SIRENROOT - Walkthrough Article (2024)

SIRENROOT - Walkthrough Article (1)



SIRENROOT - Walkthrough Article (2)

Full Text Walkthrough, All Choices

Spoilers ahead. This walkthrough will cover all choices that have effects on the story, and explain others that are meant for exposition.

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Starting the Quest

Begin the quest by speaking to

Frissa Black-Briar at Elgrim’s Elixirs in Riften. No dialogue options asking about the job have consequences.

Tell her that you’ll take the job, and the diving team will spawn next to the water by Merryfair Farm.

Dialogue Exposition, Foreshadowing:

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Her initial comment about paying a courier is expanded on later in Yineel’s main section, where you can find the rest of the copies of the diving notice in a bag.

Asking her “Why send a whole team?” unlocks “What’s this about a scholar?”, foreshadowing the Ayleid ruins & Cayrice’s involvement.



Team Intro

Approaching the team will cause

Tilael to forcegreet you. This first conversation has no consequences.

You can then speak to Yineel to start the job or talk to the team members. While there are no major consequences, speaking to Cayrice unlocks a special route later on. Peletius and Yineel’s comments may help the player later on.

FORESHADOWING SPOILERS:

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Cayrice: “Tell me about yourself,” and “What are you doing here?”
Asking the first option allows the player to save her during her main section using an alternate route.
The player must also remember the details of what she says from both options.

Peletius: “Tell me about yourself.” → “What’s special about your gear?”
Peletius mentioning his necklace resembles Vivec may help the player with his main section.

Yineel: “Tell me about yourself.” → “What about working before them?” → “I need to know more before working with you.”
Succeeding the persuasion check changes a minor dialogue option in his main section, which may help the player.

The quest continues linearly through the first cell. Attempt to harvest the plant, and the cave will collapse, dropping you down a tunnel below the cave, and then into Ayleid ruins.

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HONRICH RUINS

Getting close to the opposite side of the room causes the Climbing Tutorial to show.
Press the button by the door to instead open the nearby gate above the water.
Dive into the water, and follow the Welkynd crystals until you come into another room. The button there opens the previous door.

EXPOSITION & Author’s Notes:

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The note in the room with the button hints at adventurers making irrational decisions.

Author’s Note: I wanted moments where things didn’t quite do what you expected them to. Allows for more ‘Aha!’ moments from the player, and is a subtle way to make them think about what’s happening rather than auto-piloting.

I also wanted the player to rely on the welkynd stones, as it sets up more situations where I can guide the player’s eyes to important things.

Continue through the rooms linearly until you reach the pedestal with sapphire Ayleid text. You’ll need the Sapphire Varla Stone. To the left of the stone is a note that shows the names for each of the gem symbols, intended for colorblind players. Proceed up the stairs to the right, and you’ll see two paths: The closed door with the Emerald Hourglass, and the drop down to the gates with the Ruby Swirls. Drop down, and wrap around to the other side of the 3-way doors where the Emerald Switch is.

This is a basic puzzle using color-coded/symbol-coded doors.
The Emerald Switch toggles any door marked with the Emerald Hourglass. The Sapphire Switch toggles any door marked with the Sapphire Diamond. The drop-down also has a quick climb back up shortcut to prevent having to jump down to the bottom floor.


PUZZLE SOLUTION:

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With all doors closed, press the Emerald switch. Walk in, press the Sapphire Switch. Walk back out the door you came in, press the Emerald Switch. Run back around, use the climb prompt, and you can now pass through to the right, giving you access to the Ruby Switch.

Continue through the now open Ruby-coded Gates, which will bring you to find

Tilael unconscious.

There is one major choice here: “

What have you seen so far? Is it dangerous?
This affects her situation in Tilael’s First Section.

After finishing the conversation, she’ll stand next to the Sapphire Varla Stone. Interact with the pedestal, and you will take the stone. The room will flood, allowing you to return to the other side. Tilael will follow you.

