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Recap / Petscop

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This is a text-based recap for the Petscop series.

Spoilers are unmarked. Currently under construction.

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    Petscop 1 
Alright, so uh, this is just to uh, prove to you that I'm not lying about this game that I found.
—Paul
  • Video description simply reads: "The game I found" followed by a transcription of the note Paul got.
  • The opening few seconds shows the logo of a fictitious company called Garalina before we are taken to the title screen.
  • Paul introduces himself by talking to an unknown person, claiming he is recording videos to prove he's "not lying" about the game he found, and begins a playthrough of Petscop.
  • Upon starting the game, the nameless protagonist is standing in the Gift Plane, a brightly-colored overworld that Paul shows is unfinished.
  • A sign from the staff claims that it provided homes to over a hundred young Pets, but they were unable to remove all of the Pets before it closed. 48 Pets remain, but the game advises the player visit only 8.
    • Notably, it states, "Every Pet is uniquely valuable. You should have no problem finding somebody that you love."
  • Paul enters Even Care, showing a degree of familiarity to the game that implies he's played through it before, and states that he's doing this "so you can see that this is exactly what I described."
  • Even Care has an Early-Bird Cameo picture of Toneth and Randice on the wall.
  • As Paul moves through the level, he reads through more signs that have language alluding more to adoption of children, rather than pets.
    When you're choosing a pet, find somebody that you like. You don't have to love them right away.
    Don't be discouraged if they run from you! They really do want a home.
    They're afraid. Show them that there's nothing to be afraid of.
  • Amber is found in a room with dual sets of cages. She jumps into whatever pen is locked up and avoids Paul if he moves close.
  • A trophy on the shelf reads:
    It's a trophy, "awarded to our Amber for being a real champ yesterday and today. She hasn't left her cage once!"
  • Paul captures Amber by running into a cage just before it closes, tricking her into jumping into the same pen so he can collect her.
  • After that, Paul moves to Roneth's room, where he's unable to catch Roneth. Every time he moves, Roneth moves out of his reach and then vertically out of bounds.
  • Paul then looks at Amber's description.
    Amber is a young ball.
    She's afraid to leave home. If her home is good, this is not a problem.
    She is very heavy, and that makes her life a little harder, as well as yours.
    What's the safest place you can put her in? You should start thinking about that.
  • Then Paul enters a room with a piano and a treadmill with Pen on one of the piano keys. He's easily able to catch her by changing the number on the treadmill and affecting her position on the keyboard.
  • He catches Randice and Wavey by "tricking" the flower into hitting a bucket, and collecting the cloud in the bucket itself. Notably, the bucket is pushable.
  • Paul comes back to Roneth's room, still unable to catch him, but inputs a button code he claims came with a note he got with the game:
    I WALKED DOWNSTAIRS AND WHEN I GOT TO THE BOTTOM, INSTEAD OF PROCEEDING, I TURNED THE RIGHT AND BECAME A SHADOW MONSTER MAN
    6/13/97
    For you:
    Please go to my website on the sticker and also go to roneth's room and press start and press down down down down down right start
  • Paul inputs the code and a loud, distorted sound cuts out the music.
  • Exiting Even Care, the art style suddenly shifts from simple, stylized and brightly-colored to a more realistic overworld with grass textures, a brick building, and thick shadows shrouding the area.
  • Paul wanders for a bit and comes across a strange object that appears to be a basement entrance door. He expresses surprise, as in his previous playthrough, he apparently walked around for more than an hour and found nothing.
  • The video ends with Paul saying he's afraid of turning the PlayStation off because he probably won't find it again, asking the unknown person to let him know what they think.
    If you think you saw something that might provide a clue, uh, please let me know. Alright. That's it.

    Petscop 2 
  • The video opens with the protagonist standing next to the basement door in the open plane for a solid 16 seconds of silence before a short tune plays and the door opens on its own.
  • Hard cut to Paul back at the recording, who claims he'd been out of the room when the door opened. He expresses interest since he hasn't been in that area of the game yet.
  • Going down into the basement, Paul walks down some stairs and collects more in-game currency. The area is mostly subterranean but has pictures on the walls and a large, shaking object that could represent a furnace.
  • As Paul explores, a phone suddenly begins ringing in-game to the left. He enters a small office space and picks it up.
  • The message he receives is: "Care left the room."
  • A nearby poster shows a diagram of an unknown girl in three stages of progression: A, B and NLM.
  • Exploring more, Paul finds a few images, or possibly windows, displaying various models.
  • Walking to the right, Paul discovers a series of roads with cars rushing past. He travels up the road and out of view of the screen collecting gems.
  • The loading screens have also shifted from brightly-colored 3D models to dark, ambiguous images.
  • Paul exits up out of the subterranean area into a fenced yard. He discovers a crudely-modeled gravestone with eyes, eyebrows, and a nose that reads: "Michael Hammond / 1988-1995 / Mike was a gift."
  • Next to the gravestone is the Flower Shack, a stone building, with another face which has differing eyes and nose but no eyebrows.
  • He enters the building to find a daisy and plucks 13 petals off of it. Every other petal plucked creates a dissonant note and colors the screen slightly red ("loves me not").
  • Before plucking all the petals off, Paul enters the building's basement— where he finds Care NLM, who appears to be a crying human child, attached to the daisy.
  • Paul plucks the rest of the petals and comes downstairs to find a distorted, glitched-out Care who is crying hysterically.
  • He then enters an area behind the graveyard that takes him to another building, which is filled with potted trees and scribbled blue drawings of an abstract shape. The shape turns out to be tool, a red object that when interacted with brings up a screen where questions can be inputted.
  • Paul asks, "What?" to which tool replies, "I don't know".
  • Paul briefly looks at the window in the back to see a spinning windmill.
  • Without prompting, tool suddenly says, " Keep watching the windmill".
  • Paul obeys, and several droning, ominous sounds play.
  • After two minutes pass, Paul exits the tool building, addressing the unknown person again and saying he'll keep them updated. He references them "coming home" and implies they have some sort of close or familial relation in real life.
    Paul: When you come home next month, and uh, hopefully you're feeling a little more enthusiastic about that now, we can investigate this together, and maybe you'll find stuff that I can't find here.
  • Paul finds his way into a bedroom split by a giant screen, on the other side of which is the same bedroom, but mirrored. There is another player character that has the same body of Paul's character, but a different head resembling a crudely drawn girl's.
  • Text on the ground of both rooms (mirrored on Paul's side) reads: "QUITTER'S ROOM"
  • A mirrored note on the wall reads: Do you remember being born?
  • Briefly at 9:50. the Tiara character suddenly stops mirroring Paul's movements and moves on its own, only to resume mimicking him.
  • Paul exits the subterranean area, finds himself back at the basement entrance and ends the video.

