recursal/Fanatic-Fandom huggingface dataset:
Petscop 13

**Petscop 13** was posted on March 11, 2018 with a video length of 7:06.

In this episode, Paul uses the bucket in the house to collect several additional pieces, and later discovers how to catch Roneth.

*A transcript for this episode can be accessed at Petscop 13/Transcript.*

## Synopsis

The video starts off with Paul in the house. The *demo* text appears at the top of the screen. Paul pushes the bucket out of the house. He discovers a teal tool on the road, and captures it using the bucket. Afterwards, he brings the bucket back into the house, and the tool allows Paul to collect the pieces on the table near Care's door.

After this, the video cuts to Even Care, where Paul has created a new save file. He brings the bucket from Randice & Wavey's room into Roneth's room, and catches Roneth in a way similar to how he captured the tool outside of the house.

After reading Roneth's description, Paul proceeds to catch all of the other pets in Even Care, which causes the game to display a text box congratulating him on catching every pet:

>
> 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 will be useful, but your feedback will be even more useful.
>
> Please leave the Playstation on when you leave. You can stand up now.
>
>
>
>

As he finishes reading the text, some odd noises are picked up by Paul's microphone, identified in the subtitles as Paul "tapping on glass", "moving in seat", and finally, opening his car door, hesitating, and then shutting it.
Office

The **office** is a room in the underground complex under the Newmaker Plane. The room's title in the game's data appears to be "anna-office", according to the secret menu.

There is a phone on the desk that can be interacted with, that says "Care left the room." The phone ringing can seemingly be heard in adjacent rooms.

There is a bulletin board on the wall that can also be interacted with. It shows various heads of Care, with "A", "B", and "NLM" written next to them, corresponding with Care's three pet forms.

## Theories

The room's title suggests the office belongs to Anna. It may also be representative of the office that is mentioned in earlier gens after interacting with the Easter Egg.

The phone call is identical to the one that plays after a player that has caught Care A has left Care's room in the house. It is possible that whatever plays this message in the house also relays it to the office, where Anna may be present, being absent from the house.
Petscop 19

**Petscop 19** was uploaded at approximately 11:50 (UTC-4) on April 21, 2019.

*A transcript for this episode can be accessed at Petscop 19/Transcript.*

## Synopsis

The video starts in the secret menu. The player selects "All Recordings" and scrolls through the entire list of 248 recordings, until they reach the end of the list.

The oldest recording, *sort-test*, is selected. Its gen is 1. The player selects "play." The guardian has no animation and also uses an early concept from Petscop 18. The room consists of a long row of tiles, using textures that also appear in Even Care. The player moves through each of the tiles, presumably to test depth-sorting.

The video cuts, and a gen 2 recording, titled *mike2*, is played. The player (presumably Mike) appears in an unfinished version of Even Care. After moving through walls, they enter Randice & Wavey's room, finding an Easter Egg on the right side of the room.

The screen then cuts to a gen 3 recording named *care*, and then another, named *belle*. Numerous additional recordings from gen 4 and 5 are shown, ending with one called *belle3*, where the player (presumably Belle) catches Pen.
Petscop Wiki

## Welcome to the Petscop Wiki

The **Petscop Wiki** is a community-edited encyclopedia for documenting information on the *Petscop* webseries, along with relevant findings and credible theories.

**Petscop** is a webseries telling a story about a mysterious PlayStation game of the same name. The videos are presented in a Let's Play format, posted on YouTube on a channel titled "Petscop", narrated by a person named Paul. *For more information about the Petscop series, see Petscop.*

## Index

**External Links**

* **Official Petscop Channel**
* r/Petscop

**Basic Rules**

* Be friendly and respectful of other users.
* Trolling, vandalism, and other bad-faith contributing is prohibited.
* Avoid intentionally being misleading.
*No gamejacking.*
* No doxxing, discussion of contact, or harassment towards real people or organizations.

Please read Community Messages for more information and advisories.
Petscop 7

"**Petscop 7"** was uploaded on April 29, 2017 with a video length of 9:52.

