- Everyone Is Bi?
- Makes sense. The brothel may easily employ gigolos to cater to their customers, considering that the setting's attitudes for women going to the brothel, and probably homosexuality, seem to be pretty relaxed.
- The opening cutscene clearly shows that the thing liberated from the portal wasn't his doppelganger, but a Lovecraftian monster.
- Somewhat confirmed in a roundabout way: The first phases of the final battle involves fighting copies of the ancestor.
- It's far more likely that the Dark God that the Ancestor summoned, and the barbed arch symbol represents, is the Big Bad, but the Ancestor might prove to be The Dragon.
- Jossed, The Heart of Darkness is the real Big Bad and was impersonating the Ancestor during the first phases of the fight, who was really dead.
- Confirmed, to an extent.
- Maybe Wilbur is The Man Behind the Man?
- The swine folk apparently crown the physically strongest among them. Even if Wilbur controls the Swing King, he himself isn't that physically strong, so he would not be considered the king.
- Maybe Wilbur isn't the strongest, but the smartest. He must clearly have at least a half-decent head on his shoulders to be able to control the Swine King. All the other swine seem pretty stupid in comparison, and they need a smart leader to run a civilization.
- An extrapolation on the theory: you get an item from killing their final form. Necro's collar, Prophet's eyes, Siren's conch, etc. what do you get for killing the king? WILBUR'S flags. It's kinda dumb, considering you also get the matchman's torch for destroying the cannon, but this is WMG so who gives a caboodle.
- Abdul never actually died in 738 A.D. Instead, he was sent forward in time to whenever DD takes place and is eager to study the secrets of the Dungeon.
...is actually testing humanity.
It's not a benign god by any means, but its core motivation is that of a Mad Scientist seeing how perfect it can make its creations before leaving the planet, destroying it in the process. It regards empathy as a positive trait, so when it was awoken by how despicable the Ancestor was, it decided that it had gone wrong somewhere and decided to begin reformatting humanity into something a little less vile than the species that produced him. When you fight it, it tests your heroes via the Come Unto Your Maker move to see if they will give up their lives for the sake of humanity — something even the scared ones submit to, which is why it allows you to kill its avatar and leave the planet alone for the next eon or so. But the trial, as Q would say, never ends — eventually, someone will disgust it enough to wake it up and there will be no one to provide a counterpoint, or eventually it will decide the experiment has reached completion and destroy the planet... but not for a while yet.
- The Narrator's assertion that history will repeat itself in the epilogue.
- The description of the Ancestor's Portrait in the game's code.Though painted a hundred years ago, the resemblance to you [the Heir] is uncanny.
- The Hamlet falling into the same exact state of disrepair as the beginning of the game in the epilogue.
- The Heir in the stagecoach after the fall of the Hamlet in the epilogue.
- In NG+, any hero who interacts with the transcendent terror during the tutorial will instantly get a wagonload of stress while babbling, "Time — an endless cycle! Iä! Iäää!"
Lesser pieces of evidence:
- The Groundskeeper praying that the Gods take him away from the Hamlet. Considering that the heroes can leave seemingly at will to go on "vision quests" or what-have-you and the Heir is apparently powerless to retrieve them, there is no reason why the Groundskeeper can't leave on his own.
- Why the heroes always return from "vision quests" or whatever and never quit their positions, regardless of how bad the dungeons or town become. There may not be any other place to go.
- Why the townspeople never cut the Heir any slack as he raises up the Hamlet. Why should they — he'll just destroy the Hamlet later on. (Heck, the Abbey and Tavern even increase their prices for the same services as the heroes level up.)
- How the maps found within the dungeons are always perfectly accurate. They never miss a trap or misplace a group of enemies.
- One piece of narration mentions that the Hamlet is isolated. No matter how well the Heir clears the Old Road, this detail never changes. Also, despite this isolation, the Groundskeeper always finds new heroes and the Sanitarium never runs out of medicines.
- The Sanitarium can cure any disease or mental disorder (or enforce any desired trait) by the end of a week (except leprosy). How? They've seen all of them before many, many times and know how to cure them all efficiently and quickly.
The above reveals, not only are the Heir and the Ancestor the same, that the Hamlet is in a repeating cycle of ruin and repair at the hands of the Ancestor/Heir. The loop repeats when the Ancestor sends the letter and kills himself, and the Heir accepts the letter and takes over the Estate. Other pieces of evidence imply that, once caught in the loop, one cannot escape it.
- The heroes and the Heir do not seem to remember anything about the loops. The townspeople, however, do appear to remember what happened during the loops. Then again, the heroes and the Heir are able to die during the game, but the townspeople (at least the major ones, anyway) always survive. Maybe death robs one's memory of the cycles.
- This cannot be the case as if the entire thing is a Ground Hog Day Loop, and the Heir really is the ancestor.. then who exactly Unearthed the portal? The Heir does everything in his/her power to set things right, and since the Heir is The ancestor, that means the ancestor also did everything to set things right. So who exactly is responsible for the estate to be in such a poor condition? The Heir kills himself as soon as he seals the Heart away, so he doesn't go through the same Moral Event Horizons that the ancestor did. And if the Heir doesn't, the Ancestor didn't either. So.. we run straight into a Temporal Paradox object-loop variant.