    Petscop 3 
  • Paul starts out back in the underground part and enters the door he forgot in the last video.
  • The room he enters has a series of stone letters reading "GOOD GRIEF AND ALAS", an apparent reference to Daisy-Head Mayzie (which NLM is also a reference to; Nobody Loves Me).
  • He then comes across a brick building, the Child Library. There's a rotating chute next to the door that has an arrow pointing down, indicating something be placed/dropped down it.
  • Entering the brick building reveals a canvas on which Paul can select facial features to create a face: eyes, eyebrows, and nose. Once he inputs a face, the room begins rumbling for ten minutes, and the hallway in the back opens.
  • The room Paul enters is a bedroom with patterned walls and carpet, a bed, a table with a lamp and two objects on it, and the inputted face on a nearby sign. After a few tries, it becomes clear that the rooms are generated by the inputted faces.
  • Paul enters Mike's face. A message pops up:
    Mike is not inside right now. He is dead.
    You may visit his room.
  • Mike's room has a dull red background containing glasses, a clown face, a flower symbol similar to the one on Even Care with only 4 petals, and an O-block. On the table is a small red tool and what appear to be tweezers.
  • Next, Paul enters Care's face. The message reads:
    Care is missing.
    You may visit her room.
  • Care's room has gray walls with a pattern of paint rollers and flowers. On the table is a small red tool and crayons/colored pencils. note 
  • On the back wall of the room is a note that reads:
    Your wife says, "Care isn't growing eyebrows."
    You say, "That's a puzzle."
    You're secretly very excited to hear this news.
    You're in the bathtub thinking about her.
    I have a guess at which child you'll pick next.
    When you find her room, the passage to my right will lead to her.
    She'll appear from the darkness, limping, and I'll shoot her in the head.
    Tiara says young people can be psychologically damaged "beyond rebirthing".
    A young person walks into your school building.
    They walk in with you. You're holding their hands.
    They come out crying into their hands, because nobody will love them, not ever again.
    "Nobody loves me!"
    They wander the Newmaker Plane.
  • Paul says the note and this message seem intended for someone other than himself, and wonders who it's for.
  • He goes to explore the other door on the right, but clips right through into unfinished void.
    Paul: We're still not done, because we still have whatever is over here. Or not. Okay.

    Petscop 4 
  • The video starts out with Paul exiting to the overworld. Addressing the unknown person again, he shows off a camera he's found. It points in the direction of where the windmill was seen underground, but when he goes to find it, there's nothing but a flat plane where the windmill should be. Paul notes that it looks like a placeholder for something.
    Paul: But yeah, I think my understanding is correct. It's just, uh, I'm missing something.
    Paul: Okay, that's it.

    Petscop 5 
  • Paul is back in tool's room. He states he's been inputting whatever questions he can think of (including the names of Care and Michael), but only four questions give unique answers.
    • Q: Who is Tiara?
    • A: Petscop kid very smart
    • Q: Where am I?
    • A: Under the Newmaker Plane
  • As he's explaining the next question ("who are you?") tool suddenly becomes pink, much to Paul's confusion.
    • Q: Who are you?
    • A: turn off playstation
    • Q: Where am I?
    • A: marvin picks up tool hurts me when playstation on note 
  • Tool switches back to red halfway through Paul's next question. Paul ends the video after putting in the next two questions.
    • Q: Who are you?
    • A: tool
    • Q: Remember being born?
    • A: I'm not Tiara