*A transcript for this episode can be accessed at Petscop 7/Transcript.*

## Synopsis

The video begins with Paul in the Quitter's Room. Paul goes to a corner, and the shuffling of paper can be heard from his microphone. Eventually, music begins playing, and Tiara is no longer visible. Shortly after the music stops, she returns. When Paul reads the "Do you remember being born?" note, there is a message telling him to "COME HERE".

Paul goes to the tool room to find the pink tool, who tells him to lead Marvin to his house where his daughter is, and that he wants 1000 pieces for the "machine beyond school basement stairway".

Paul goes to the Child Library to deposit a pet, but learns that only people are accepted.

Paul enters Mike's face without eyebrows in the Child Library. The room is yellow with roads, stars, gift boxes, and something Paul can't place. On the table is a blue car and a Rubik's cube.

Paul then enters Care's face with Mike's eyebrows. The room is purple with cogs, a flower-like symbol, and some other x symbol. On the table are letter blocks (C,R, and E) and a censored object. Paul seems focused on the unknown object but can't discern whether it is abnormal or not.

The video ends with a message to the viewer that there will be other specific objects that may be censored in the future:

>
> 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"
>
>
>
Roneth

Roneth is one of the pets that can be caught in Even Care. His face and body do not appear to match each other, and his head turns at a set interval of a half-second. Roneth is Toneth's half-brother.

Paul did not know how to catch Roneth until Petscop 13.

## Pet description

> 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.
>
>
>
>

## History

Roneth is first seen in Petscop 1. He is found in a narrow room, referred to as "Roneth's room." The code on the note says it must be entered in Roneth's room.

When Roneth is approached, he moves at a fixed distance away from the guardian. When Roneth nears the end of the room, he moves upwards instead of further back. Walking away causes Roneth to come back. Roneth's method of capture is shown in Petscop 13. The player must get the bucket from Wavey and Randice's room and bring it to Roneth's room. From there, the bucket must be pushed forwards until Roneth is above it. Walking back causes him to get stuck in the bucket, so the player may collect him.

Roneth's method of capture is also used for the teal tool; a symbol block near the teal tool has the same symbol as the background of Roneth's room.
Bucket

The **bucket** is an item found in several places that Paul uses on occasion to solve puzzles. It is typically used to capture other things, but they do have some other purposes.

## Instances

### Even Care bucket

The bucket first appears in Wavey and Randice's room in Even Care. The two pets will teleport away from the player before they can be caught, Paul places the bucket in one of the spots they switch between, catching Wavey in the process. Once Wavey is captured, he can be caught by walking over the bucket. This also causes the bucket to temporarily disappear.

Paul uses the information gained from capturing the teal tool back in Even Care. He creates a new file and uses the bucket from Wavey and Randice's room to capture Roneth. Given that the bucket can only be used to pick up one pet at a time, it is unclear how the player could capture Roneth, Wavey, & Randice in the same file, though it is reasonable to assume that the bucket resets at some point.

### House bucket

In Petscop 11, after Paul exits the bathroom, the house changes to the June variation, and a bucket of black paint spawns in the main room of the house. In Petscop 13, Paul discovers he can push the bucket through the door and take it to the teal tool to capture it. Paul uses the teal tool contained in the bucket to remove the pieces attached to the object on the table outside Care's room, gaining 15 pieces but losing the tool and bucket in the process.

In recordings shown in Petscop 14, Paul pushes the bucket of black paint in the house into the master bedroom and to the wall at the far right. This causes the camera to focus on the wall and a paint roller appears, which with moving the guardian can be moved up, down, and to sides of part of the previously green wall to paint it black. After the wall has been painted and the bucket is out of paint, Paul gets a silver key.

## Gallery

Wavey captured in a pink bucketThe teal tool captured in the bucket of black paintPainting the wall with the paint in the bucket
Note

The **note** refers to the note that Paul says he found with the game in Petscop 1.

The note is transcribed in the description of Petscop 1 (previously an annotation in the video, before annotations were removed), and reads as follows:

>
> 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 enters the code in Roneth's room to access the Newmaker Plane.

In Petscop 20, Marvin is shown entering the code.

## Theories

The first part of the note may have been written by Marvin. Marvin appears to the player as a shadow monster man in Petscop 6, later replicated by Paul in Petscop 9. The "glitch" itself is performed by walking down the stairs of the Flower Shack's basement side, and walking right at the very bottom before hitting the loading trigger.