- Then how does she get syphilis?
- Through a psychosomatic/nocebo effect.
- This cycle could be how the Heart of Darkness intends to fuel its final awakening. All of the so-called "premature awakenings" are actually failed attempts at fully waking up. Also, the never-ending, never-changing stream of monsters, such as the cultists (which must have a huge adult population, given how often the Heir's forces can take them out) and skeletons (which should dwindle in number once the necromancers are gone), must be locked within this loop as well.
If the Heir is indeed a Humanoid Abomination, then that might actually have an impact on the "Groundhog Day" Loop WMG. Consider how a lot of the eldritch entities you face have some potent magic. Who's to say that the Heir doesn't either? Instead of letting time pass normally and letting the Heart of Darkness win like the epilogue suggests, the Heir simply goes back in time to improve his strategy in hopes of eventually figuring out a way to permanently destroy the Heart of Darkness.
Hell, considering the art style, the Heir might be the lovecraftian answer to Hellboy, all things considered: neither the Heir nor Hellboy may be human, but they will punch out gods to protect humanity.
- The "Groundhog Day" Loop WMG also suggests that the townspeople remember the various loops, probably because, unlike the heroes and the Heir, the townspeople cannot die during the game. Any lingering faith in the Heir would explain why the townspeople just don't give up, failure after failure. Alternatively, the Heir's repeated attempts inspire them to keep trying.
- Some suspect that the hallucinations brought about after breaching the first level of the Darkest Dungeon were not mere illusions, but actually what the world looks like. Maybe the townspeople, heroes, and the Heir (if the portrait really does show the Heir and not the Ancestor) aren't as human as first assumed.
- Alternately, The Houndmaster is Jack Slate.
- Further enforced by his trinket set in the DLC, which states "Even the Chief was in on it."
- In addition to explaining how the Heir/Player can somehow sway which exact heroes it insta-kills (the Heart could just pick 2 heroes randomly or let the player choose just one hero and randomly pick the other sacrifice), the Heir/Player being or merely being a part of the Heart of Darkness would explain why the Heart doesn't just kill the Heir and throw the Hamlet and heroes in chaos.
- Well with the release of the Bounty Hunters comic, it's now entirely possible that he was probably the equivalent of The Punisher before he joined your gang of crooks and exiles at the Hamlet.
- Since the Fanatic is hunting anyone afflicted by the Crimson Curse anywhere but the Crimson Court, this is pretty much confirmed.
Drinking a vampire's blood doesn't seem to be the best way to become one.Action Survivor and or Non-Action Person, and the Heroes are escorting them through dungeons. Depending on how you play the game, perhaps their role is to issue orders and take notes... Or maybe they're just there to watch the carnage, regardless of which side it's on.It would explain their involvement with the fight on the Old Road (they need to be escorted to safety from the wreck of the carriage, after all), it explains who afflicted heroes might address when they pass turns or perform random actions (as the player and thus possibly the heir does give the heroes orders), and why they're the one who makes the Sadistic Choice during the fight with the Heart of Darkness. They become a Shell-Shocked Veteran, Go Mad from the Revelation and shoot themself because of the horrors they've witnessed firsthand.
- Alternatively, it's an Evil vs. Evil situation, and we are nothing but The Light's pieces on the game board.
- With the Color of Madness DLC out its possible that The Light has ties to The Thing From the Stars.
- A Tweet from one of the game's developers states that The Light is "Humanity's faith in delusions of their own making."
- Somewhat confirmed, the teaser for the sequel, shows some of the Party in front of a snowy mountain that seems to be made of eldritch horrors.
The fight would be much tougher if the heads would always heal and guard the Collector instead of each other. However, they're presumably enslaved by the Collector and acting under duress, so they're intentionally using less than optimal tactics to help you defeat him.
- Alot of the aspects of the Crimson Curse are very similar to the Vilebloods from bloodborne, Especially the Bloodlicker enemy, who, like those afflicted with the Curse, has a massive distended belly full of blood and are more insectile than batlike, The Countess was one who was too much even for the inhabitants of Cainhurst and sought to create her own little queendom in the Estate, Hell, the entire game could exist in the Bloodborne universe, and The Heart is a more antagonistic Great One Like the Moon Presence.
It would also explain why the Highwayman and the Crusader start together. The Highwayman knows whose family he killed so he's seeking redemption by putting himself at the mercy of the man he wronged, and the Crusader can't bring himself to be angry at the Highwayman because he believes, with his borderline-fanatical devotion, that their deaths were the Light's punishment for his moment of weakness at wanting to return home by making sure he no longer has a reason to. It would also explain how the Shameful Locket still turns up - The Crusader tasked himself with forgetting his family, according to his own Crimson Court set, so he gives his last keepsake from them, the locket, to the Highwayman to serve as a reminder of his promise to be a better man.