    Petscop 6 
  • The video starts with no one in sight, but the windmill as a Drone of Dread plays. A brief cut to black plays with the text "2 hrs 39 mins later".
  • The windmill slows, then suddenly begins turning counterclockwise. A mysterious shadowed figure walks in from the right on the horizon before making its way toward the camera.
  • The camera suddenly turns left into complete darkness. A shot of the Newmaker Plane fades in and the shadow man walks for a few second before an abrupt cut to a pink screen with a CD symbol on it.
  • Cut back to the Newmaker Plane with the shadow man, who spells out in block letters: "WHERE IS MY HOUSE".
  • The green house appears briefly. In the background, various items appear such as: shovel, a garden hoe, the glitching lamp from the childs' bedroom, Toneth, and a gift box.
  • Shadow Man then spells "WHERE IS THE SCHOOL", after which the red brick building appears.
  • Shadow Man spells "I WILL FOLLOW" before the camera pans back over to the windmill. Cut to a screen reading "1 hr 24 mins later", and the windmill disappears completely.
    Paul: That was kind of fun, actually.
  • Paul recounts going through the 4-hour recording and noticing the difference in direction. He finds the camera, which has turned red and descended to approximately Paul's height (something he's apparently seen before).
  • Heading away from where the camera's pointing, he finds the FOLLOW blocks and Toneth, who he collects. note 
  • Toneth's description appears to be half-finished and goes out of bounds of the text box.
    (Enter a description here)
    - - -
    - A bird. I think I forgot what birds look like.
    - "Funny stupid blob monster" says Mike. That's what it is.
    - Painter. Painting puzzle
    - Catch Randice first(?)
    - Has broken leg for some reason. I already hung him on a wall, too late to take it back. It makes me think about the dog actually. Because when the car hit him I thought "at least it will be over soon." He survived it, and I was the only one who still wanted to put him down. A dog is an innocent—
    When that dog wags its tail and it it [sic] appears happy, it's not real.
    I guess that's toneth then. toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth toneth. the end. it's yucky outside.
  • In the list of pets, the outlines of Care A, B, NLM and an empty box are visible on a previously unseen second page. Paul lampshades this, but states he was unable to pick up Care NLM from the Flower Shack before. He also points out the Book of Baby Names option in the pause menu, which apparently does nothing.
  • Walking around in the graveyard, Paul talks about how it feels like the game seems to be trying to emulate another entity or a ghost within it, but Paul expresses doubt as many of the 'ghostly' happenings are actually pregenerated. He states he created another save file to try and recreate the oddities, but none of them occurred.

    Petscop 7 
  • Video begins with Paul in the Quitter's Room, running back and forth behind the bookshelf. Outside the game, we hear him turning pages of something.
  • A tune in the left speaker starts playing and Paul rushes back to find Tiara on the other side is gone.
  • The music stops and Tiara abruptly reappears. Nothing else happens, but checking the note on the wall, there's pink text under the "Do you remember being born?" question.
    come here
  • Paul makes his way over to pink tool. Text is already floating there before he's asked a question: "I love you newmaker please show marvin where his house is". He quickly asks another question before it can turn back to red.
    • Q: Who are you?
    • A: go there and he'll follow you there his daughter is there
    • Q: Remember being born?
    • A: also wants 1000 pieces for "machine beyond school basement stairway"
  • Tool switches back to red soon after.
  • Paul tries to put some Pets into the hatch outside, but is met with the message, "The Child Library accepts people."
    • In the ensuing moments, we briefly glimpse Pen's bio.note 
      Pen is an aspiring mathematician.
      She's entirely deaf. She doesn't even know what sound is, let alone music.
      I don't know what she's doing here.
  • Paul goes back to the room with the canvas and inputs Mike's face without eyebrows.
  • The resulting room is yellow with presents, a road, stars, and a PlayStation controller on the walls. On the table is a blue car (resembling the blue car seen in Petscop 2) and a Rubik's Cube, and there is a boy figure sitting on the bed.
  • Paul then inputs Care's face with Mike's eyebrows.
  • The resulting room is purple, features a gear (possibly related to the windmill), the flower symbol also seen in Mike's room that resembles the ones on Even Care, and a distinct X shape. On the table are three letter blocks (C (pink), R (red), and E (blue)) and a censored object that seems to unsettle Paul.
  • A mysterious note, referring to an enigmatic "we", at the end of the video reads:
    We've had to cover something with a black box.
    Right now we can't say why.
    Some other things we're expecting to "censor" in the future:
    • "A big present with a sticker on it"
    • "Something written on the wall, in a black house"
    • "Written on a chalkboard"

    Petscop 8 
  • The video opens with Paul crossing the roads and watching the blue cars rush past. They only go by when he's not in their path.
  • Another player character with the same torso as Paul's, but a strange, crumpled green shape for a head, runs out of one of the tunnels, much to his surprise. This is Marvin. He has a faster walking speed than Paul.
  • Marvin runs through the underground corridors, examining the photos of the school and house. He runs in a few circles in front of each picture before moving on.
  • Paul follows him, but his movements seem erratic and "confused", as Paul points out; he walks into a wall as if trying to enter a hallway, but there's no doorway. Marvin walks up into a corridor and disappears, and Paul can't find him again even after going up into the overworld.
  • Cut to Paul back at underground, at the intersection where Marvin tried entering the wall. He talks directly to the unknown person, though we can only hear his side of the conversation:
    Yeah, well, the thing is, it's not here now.
    There's not even a passageway or anything.
    Can you remember when you saw this?
    Well, it could have changed between then and 2004.
    After 2004 my mom had it, purportedly.
    Hmm.
    Well, okay. Thanks—