Placing the stone at the previous pedestal will open the door, giving you access to the Honrich Atasel. (King Halls)

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HONRICH ATASEL

This is the 'main hall' as the characters will call it. You will return here often, so be sure to get comfortable here.

Tilael will say some brief comments, and then take a moment to rest in the hall while the player proceeds alone. The objective “Find the corresponding keystone” appears for the Topaz Pedestal. The player can ask Tilael what they should do: she hints at the stairs at the bottom of the room.

EXPOSITION:

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Under the bridge, there is a note titled “Telvanni Levitation.” This hints at flooding the room with water to reach the button on the underside of the bridge. Regardless of whether the player sees said button doesn’t matter, Tilael will comment on it later.

After the stairs on the left, there is a ledge the player cannot climb due to the waterfall above. Pressing the button stops the water, allowing you to climb. Proceeding brings you to Honrich Varlorsel. (Hall of Symbols)

Author’s Note:

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Mainly used to introduce the concept. Didn’t want to jump into a hard puzzle without this.

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HONRICH VARLORSEL

Proceed linearly through the next cell, pressing the button to raise water, crossing the pool, fighting enemies, until the ankle-deep water and the waterfall. The button inside the small room turns off the drains, allowing you to climb, but also closes the gate.

PUZZLE SOLUTION:

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With the gate closed, jump down from the hole above, press the button inside, opening the door and disabling the waterfall, allowing you to climb up.

Proceed linearly- the next button opens the next two doors, bringing you to

Cayrice.

She will ask you to find her

Translation Documents, which is optional. Finding them directly affects her main section.

TRANSLATION DOCUMENTS LOCATION:

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The platform under the Topaz Stone, but above the interactable plaque. It’s hidden in the grass.

Platform up to the top of the room to take the Topaz Varla Stone. Taking it affects the previous room. Cayrice will not follow you. She’s busy >:(

Go back to the room with the pool, and you’ll find the water drained with a new door open. Press the button in that room, and you’ll find another door open on the right side of the pool. Speak to Peletius to continue.

Peletius’ dialogue is inconsequential, but is important to manipulate the player in a certain way. It changes some minor dialogue later on. You will receive the objective: Find a way onto the bridge
Finishing the conversation makes him press the button next to him, allowing you to return to the Main Hall.

Author’s Notes:

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I wanted a situation where the player realizes the consequence of their actions, and give them an opportunity to change their mind. This conversation is extremely similar to Tilael’s- is this place safe? Should we be reckless? This is addressed in Tilael’s First Section, and Peletius’s next conversation.

RETURN TO HONRICH ATASEL

Return to the Main Hall and Tilael will forcegreet the player. You can then place the Topaz Varla Stone on the pedestal, causing a cutscene to play, showing the room filling with water, and a shot of the easiest way to climb onto the bridge.

When the player reaches the bridge and gets close to an adjacent door, if the gates are closed (the player had the opportunity to open them themselves,) Tilael will comment on the button on the underside of the bridge.

You have the opportunity to control Tilael briefly, as she has waterbreathing. This has no consequence. Pressing the button opens the gates.

Author’s Notes:

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I wanted an easy, no-stress hint at the possibility of hidden buttons on ceilings, making the player look up. There's another button on the ceiling right after this.

Larelleis whispers to the player, hinting at an entity within the dungeon.

The doors behind the gates both lead to “Skyrim.”

THE SIREN'S DAYDREAM

When in the Siren’s Daydream, Tilael will disappear. The door does not lead back to the Main Hall. After speaking to Larelleis, she will ask you to rest. This has significant possible consequences on the story.

ROUTES:

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The player can find go on invisible paths in the Daydream (on the floating Welkynd crystals) where there are two notes with missing letters. Together, they spell: “Fight back.” Therefore, the player has two options: Sleep, or kill Larelleis. Sleeping results in the debuff, killing her avoids it. In later spots of the walkthrough, it will mention how this has affected a situation.

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HONRICH WELKESELI

When the player rests, they wake up in a new room with the “Clutches of the Siren” debuff added.

The button at the bottom of the tall room makes the room flood, slowly. There is a lever that controls the door at the top of the room.

