went to the ritual (and placed 5 flowers correctly)


Ending II: Elderphinium, "The Sleeping Dendrew"

- Day 4, Mon: Gave Faye Swift Aguria
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Lesser Merrydock (killed)
- Day 13, Wed: Gave Simone Paliance
- Day 15, Fri: Gave the woman with the mask Dead Man's Fingers
- Day 16, Sat: Went to the ritual (and placed 5 flowers correctly)


Ending III: Gilded Dendra, "I am the Dendrew"

- Day 4, Mon: Gave Faye Swift Candlewood
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Embersoul
- Day 13, Wed: Gave Simone Lisle of Neptune
- Day 15, Fri: Gave the woman with the mask Widow's Woe
- Day 16, Sat: Went to the Daughters Stone Circle (A25), gave Faye Swift the Swiftsnare


Ending IV: Swiftsnare, "She is the Dendrew"

- Day 4: Gave Faye Swift Candlewood
- Day 6: Did not leave St. John's Poppy
- Day 12: Gave Forest Embersoul
- Day 13: Gave Simone Lisle of Neptune
- Day 15: Gave the woman with the mask Dead Man's Fingers
- Day 16: Went to the Daughters Stone Circle (A25), gave Faye Swift the Swiftsnare



Ending V: Dead Man's Fingers, "Angered the Beast"

- Day 4: Gave Faye Swift Candlewood
- Day 6: Did not leave St. John's Poppy
- Day 12: Gave Forest Embersoul
- Day 13: Gave Simone Lisle of Neptune
- Day 15: Gave the woman with the mask Dead Man's Fingers
- Day 16: Went to the Daughters Stone Circle (A25), gave Faye Swift the Elixir of Control



Ending VI: Solomon's Sceptre, "A New Terror"

- Day 4, Mon: Gave Faye Swift Candlewood
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Embersoul
- Day 13, Wed: Gave Simone Lisle of Neptune
- Day 15, Fri: Gave the woman with the mask Widow's Woe
- Day 16, Sat: Went to the Daughters Stone Circle (A25), gave Faye Swift the Elixir of Control


Ending VII: Bishop's Parasol, "Defeated Redemption"

- Day 4, Mon: Gave Faye Swift Candlewood
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Lesser Merrydock (killed)
- Day 13, Wed: Gave Simone Lisle of Neptune
- Day 15, Fri: Gave the woman with the mask Dead Man's Fingers
- Day 16, Sat: Went to Swinside Stone Circle (L9) and gave elixir to cultists


Ending VIII: Devil's Nightcap, "The Redemption"

- Day 4, Mon: Gave Faye Swift Candlewood
- Day 6, Wed: Left St. John's Poppy at C28 (joined Seeds of Redemption)
- Day 12, Tues: Gave Forest Lesser Merrydock (killed)
- Day 13, Wed: Gave Simone Lisle of Neptune
- Day 15, Fri: Gave the woman with the mask Widow's Woe
- Day 16, Sat: Went to Swinside Stone Circle (L9) and gave elixir to cultists
Fastest Completion for All Endings
This section should be used in combined reference with the previous sections to ensure the right choices are made for each ending. This section will provide a guide for when to save your game or start a new one to reduce redundancy/replay time.

SH has two save points--autosaves, where the game automatically saves your progress and decisions at the start and end of each day, and manual saves, which can be triggered by opening the settings panel and selecting the "Go to Menu." Manual saves record your progress immediately after the last completed task/request (travelling, filling a customer request, etc).

The following is meant only to indicate the best times/places to trigger a manual save or reload your progress when trying to reach all endings.

The order of endings completed will be: I, III, VI, VIII, II, IV, V, VII



1. Start New Game.

2. Play through the game as desired until the choice on Day 4. At the choice, give Faye Swift Candlewood.

3. Continue playing until Day 6. After being prompted, travel and place the St. John's Poppy flower to join the cultists.

4. Continue playing until the Day 12 choice, then give Forrest Vair the Lesser Merrydock.

5. On Day 13, give Simone the Lisle of Neptune flower.

6. Continue playing until the choice appears on Day 15. MANUAL SAVE HERE.

7. Give the woman in the mask Widow's Woe. Your game will auto-save at the start of Day 16.

8. Complete Ending I. Once the Epilogue loads, feel free to read through and then exit to the game's main menu and choose Load Game. Reload the save at the start of Day 16.

9. Complete Ending III. Reload Day 16 again.

10. Complete Ending VI. Reload Day 16 again.

11. Complete Ending VIII. Reload your manual save from Day 15. If something went wrong with forcing a manual save, you can also load from the start of Day 15, but will need to play until the decision is presented.

12. Give the masked woman Dead Man's Fingers. Continue on to Day 16. A new Day 16 save should be created automatically.

13. Complete Ending II. Reload the new Day 16 save.

14. Complete Ending IV. Reload Day 16.

15. Complete Ending V. Reload.

16. Complete Ending VII. This is the final ending.

**Note that there are some choices not addressed in this section (such as Burbidge) and some which have fixed choice answers. Giving different flowers for each of these choices will have a small influence on the story you see (who lives/dies, etc) but does either does not affect the ending (for those not addressed) or would lock you out of a specific ending, resulting in more backtracking or a second playthrough.
Elixirs
1. Baylock's Elixir
"A pale blue liquid."






















Clue Card




























Required Flowers

(1) Eyebright



























(2) Palliance



















(3) Prittle












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2. St. Quentin's Elixir
"A murky greed liquid that smells of spite."




















Clue Card






















Required Flowers

(1) Candlewood

(2) Daisy Dock

(3) Sheepsnap

_______________________________________________________________________________

3. Elixir of the Damned
"A dark red liquid."
















Clue Card
















Required Flowers

(1) Cabalia

(2) Dranthium

(3) Henchuck


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4. Elixir of the Black Veil
""









Required Flowers

(1) Storian

(2) Thum

(3) Twilight Lepiota



_______________________________________________________________________________

5. Elixir of Control
""









Required Flowers

(1) Farmer's Worry

(2) Solomon's Sceptre

(3) Witch Phygg


_______________________________________________________________________________

6. Dendrew's Elixir
""











Required Flowers

(1) Bishop's Parasol

(2) Pennybell

(3) Witch Phygg








2 Comments
MossyQuill  [author] 17 Jun @ 8:32pm 
@Nera Thanks, I'll update it.
nera 26 Feb @ 3:00am 
I noticed one of the letter clue locations missing in [] points; it's Carnivorous Torren, obtained by using the disc on Sadgill, G28