    Petscop 9 
  • A player character wanders through Even Care with a DEMO button flashing above the screen and enters Pen's room. The piano missing, but the treadmill is there and set to 16. The game freezes when it reaches 0. note 
  • Cut to Paul in the Newmaker Plane, in front of the Flower Shack. He goes through the right entrance repeatedly, but on his third time through, he walks right instead of up and turns into a completely shadowed version of his avatar.
  • Exiting to the Newmaker Plane, he finds the windmill where the empty slab stood and enters from the back.
  • The room inside has a machine jammed with bits of currency, a white version of tool, a sign with a face on it and a spinning model of a person in a ballet outfit above the machine, with the same face.
  • Paul uses the tool to unjam the machine and receives 50 pieces.
  • The spinning person is gone, the cogs now spin backwards. Exiting the windmill reveals it is spinning in reverse like in Petscop 6.
  • When Paul returns with his regular avatar, the windmill is once again gone.
  • Paul enters the face from the windmill, prompting a text box to open up:
    You found her.
    You may visit her room.
  • The floor and walls are white/grey with gears (similar to the windmill), triangles, and a flower symbol resembling the one on Even Care with four petals. On the table is a small red tool and a miniature windmill. This room is noticeably brighter than the others. note 
  • A note at the back reads:
    You must have guessed, but I was looking through your things.
    I found that picture of you from 1977, standing in front of an old windmill with your friend.
    You went there, and it was a bad idea. Your friend and the windmill both disappeared into thin air.
    Her sister was holding the camera. She took another picture minutes later: just you, no windmill, and no friend.
    You married her sister, and years later, your friend was reborn as your daughter.
    Your wife won't admit this is true, but I know it, because I found the evidence.
    Your friend never returned with you, and the windmill was gone. I went to see it myself. Where is it? What did you do?
    - Rainer, Newmaker
  • A passageway in the back leads to a room with a birthday cake in the center that has a 9 decoration, a window showcasing a bench with a pinwheel and slice of cake, and two large gift boxes.
  • Opening the first present reveals a large, red spinning triangle that's blocked out by a censor bar, which Paul reacts to with uncharacteristic unease.
  • Cut to Paul having opened the second present, which contains a green spinning key that floats over Paul's head. The camera begins behaving oddly. Paul walks over to the first opened present, but the red object is gone.
  • Walking to the left, Paul makes his way into a corridor with a third gift box. When he interacts with it, his avatar disappears, the camera enters the box, and a choir sound effect begins playing but glitches out.
  • Paul respawns in the overworld still with the key and re-enters Even Care through the previously locked door. Notably, there is a small white box with a black glyph above the doorway, and that same glyph can be seen in the background of the room he enters.
  • The signs in the hallway are altered, but Paul doesn't notice.
    When you're choosing a pet, find one that you like. You don't have to love them right away.
  • Paul runs on the treadmill till it reaches -1, then goes back to the Flower Shed and captures Care NLM. The light moves to reveal a box with the same glyph seen in the treadmill room.
  • Care NLM's description note :
    Care NLM escaped from the school's basement and wandered the Newmaker Plane for days.
    To catch her, you had to lie, but it may not be a lie forever.
    You're the Newmaker. You can turn Care NLM into Care A, and close the loop.
  • Paul exits the menu and moves toward the box, but the video cuts before we can see what happens.
  • Paul goes outside the Child Library note  and puts Care NLM in the hatch. This is the resulting message:
    You've decided to leave Care NLM.
    If you decide to change your mind within 6 months, you can take Care NLM back.
    What month is it, anyway? What year is it?
  • He enters Care's room and finds Care NLM on the bed, and recaptures her.

    Petscop 10 
  • The video starts with Paul walking in Even Care, still with the key.
  • He goes to Amber's room and opens both cages.
  • Attempting to go back through the hallway with signs, the door closes on him just before he can enter.
  • The game freezes and resets to the title menu (or Paul rebooted it).
  • The file select screen displays two save files: one called Paul and one called backup, both with 00344 pieces. Both files have "! PANICSV possible corruption" over them.
  • Paul continues with his regular file and respawns next to the third gift box. He opens it and the same entering-box animation plays.
  • Cut to Paul in Even Care. He goes to Amber's room, in which both cages are still open, then turns to face the camera and says, "there you go."
  • Paul, now underground, heads through a tunnel to find himself in the "regular" side of the Quitter's Room, with Tiara on the mirrored side. A white box with a black glyph (the same glyph seen in the background of Amber's room) is visible on the bed.
  • He checks the "do you remember being born?" message— no change or pink text.
  • He heads for the white box, but once again, the video cuts before anything is shown.
  • Cut to tool's room, tool is red. Paul asks: "What month is it?" In response, a small animated red calendar floats down, which Paul tries to interact with but cannot.
  • Paul asks "What year is it?" but gets the same 'answer'.
  • Paul asks "Where was the windmill?" A censored object shows up, filling half the screen.

    Petscop 11 
  • The video description, which so far has been blank except the first Petscop, suddenly has this to say.
    Everything we wish to say is below:

    The purpose of this YouTube channel is to preserve and display the recordings within the video game "Petscop" while keeping some of their content private.

    They were first given to us as a Christmas gift, many years ago. The game had an interesting journey, before and after that day.

    Paul created some additional recordings in 2017 as a way to show Petscop gameplay to his friend. He created this account in order to upload those additional recordings in video format. He later passed ownership of the channel to us, but continued to record himself at our strong suggestion. Though he had issues with the arrangement, these have finally been settled.