PUZZLE SOLUTION:

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NEXUS VERSION 1.2 PUZZLE SOLUTION:

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You cannot reach the door using the water to ascend as that button closes the door.
Press the button on the broken bridge to permanently move down one of the blocks attached to a chain.
The note nearby hints at a button to move the other two blocks. (please flip the page. I have seen 4 playthroughs of people not flipping the page.)
Drop down to the button below, and use the water to move into the room with the lever, and press the button on the ceiling.
With all three blocks moved down, you can now use the lever to open the door.

OLD XBOX/CREATIONS/BETHESDA.NET (1.10) SOLUTION: (sorry, updating nexus is much easier than creations which will take a while)

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You cannot reach the door using the water to ascend to the open door as the timer on the lever finishes before the water reaches the top.

Press the button on the broken bridge to permanently move down one of the blocks attached to a chain.
The note nearby hints at a button to move the other two blocks. (

please flip the page. I have seen 4 playthroughs of people not flipping the page.)
Drop down to the button below, and use the water to move into the room with the lever, and press the button on the ceiling.
With all three blocks moved down, you can now use the lever to open the door.
There is no reason to raise the water level anymore.
Use the lever, and reach the door quickly before he timer runs out.


YINEEL SECTION

The player continues linearly until they reach Yineel. His dialogue is inconsequential, but hints at his Main Section.
The player can optionally control him to progress. When he opens the next door, the player can speak to him again.
If the player has the Clutches of the Siren debuff, a ghostly assassin appears behind Yineel. The player can warn him about it, which affects his main section.
The player continues and uses the side entrance to the previous room, where a button opens a new door.

The next puzzle has a few color/symbol-coded doors.

PUZZLE SOLUTION:

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NEXUS VERSION 1.2 PUZZLE SOLUTION

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As stated in the nearby note, pressing the Ruby switch until the very end can close doors in your face.
Without pressing anything, the order goes: Sapphire, Emerald, Ruby, exit.

OLD XBOX/CREATIONS/BETHESDA.NET (1.10) SOLUTION:

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The nearby note states that the Ruby button sets a timer which resets all doors by the end of it.
There are two solutions, one easy and one which requires you to be quick:

1. Ruby, Sapphire -> Run to the Emerald button, and then wait out the timer.
Once all the doors reset, press Emerald, then Ruby, Sapphire -> exit.

2. Sapphire, Ruby, Emerald, Sapphire, exit.




TILAEL SECTION

After finishing the puzzle and reaching the opposite end, the player will see the Amethyst Varla Stone lying on the ground, just out of reach behind a door. The player will hear Tilael shout, and they will be prompted to return to the start of the puzzle.

She will then comment on the player’s first dialogue choice when they had woken her up, whether the ruins are safe or not. This directly affects what happens next. The player then has two choices: Control Tilael to solve the puzzle, or tell her that you’re not sure of the solution, and she will attempt to solve it herself.

MAJOR SPOILERS, TILAEL SOLUTION:

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For all versions of the mod:
If the player had said either: “It’s alright. Just water. Some undead.” or “Nothing I can’t handle. Stick behind me,” Tilael will become
reckless and thus add a timer for her to solve the puzzle. If the player does not control her in this section, she is guaranteed to die.

If the player had said “It’s dangerous. There’s tons of undead, and I’ve seen corpses of other adventurers,” Tilael has an infinite amount of time to solve the puzzle, and if the player does not control her, she will auto-complete it after some time. (The timer music will still play just to keep the player on their toes.)

CURRENT NEXUS VERSION 1.2

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To solve it quickly with the timer, same as before:
Run to Sapphire > Emerald > Run back to Ruby > through the doors.

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If you press Ruby first, pressing Sapphire causes Tilael to go "Huh?"

XBOX/CREATIONS/BETHESDA.NET (1.10) VERSION
(If you're stuck here, you can probably guess why it's been updated on nexus.)

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If the decision timer is present, you must complete the mirrored puzzle by the quick method rather than the 'wait for all the doors to reset' method.

