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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.
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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.
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.
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.
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.
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)
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.