    Please enjoy the recordings in Petscop! We do. :)
  • There is no indication as to who this "we" is, or what "strong suggestion" or "issues with the arrangement" could refer to.
  • Paul begins in the middle of a sentence, apparently talking to the unknown person, and casually drops a bombshell in the middle of his conversation.
    Paul: ...were signs along the way. Um, that I ignored. Because it would have been a completely ridiculous idea to me. Um. But when I found my room, it made, uh, well, I was shocked at first, but it made sense, especially considering where I found the game in the first place, um, that it would be tied, in some way, to me through you. Um. And I'm trying to think, when was the last time I saw any of you at all?
  • He cites the last time he would have seen "them" as 1999, when he was a "tiny kid".
  • Paul apologizes for not talking, explaining that he's drawing a picture that he can scan and send over to the other person. He claims it's just scribbles, but "you need the visual to understand the explanation."
  • He walks through the Newmaker Plane, saying he's 90% sure this will work, apparently trying to follow a path or some sort of direction.
  • He goes to an undisclosed spot (possibly above tool's room, similarly to how he located the windmill from knowing its location underground) and begins walking in circles around it like Marvin did. He walks clockwise once, counterclockwise once, then clockwise again.
  • A gray tool askbox opens up, much to Paul's surprise. He closes it, claiming he's supposed to "pass on this one".
  • Cut to Paul finding a strange gray object in the overworld that resembles a spinning tire atop a pyramid, which Paul seems to have expected. ("Haha. There it is.") He walks around it, demonstrating that the direction and speed of the spinning depends on how his avatar moves.
  • He performs the same ritual to bring up the ask box and asks "where is house?" to which the tire responds by spinning rapidly in one direction.
  • Paul follows the direction northwest and comes across a road. He follows it left, noting the strange movement of the camera.
  • He reads a signpost that says:
  • He walks north, to reveal the house, and opens it with the key. It prompts the message,
    The key still works.
    It still works.
    ...though you've unlocked the door, you can't open it.
  • Paul wonders if this is a Call-Back to the joke about how he can't open doors in Petscop 1.
  • Cut again to Paul in the middle of an explanation as he walks back and forth across the road. We don't get the context to the conversation, but we catch "...clockwise, the top is going to the right, and then [...] the bottom is going to the left", and "righty tighty, lefty loosey". He moves back up to reveal the front door is open now.
  • Inside the house, there is a living room with a Christmas tree surrounded by presents, models of people who appear to be a family disappearing and reappearing periodically, and deep, indescribable speech in the background. There are two calendars on the wall, one green and one gray, apparently of different years.
  • In total there appear to be: a pair of parents and their daughter at the sofa, a woman standing at the kitchen counter, and a man standing next to the tree.
  • Without prompting, a sequence of dialogue plays.
    "Where have you been? Why were you gone for such a long time?"
    "Is this a present? Who is it for?"
  • Paul examines the green calendar first, which starts off in December with an animated Christmas tree icon on the 25th.
  • November has the days 1-10 highlighted in green. All of October, September, August, July, June (except days 2, 3, and 4), all the weekends of May, April, and March, days 2, 4, 6, 8, 10, 15, 16, 22, 23 of February, and every even day of January are highlighted green.
  • The gray calendar has no dates highlighted, but the same Christmas marker on December 25th.
  • Paul describes the green patterning as starting off as a checkerboard, then just weekends, then all green except June— he seems to take pause at the missing dates and says, "I don't know if you got that immediately."
  • Once Paul notices that from June 5 to November 10 is green, he begins talking about a girl that had once gone missing. He asks the unknown person to verify the dates 5th of June and 10th of November as when she went missing and when she was found.
    Paul: Yeah so, June to November... mhmm. Yeah on that topic, I don't remember meeting this girl at all. Um, I don't remember knowing her at any point. And I remember you saying that we were– that we are, um, exactly the same age.
    Paul: I just don't remember even hearing about anyone going missing. Alright? I don't have a single– I don't remember her going missing... or anything like that. I mean, I was a kid but even then it could've been one of those periods where we weren't visiting very much but um... seems weird, right? Because I don't know if you can verify these dates but um, 5th of June, 10th of November... right when she went missing and when she was found.
  • He wonders aloud what the animated symbol means, noting that the calendars are on different years but share the same December 25th.
  • He then agrees with the unknown person that there is an apparent strong resemblance between him and the girl.
  • Paul enters the bathroom, triggering a cutscene that plays happy music and repeats twice, zooming into the blank TV.
  • The bathroom has a ramp going up to the tub and a floating white box with a glyph above it.
  • Paul climbs up the ramp toward the box and the game crashes, taking him back to the title menu soundlessly.
  • Cut to a view of one of the road tunnels, with the DEMO button flashing over it.
  • The camera, as if from first person, lands with a thud on the ground and begins driving forward. A transparent, ticking, rotated clock appears, showing the time 5:11.
  • Jump cut to the clock showing 6:14. The camera continues forward on the road and goes into a strange structure at exactly 6:15, before an immediate cut to Paul and Marvin on the demo screen.
  • Paul approaches Marvin and is prompted to insert a second controller to "talk", or using the controller buttons to select phonemes.
  • Marvin types "Hello. Pall." Paul responds, slowly, "Hell", then "Hello".
    Marvin: Funny
    Marvin: Ha
    Marvin: Ha
  • Both enter The School.
  • An Unexpected Gameplay Change shifts the perspective to first person. Paul wanders the interior of the school with a green tool representing Marvin guiding him, and finds a lock on a locker that he tries entering some combinations in. Notably, his currency count is 425, when before, it was 361.
  • Cut back to Paul in the house, where he enters the bathroom. The cutscene triggers, but this time it zooms out of the TV twice and chimes.
  • This Paul starts out with 365 collectibles, suggesting this is a different continuity/save file.
  • The ramp and white box are gone. Paul expresses confusion over this.
  • When he exits, the living room has changed— there is only a green calendar on the wall, no tree, no people, a bucket in the middle of the room, and something on a table covered in vibrating green chains/gears.
  • A note on the wall reads:
    My husband may come home after 6:00 pm. Please stay overnight if you can.
    Thank you so so so much.
  • Looking at the calendar reveals it is currently June 5th in-game.
  • Paul enters the southernmost room and finds Care A in her bedroom, sitting on her bed. She is protected by some sort of forcefield that prevents him from moving closer. The nearby clock reads 6:10. Another table is present with the vibrating objects, a C-note plays continually from an unknown source.
  • He walks into the closet, which suddenly closes in on him and traps him there.
    Paul: *laughs* That's a, that's a fun thing. Fun thing that just happened.
  • At 6:15, Marvin crashes in through the window, destroying the radiator, and kidnaps Care.
  • The room then suddenly resets back to normal, with Care on the bed. Paul exits the house to find a ladder propped up against the side, and echoes Marvin's actions by climbing in and catching Care A. note 
  • Care A's description:
When the emergency began, you were all looking for Care A.
I told you all, we would never find Care A. When Care A goes missing, she goes missing forever.
My brother didn't want us to find him, because he knew we were all looking for Michael A.
I'm back. This is my present for you.
I started it in 1996, for Marvin.
If you think they're worth any effort, see if you can save Care B, or Care NLM. Care B is in the school, of course.
Fuck you all, and fuck me as well. Merry Christmas. Check your bathroom now.
- Rainer
  • The note reveals that Petscop was made by Rainer for Marvin, and that Rainer is Michael's brother.
  • Paul shares his thoughts afterward and reveals that he, at some point, knew Rainer personally.
    Paul: "Rainer"... I saw him at a birthday party once. All the older kids were down in the basement playing video games, to hide from everyone. He was down there, too. He was older than the rest of them, though.
  • Cut to Paul in the school building once again, where he wanders into a classroom with Marvin in it.
    Marvin: Play (R2 ▢ L2 ▵ R1 X)
    Marvin: Music (L2 X R1 O R2 X L1 ▢ R1)
    Marvin: For (R2 ↓ ▵ L2 O)
    Marvin: Baby (R2 ▵ R1 X R2 ▵ R1 O)
    Marvin: She (L1 ▵ R1 O)
    Marvin: Will (L2 → R1 ▵ L2 ▵)
    Marvin: Become (R2 ▵ R1 O L1 ↑ → L2 X)
    Marvin: Melody (L2 X → L2 ▵ → L2 → L1 O)
  • Marvin spawns in a "needles piano" and instructs Paul to play it.
  • Paul begins playing Stravinsky's Septet, labeled "Care's melody" in the subtitles, as Marvin urges him on.
  • The melody goes wrong and Marvin states, "she tripped and fell and is lost" before telling Paul to stop. Paul apologizes.
    "Pall": Sorry (L1 X X L2 O R1 O)
    Marvin: Tiara (R2 O R1 O X L2 O →)
    Marvin: Plays (R2 ▢ L2 ▵ R1 X L1 X)
    Marvin: Bad (R2 ▵ ▢ R2 →)
    Marvin: Music (L2 X R1 O R2 X L1 ▢ R1 ▵ L1 ↑)
    Marvin: Too (R2 O R2 X)
    Marvin: Do (R2 → R2 X)
    Marvin: It (R1 ▵ R2 O)
    Marvin: Right (L2 O ↓ R2 O)
    Marvin: Next (L2 ▢ → L1 ↑ L1 X R2 O)
    Marvin: Time (R2 O ↓ L2 X)
    "Pall": Sad (L1 X ▢ R2 →)
    Marvin: OK (R1 ↓ L1 ↑ R1 X)
    Marvin: Pall (R2 ▢ ▵ L2 ▵)