Sapphire, Ruby, Emerald, Sapphire, exit.
(i've seen many people play through and assume you HAVE to hit ruby first. you don't! you can change the doors before pressing ruby!)

If the timer is not present, you can complete this at your own leisure.


Should she survive, she will hand the player the Amethyst Varla Stone, and then depending on whether the player has the Siren debuff, a ghostly figure will appear behind her. The dialogue is inconsequential, but foreshadows her next section.

Regardless of outcome, the player can then take the Amethyst Varla Stone, and return to the main hall through the nearby exit.

RETURN TO HONRICH ATASEL 2

The player is prompted to approach Peletius, and they then repeat a similar conversation to the previous one: The player can tell Peletius they will accompany him, or attempt to convince him to wait/gather with the group. This directly affects his main section, with major consequences for his fate.

The player can then place the Amethyst Varla Stone down at the bridge pedestal, re-opening the two adjacent doors that originally lead to the Siren's Daydream. The player has the choice to go through either door, leading to the Honrich Gordarseli or the Honrich Buroseli.

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PELETIUS MAIN SECTION (OPTIONAL), HONRICH GORDARSELI

MAJOR SPOILERS FOR PREVIOUS CONVERSATION, Author’s Notes:

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There are two states that Peletius can be in for his main section: Fine or Injured.
Any dialogue choice that results in the failed objective: 'Accompany and loot with Peletius' immediately places him into the Injured state. Essentially, the player MUST accompany him first if they do not want him to be in that state. Moving too far into the Honrich Buroseli will also fail the objective and force Peletius into the injured state if he isn’t already.

As mentioned in the previous Author’s Notes, I wanted to give the player a second chance to appeal to Peletius after they get to see the consequences of their choices with Tilael. However, because Tilael and Peletius are fundamentally different personality-wise, the outcome may not be exactly what they want- Tilael is receptive and understanding, while Peletius shrugs off any warnings of danger.

The player comes across a long stretch of an underwater section- they will cause guaranteed damage to any character without Waterbreathing. After the dive, they can find Sibia’s Resurfacing Map, which highlights areas where the player can breathe if they are taking a straight path from the Main Hall to Peletius.

MAP SECTION: Main Hall to Sibia’s Resurfacing Map

Spoiler:

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The next underwater dives are linear- there are two doors that require you to go down the branching side paths to press buttons, then return back to the door using the shortcut. This is also the first time where the player will encounter a Lost Soul, hinting at Yineel's section.

MAP SECTION: Emerald & Sapphire Button Path

This repeats again, but in a smaller connected area with no linear shortcuts, fully underwater with breathing spots.

MAP SECTION: Amethyst & Topaz Button Path

Spoiler:

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They will then come across Peletius who can be in two states: Fine or Injured. This affects the route to save him, as well as his fate for the quest. Peletius will ask the player to find his Waterbreathing necklace in the waters below. The player does not need to help him- they can find the next corresponding Varla Stone and leave him to die.

Taking the Ruby Varla stone causes the whole Honrich Gordarseli cell to begin to collapse. Certain underwater side routes and linear paths become cut off, and the player may need to take many detours to reach resurfacing spots a few times before finding the correct way to the beginning of the cell.

PELETIUS ROUTES, MAJOR SPOILERS:

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The player will find various necklaces below, all looking similar to his. The player must give him the correct necklace. The number of necklaces and general difficulty of similarity is affected by the Siren debuff.
Giving him an incorrect necklace will cause him to drown when he attempts to escape.
If Peletius is Injured, he will take ANY necklace you give him.
If Peletius is Fine, he will refuse all incorrect necklaces, except for ones added by the Siren debuff.

Solution - Location of Peletius’ Original Necklace:

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It’s under a pile of gold, close to the Sirenroot flower. It literally just sank to the bottom.
(Version 1.0-1.03): It's possible on some load orders for havok physics to cause the necklace to go missing. Will patch asap.
If you'd like to add it through the console, add the Miscellaneous Item version of the "Sapphire Twin Gold Leaf Necklace"

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Route 2: Waterbreathing potion
The player can only give an Injured Peletius a waterbreathing potion, as he will refuse it if he is Fine.
The player must take the Ruby Varla Stone and return to Peletius before this option is available.
You can find 2 potions in the dungeon, near the very beginning and one after opening the cell doors in Honrich Buroseli.