    Petscop 12 
  • The video starts in the Quitter's Room, with the player running around.
  • When they walk to the right, instead of seeing Tiara, they see a character with a red pyramid-shape for a head. [1]
  • They exit the room and collect three pieces. The piece count starts at 0, meaning Paul has either started a new save file, or this isn't Paul.
  • As they continue walking around, a text box appears:
    Hi Belle.
    You're free!
    I left these messages for you to look at, in case you were ever rescued.
    So, while you walk around, looking for something to do, I'll come up periodically.
    When the messages run out, I'll be out of your hair forever and ever.
  • The video cuts to the area outside the Flower Shack, with Belle looking at the gravestone.
  • Another text box appears:
    You've apparently been running Petscop nonstop for 553758221 seconds, or 153822 hours.
    That looks dubious to me. What do you think?
  • Belle exits and makes her way to the Child Library, as yet another text box appears:
    Are you still sitting on a chair?
    Can you still look around the room? Is there still a room?
  • Belle continues and stands in front of the Child Library:
    This is the Child Library.
    You're not family, so I didn't add your traits to the face system.
    That means I didn't add your eyes, or your eyebrows, or your nose.
  • Belle walks upstairs and onto the Newmaker Plane.
  • She finds Marvin, who is making the exact same movements he was in Petscop 11 when he was talking to Paul.
  • As she approaches him, a text box appears which says "Don't get lost".
  • Marvin begins running away, and Belle chases after him.
  • Instead of entering the school (which seems to not be in this version of the Newmaker Plane) Marvin simply stops midstep, which seems to confuse Belle.
  • The video cuts again to somewhere else in the Newmaker Plane, with Belle walking around:
    Happy birthday Belle!
    I'm-
  • Belle skips the text box, but it appears again:
    I'm calling you Belle because that's who you are.
    You might be confused as to what happened.
    I was overeager before, and started calling you Tiara prematurely.
    I created a space in the menu for you, still unused now.
    Then I put you inside the machine, and played the second movement of Stravinsky's Septet on the Needles. note 
    I played it wrong, but that would have been okay.
    If you hadn't given up halfway, you would be Tiara. This is not what happened, and now I'm gone.
  • After a few seconds, Belle pauses and the video ends.

    Petscop 13 
  • The video starts with demo footage. Paul pushes around a bucket in the Frozen House, pushing it outside, and comments that he's finally made progress.
  • He wonders what to do with it and figures it has to do with "the tool on the road". He pushes the bucket onto the road and to the left until he encounters a teal Tool.
  • The teal Tool behaves similar to Roneth, moving a constant distance away from the player and floating up. Paul uses the bucket to capture the Tool, which covers it in black paint.
  • Video cuts back to Paul pushing the bucket with the Tool inside at the house. The Tool floats over to two now-vibrating pieces of furniture/geometry on a table, which unlocks them and gives Paul 15 pieces.
  • Cut to Paul back in Even Care, stating he's in a new file. He uses the bucket in Wavey's room to finally catch Roneth.
    Roneth is Toneth's baby half-brother. Because he's younger, he gets to learn from all of Toneth's mistakes. That's why he always looks both ways.
    He doesn't get into trouble. You won't have to watch him all the time. He's good.
  • Paul captures Amber again, presumably getting the other Pets offscreen. Text appears onscreen that reads:
    Congratulations ... you caught every pet in Even Care (aside from Toneth, who isn't here yet). You have seen everything in the game, so far, but there will obviously be more. It's a growing organism. Your controller inputs are useful, but your feedback will be even more useful. Please leave the Playstation on when you leave. You can stand up now.
  • At the last textbox, Paul (according to the subtitles) knocks on glass, opens a car door, and exits.

    Petscop 14 
  • Video opens with 13 seconds of a blank green screen with the DEMO label.
  • The player enters a brightly-lit green bedroom with two beds, one blue and green, with a table next to each. The leftmost table appears to have several small picture frames on it, and is interactable (the player doesn't inspect it). The rightmost desk has a windmill on it, which when interacted with, reads this while "explore-min" plays:
    This windmill vanished off the face of the earth.
    Here's a similar puzzle. For you, Marvin:
    There are two pictures of a door.
    In the first picture, the door is closed.
    In the second picture, taken later, the door is open.
    Nobody opened the door.
    The door did not open itself.
    The door, in fact, did not open at all.
    What happened?
  • The player tries to enter the green bed, but cannot.
  • Hard cut to black, then back to Paul in the Frozen House. He's talking to an unknown person again, discussing a Moon Logic Puzzle where he closes his eyes and "pretends" he's in another room to get into rooms he couldn't previously.
    And this idea involves pretending that this door right here, this one, is open rather than closed.
  • As Paul stands in front of the rightmost door, which is inaccessible in the game, it fades to demo footage where the door is open. The player character enters the room, which is the same bedroom from the beginning of the video. However, there are 11 pieces on the floor, the wall is half-green half-black, there is no right bedside table, and a censor where the windmill was.
  • Paul states:
    I happen to know what this room looks like, because I saw it in a demo recording just today. Um, and you can see it, too. I assume it will be up on the family YouTube, along with this video that I'm recording right now.
  • As he's explaining what the room looks like in the demo, he mentions the windmill and the left-side object that "Marvin" ignored, which he will be checking.
  • The video cuts back to Paul in the living room, which is where he is actually inputting the player character's motions. He goes to check the left-side object, and demo footage of the character doing the same actions in the bedroom is overlaid.
  • Clicking X on the object opens up a menu of 15 white squares with pictures of a picture frame, but rotated at a different angle in each square.
  • Paul assumes a text box with "cryptic text" has opened, and mashes X to get through the "text". When he does this, the game zooms into the square he has selected, revealing the picture in the frame is of a CD.
  • After mashing X, Paul starts pressing every button randomly in case the item requires something else. He ends up repeatedly opening and closing the menu, revealing the frames can be rotated while zoomed in. note 
    Paul: I've been playing this game too fuckin' much. [slaps controller]
  • At 6:55, the video cuts to Paul in the dark bedroom, doing another attempt.
  • He says that he's seen recordings of himself playing the game from a year ago, which the game waited a year to play in the demo, along with other stored recordings that could be scripted.
  • Paul states he found out about the demo recording being different when he lost the video for Petscop 13, then saw that in the demo recording, different text that showed up upon collecting all the pets, and the music was absent. Petscop 13 was then, presumably, the demo footage with Paul's original audio.
  • He starts trying to figure out the CD puzzle by rotating the picture frames. When he selects the middle picture, it plays a higher pitched noise than all the other frames. He then loses his place.
  • Cut to Paul's 6th attempt, where Paul records himself pushing the bucket into the bedroom and leaves it there to see what happens.
  • Cut to Paul's 22nd attempt, where he pushes the bucket into the bedroom, goes over to the right side, and completes a puzzle where he paints the green section of the wall black. He is rewarded with a key.
  • He walks up seven steps in the living room to the locked door.
  • For a few seconds, there is a black screen, then a choir sound plays. The Garalina logo appears, only diagonally, and the game resets to the title screen.
  • Paul goes to the file select, where he notes it deleted his files. The only remaining one is "Strange situation" with 294 pieces.
  • When he continues that file, he finds himself at the road near the Frozen House. There are three signs, from left to right: a sign with Care A, a sign with a birthday cake with balloons tied to it, and a sign with an arrow pointing left. On the ground, there are white arrows pointing up.
  • Paul tries going left, but the camera doesn't follow him. He follows the white arrows and enters the house, where there appears to be a birthday party note . Paul's character is now wearing a birthday hat and carrying a yellow balloon.
  • Textboxes appear with blue text:
    "You made it. Happy birthday!"
    "Why are you covering your face?"
    "... Oh."
  • When Paul inspects the cake with gifts underneath:
    "Of course I recognize you."
    "Those eyes. That nose. That's still you."
  • When Paul inspects the slice of cake:
    "Go ahead and have a slice!"
    "Oh, don't worry about those."
    note 
  • To the right, Paul finds a red and green calendar and inspects the green one.
  • The green calendar has an animated birthday cake icon on November 12th. As he flips through the months, days are patterned white and green in seemingly random order. When he exits out, text appears.
    "I sure hope you've realized by now."
    "It doesn't matter how long you've been gone. It doesn't matter how much you've changed."
    "You aren't lost. Stop wandering and come home."
  • Paul inspects the red calendar. November 12 has the same cake icon, but it's a different year. Paul speculates it's either 1995 or 2017. He states he's "getting that bad feeling again".
  • He enters the now-open bedroom and a thump sound plays as he walks through the door.
    "Care! Are you okay?"
    "You ran straight into the door! Did you think it was open? ... Aw, poor baby."
  • The room darkens as he enters, and he begins walking around.
  • He investigates the table with the picture frames, but each of them is nothing more than a black shape.
  • Ominous music (which the subtitles label as "lost") begins playing as a text box appears:
    "Where is the disk? Where are the discovery pages?"
    "What are you talking about? What disk? Discovery pages?"
    "... Jill, stop fucking ignoring me. Get in here and show me where that disk is."
  • Paul displays confusion as this last line is said.
    "Jill"
    "No Care, this is Mommy. This is your mommy. Sweetie, I'm right here in front of you. There's no one else here."
    "What are you looking at? What's over there?"
    "Care, can't you hear me? Can't you see me waving? Snap out of it. Care! Where are you going?"
  • Paul drops the controller and sits silently for a few seconds, before the scene cuts.
  • When it comes back, Paul is still in the bedroom:
    Paul: I think... I think... I think that was based off of a conversation that I had last year on my birthday.
    Paul: If it wasn't just a coincidence, then that means I'm... getting pranked? But I don't know how that magic trick works exactly.
  • The game then freezes, and Paul can be heard pressing buttons, before dropping the controller.
  • The video then cuts to Paul, back in the house, and we hear the end of a conversation from his perspective note .
    Paul:...trapped. I am feeling very weird.
  • He goes on to mention that he "asked the internet" how one might rewrite a CD-R, and he was informed that some things can't be rewritten.
  • Paul then enters the garage, which has a car and an old 90s computer. Paul interacts with the computer, which brings up a closeup of the computer which, according to him, is showing "the website" (presumably the one mentioned in Petscop 1).
  • Paul then leaves the garage and goes back into the master bedroom, which causes the game to freeze up again.
    Paul:...fuck.