Route 3: Resurfacing Map

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The player can offer the Resurfacing Map to him to escape. This will kill him. Why are you skimping out on him?

If this section is completed successfully, Peletius will return to the main hall and wait there until all four Varla Stones have been found. He can be spoken to, and will comment when other characters are nearby.

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CAYRICE MAIN SECTION (OPTIONAL), HONRICH BUROSELI

The player finds a large cavern, where one side leads directly to Cayrice, but she is behind a locked door with an Emerald Hourglass. In the water, wooden boards cover an entrance to a tunnel, but the player (likely) cannot attack the boards until the water is drained. The pool of water nearby can be drained using the lever at the top of the stairs. If the player did not do Peletius's section first, then they will encounter a Lost Soul for the first time, hinting at Yineel's section.

The player can find a note showing a slightly hidden door to continue linearly. Wrap back around and find a chained-cube that can be lowered as a shortcut. The next room has another Emerald Hourglass Signature, with a note that states the button inside seems to control all the slave cell doors. The player keeps moving, and then encounters Cayrice. The Emerald Varla Stone will open any hourglass-marked door. The player does not need to help her- they can take the stone and return to the main hall.

Cayrice seems oddly uninterested in gathering with the group, showing that she’s been affected by the Siren. The player can convince her to leave.

CAYRICE ROUTES, MAJOR SPOILERS:

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The player MUST have unlocked either route, or it is impossible to save Cayrice.

If the player has found her Translation Documents previously, they can ask for them back (or if they kept them) to translate Ayleid writings they may have found around the Honrich Buroseli. The player must find all 4 plaques and relay the information to Cayrice. If the Siren debuff is active, 2 other plaques can also be translated, and relaying those translations (they are written a bit differently as a warning) will immediately fail the section.

Solution - Location of Translatable Plaques:

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The cell close to Cayrice, the Candlelight scrolls are right in front of the door.
The cell by the 'ring of bones,' shown in the cutscene. Just behind the sitting skeleton.
The cell on the floor with the lever & Sirenroot flower, shown by the cutscene.
On a ledge on the opposite side of the cave with the controlled water+lever. You may need to raise the water back up to reach it.

Alternate route: Reminder of the Past
This is only available if the player had asked about Cayrice by Merryfair Farm, as stated at the beginning.
Telling her "I don't care" when she was talking about the plaque earlier in the mod will lock out this route.
Cayrice explains that the reason she stays is because her family has passed away.
If the player was paying attention to earlier dialogue, they’d know this isn’t true, and can convince her otherwise.

Solution - Dialogue Choices to Convince Cayrice:

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  • Can’t you tell me what’s wrong?
  • I don’t know what you’re talking about.
  • No you haven’t. Tell me what the problem is!
  • That can’t be right..
  • You mentioned two sons..
  • They wanted you to cook them horker stew..
  • They’re waiting in Cheydinhal, for you.

If this section is completed successfully, Cayrice will return to the main hall and wait there until all four Varla Stones have been found. Some minor dialogue post-quest is changed based on the route used. She can be spoken to, and will comment when other characters are nearby.

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RETURN TO HONRICH ATASEL 3

The Main Hall's music changes to the 'Shelter from the Rain' track, as this is a safe place :D

Placing down both the Ruby and Emerald Varla Stones will cause a collapse, striking the area where Peletius was sitting before. The water level rises slightly, and the player can now use the new climbing prompts to reach the Honrich Gardens.

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HONRICH GARDENS

The progression is linear- the player goes up the shortest tower, uses the lever, and all chained-cubes will lower. The lever will break, and the player can find a replacement soon. They then have access to the middle tower, and the button there raises the water. The player can optionally access the tower with the soul gem shards, meant for the character section. The replacement lever handle is found on the roof of the tower with the lever, which you are brought to naturally by progressing. The lever can then be fixed, and using it again raises the all of the chained cubes to reveal a side entrance on the 'soul gem' tower mentioned before. Pressing the button in that side entrance opens the Ruby gate on the opposite side of the room. Past those Ruby Gates, the button raises the water one level higher, granting access to the tallest tower with stairs leading to the far side balcony of the cave. The player can take the Prismatic Varla Stone, and move to the Honrich Morbalseli.

SPOILERS: CHARACTER MAIN SECTION (OPTIONAL)

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If she is alive, Tilael is found with Crilduin, who the player may have seen before if they have the Siren debuff.
She says that she will stay in the halls to learn more about the Maormer, and the player must convince her to leave. She had linked her soul to a soul gem, causing her to siphon (and give) power to Larelleis.

TILAEL ROUTES, MAJOR SPOILERS:

Route 1: Convince

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This is only possible if the player has either: 75+ Conjuration - “(Conjuration Expert) You soul trapped yourself?! That’s not a risk you can take! We have to get that gem, now!”

Or if the player had completed Beyond Death in the Dawnguard DLC - “(Beyond Death) No! I’ve been to the Soul Cairn, you need that soul gem back now!”

Tilael will follow the player through the cell until they reach the platform with the soul gem shards. She will unlink her soul gem, placing her in the Weak state. This directly affects her dialogue and quest outcome.

Route 2: Shattered

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The player can read a note at the top of the soul gem tower, which enables them to smash Tilael’s linked soul gem. She will be upset with the player, but otherwise will place her in the same Weak state.

Route 3: Crilduin

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The player can find a secret side entrance to the tallest tower, where they can find Crilduin’s body and a note written by him, exposing the Siren. Return to Tilael, and she will ask to see his body. Return to the tower. She will read the note, speak to Crilduin’s ghost, then ask to go to the soul gem tower. After going there, she will take her soul gem.

Regardless of route taken, Tilael will head to the main hall and wait until all 4 Varla Stones have been found.

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YINEEL MAIN SECTION (OPTIONAL,) HONRICH MORBALSELI

The player finds Yineel locked behind a door. He refuses to leave, as he claims there is an assassin from the Morag Tong.

After some distance, there is a tall open area, with balconies around the rim of the cavern, that circles around a large pillar. Drop down next to the nearby waterfall to safely reach the bottom of the cavern. There are two adjacent rooms you can go to, but one cannot be completed as there is a level too high to reach. The opposite room has a button that raises the water one level, allowing you to reach that previous area. After pressing the button on that higher level, the water raises again, reaching the second main level balcony of the cavern. There are two rooms you can go to, which can be done in any order.


PUZZLE SOLUTION:

Once you press the button, the two nearby doors will toggle from open/closed, trapping you in the room unless you drop down through the center hole in the room. Jump down, swim back up to the entrance of the room, and press the two buttons through the now open door, opening any closed doors and raising the water level. On XBOX/Creations/1.10 there is a timer here. Sorry!

You can continue to the room on the opposite side. After raising the water in that room, the player has access to the tall pillar in the center, with the Amethyst switch. Continue linearly through the now open Amethyst door nearby until the Pearl Varla Stone, which can be placed in the Main Hall.

YINEEL ROUTES, MAJOR SPOILERS:

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Route 1: Illusions

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The player can convince Yineel that the assassin he’s seen is an illusion. This is only possible if the player has the Siren debuff, and told him about the person behind him in his previous section. This has major consequences.

Asking Yineel about coincidences reveals how each dialogue option that he remembers is related to the assassin.

Route 2: Safety

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If all 3 characters are waiting in the main hall, the player can convince Yineel to join them for safety.

Route 3: Proof

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The player can also find the Assassin. They will forcegreet the player, and ask for “Primes-His-Poison.” After killing the Assassin, the player can return and repeat his real name as proof of encountering the assassin.

If the player manages to kill the Assassin without triggering dialogue, the player can give Yineel the note 'Mimicry & Infiltration' from the backpack near the Assassin's camp.