    Petscop 15 
  • Video begins with the playernote  in the school in first person perspective (like in Petscop 11), and they go to the second floor.
  • The DEMO button is flashing across the top of the screen.
  • They collect several pieces, showing that they have 448, when they are suddenly dragged down the hall while their face changes.
  • They are brought to a picture on the wall (one that was teased by a loading screen in Petscop 11).
  • They keep trying to walk away, but keep being dragged back.
  • A short tune (referred to as "girl-world") begins playing as the word "GiRL" is displayed in jittering letters which change color.
  • After being pulled back twice, they manage to walk into a classroom, with one desk sitting in front of a chalkboard, and Marvin standing to the right.
    "Player": Not In Tablenote  (L2 X X L2 O R2 ↓ R1 ▵ L2 ▢)
    Marvin: Sit (L1 X R1 ▵ R2 O)
    Marvin: Here (L2 ↑ R1 O L2 O)
    Marvin: For (R2 ↓ ▵ L2 O)
    Marvin: The (R2 ← L2 →)
    Marvin: Present (R2 ▢ L2 O → L1 ▢ → L2 ▢ R2 O)
  • The player sits at the desk and a jingle plays as the camera adjusts so that the doorway is no longer visible.
  • Marvin goes behind the chalkboard and returns 30 seconds later with Bellenote .
    Marvin: This (R2 ← R1 ▵ L1 X)
    Marvin: Is (R1 ▵ L1 X)
    Marvin: Bell (R2 ▵ → L2 ▵)
  • Marvin then leaves, and Belle begins speaking. She is able to type faster than the player, but slower than Marvin.
  • When she speaks, she makes a bell sound.
    Belle: I (↓)
    Belle: Am (↑ L2 X)
    Belle: Tiara (R2 O R1 O X L2 O X)
    Belle: Not (L2 ▢ X R2 O)
    Belle: Bell (R2 ▵ → L2 ▵)
    (beat)
    Belle: Press (R2 ▢ L2 O → L1 X)
    Belle: Nifty (L2 ▢ R1 ▵ R2 ↑ R2 O R1 O)
  • The player appears confused, responding with a Flat "What" before writing it with the gamepad language.
  • Belle/Tiara indicates that they need to not use the second controller (the one they use to input the language) but the first controller (the one they use to move).
  • The player seemingly does so, and they are taken to a texture editor.
  • They are able to make edits to every texture in the game using a pink pencil.
  • They use it to draw random lines and write "HI" on the chalkboard.
  • They exit the editor and we see that everything they did is visible in-game, before the video ends.


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