Regardless of the outcome, Yineel will return to the main hall.
His route can be overwritten if you complete Route 3 after sending him to the main hall.

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RETURN TO HONRICH ATASEL 4

After placing all four Varla Stones, a portal will form between them. A forcegreet conversation will start based on who is present, in a specific priority ('Leader-ness.') They will comment on the number of people left, and there may be small changes based on their route taken.

SECRET PORTAL FIGHT, MAJOR SPOILERS:

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If the Illusion route was taken for Yineel, he will fully succumb to the Siren. A fight with him starts, and he can kill the other characters. Once he is dead, the other characters will comment briefly.

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HONRICH ARANSELI

After entering the portal, any surviving characters will follow the player until the end. (Unless the player skipped the previous secret fight, in which case it will try to trigger again.)

SECRET INTERACTION, TILAEL:

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If Crilduin’s route was taken for Tilael, she cast a spell on Larelleis’s grave. This affects the ending.

Harvesting the Sirenroot plant gives the player a "Warm Sirenroot Flower" consumable, granting a permanent buff.

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+15% magic resist.


After harvesting, a barrier will form around the altar, and a Wispmother Larelleis will spawn inside it. The player must take the two side soul gems in the room to break her barrier.

FINAL FIGHT SPOILERS:

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Any main characters with uncompleted sections who are not explicitly dead will be teleported in as enemies.

After defeating Larelleis, the arena will begin to flood, and her crown will appear on her altar.

LARELLEIS' CROWN:

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You can craft an upgraded (or non-enchanted) version of the crown, using Dead Sirenroot Flowers.
Location of all the flowers:

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  • (Honrich Ruins) The very first cell after the cave collapses, at the end of the diving section, next to the sapphire button.
  • (Honrich Varlorsel) Next to Cayrice, the first time you find her after the collapse.
  • (Honrich Gordarsel) At the bottom of the pool of water surrounded by gold piles.
  • (Honrich Buroseli) In the center of a room next to the lever & chained cube (not the one in water.)
  • (Honrich Buroseli) Right next to Cayrice.

The player can then take a shortcut back to the very first portion of the HONRICH RUINS, and back up the tunnel they initially fell down.

SIRENROOT - Walkthrough Article (20)

ENDING

The player wakes up by Merryfair Farm, surrounded by the remaining members of the team. They can speak to each member, and they will have differing dialogue based on the route taken, and how many are still alive.

Return to

Frissa Black-Briar to finish the quest. She will ask if you have any samples, and will reward you with gold if you hand her the Warm Sirenroot Flower.

The player can also return to the plant in the lake, and get flavor text that tells them which ending they received.

Ending Flavor Text:

Spoiler:

Show

Ending 1: Only time will tell

The roots of the plant are rotting and cold.
The soft hums of the Siren can be heard faintly below, enticing you to return..

  • Tilael had not soul trapped Larelleis

Ending 2: Lost souls

The roots of the plant have decayed and softened from the lake.
There is no song, no voice, no whisper- nothing.

The only words you hear are the ones you heard just moments ago..
If only you could have saved them.


  • Tilael had soul trapped Larelleis
  • A lead NPC had died

Ending 3: True Peace (Perfect Ending)

The roots of the plant have decayed and softened from the lake.
There is no song, no voice, no whisper- nothing.

The silence is peaceful.


  • Tilael had soul trapped Larelleis
  • All lead NPCs have survived

SECRET YOUNG SCROLLS EASTER EGG

It's related to Crilduin.

Spoiler:

Show

You must get the 'best' ending for Tilael.

Spoiler:

Show

You can find Crilduin somewhere after the quest, hinted in his note.

Spoiler:

Show

He's in the Soul Cairn.

Spoiler:

Show

He's here: (probably. lol.)

SIRENROOT - Walkthrough Article (21)





SIRENROOT - Walkthrough Article (22)

Thank you for reading! If you have played Sirenroot, I hope that you enjoyed it as much as I loved making it.

SIRENROOT - Walkthrough Article (2024)

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