The recordings shown in Petscop 20 suggest that the second part of the note was written by Rainer, for Marvin to perform when he was given the game.
Petscop 18

**Petscop 18** was uploaded at approximately 10:15 (UTC-4) on April 21, 2019.

*A transcript for this episode can be accessed at Petscop 18/Transcript.*

## Synopsis

The video covers the player exploring the "Extra Stuff..." section in the secret menu, which displays earlier iterations of several sprites, and several unused sprites.
Gebrauchsgüter

Handwerk:

Wenn man sich für ein Handwerk entsprechendes Werkzeug besorgen möchte, so kostet solch ein Werkzeug-Set 10 Kronkorken, umfasst aber auch sämtliche Gerätschaften um seinem Handwerk nachzugehen (solch eine Kiste ist Grundvoraussetzung und ersetzt keine Werkbank). Pro weiteren 10 Kronkorken die in solch eine Kiste investiert werden gewährt diese für das Handwerk einen +1 Bonus. Maximaler Bonus ist +5.

Taschen (Zusatz = zusätzliche Traglast in Pfund):

01. Tuchbeutel (5)
02. Stoffbeutel mit langem Henkel (10)
03. groszer Plastiksack (15)
04. Sporttasche (20)
05. kleiner Rucksack (25)
06. Seesack (30)
07. Campingrucksack (35)
08. stabile Postbotentasche (40)
09. stabiler Militärrucksack (45)
10. wetterfester Militärrucksack für lange Märsche (50)
Druck mich aus

Für alle die von ihrem Mut noch nicht verlassen wurden gibt es hier nun die Möglichkeit ihren ganz persönlichen Ödländer zu Papier zu bringen. Und denkt daran, ein Pen & Paper lebt vom Rollenspiel und den Kaffeeflecken auf dem Charakterbogen ^^

Charakterbogen

Perkbogen

Ausrüstungsbogen

Subperk-Bogen

Das Regelwerk V1.4

**Start-Charaktere (W6-Variante):**

- der Wichser

- Dr. Dangers

- Ghuliver

- One Man Army

- the Flesh

**NEUES Spielsystem!!!!! (W12-Variante):**

- FallnutECC Regelwerk V2.0013
Norden

Direkt am Eriesee liegt der Hafen. Das gesamte Gebiet ist reich an alten Erzen und Gesteinen, die nach dem Krieg nie abtransportiert wurden. Allerdings verhindert die vor allem auf den Lagerhalden vorherrschende Strahlung von 4 Sievert den Zugriff, ganz zu schweigen von der überdimensionalen Präsenz von Ghulen.

**Meisterinformation:**

```
Nicht nur die Ghule sind ein Problem. Unter den Gesteinshaufen haben sich Steinwürmer breit gemacht, die ihre Beute durch Erschütterung aufspüren und dann gezielt in die Tiefe reiszen.

```

Ein gesonderter Bereich der Hafenanlage wird rigoros von den Ghulen gemieden. Hier gibt es etliche Tretminen und Geschützstellungen, die alles zu vernichten drohen was sich ihnen nähern mag.

**Meisterinformation:**

```
Hier befindet sich der Zugang zu der alten Vault-Tec-Bunkeranlage, in der die Mutanten das Licht der Welt erblickten. Bei ihrem Ausbruch haben die Mutanten sehr viel aus purer Wut zerstört, aber es gibt noch immer Bereiche die vielversprechendes Loot beherbergen. Dieser Vault ist nichts für schwache Ödländer.

```

Nördlich der Hafenanlage findet sich das maritime Musuem mit seinem noch immer interessanten Datensatz mit allen möglichen Details über den Eriesee.

**Meisterinformation:**

```
Das Gebäude ist in der Tat sehr gut erhalten und seine Terminals allesamt funktionstüchtig. Sogar die Präparate sind noch in ausgezeichnetem Zustand. Das liegt nicht zuletzt am Mr. Handy, der hier für Ordnung und Sauberkeit sorgt.

```

An der nördlichsten Landzunge findet sich schlieszlich der Leuchtturm, der aber schon lange kein Signal mal auf die nassen Weiten des Sees gesandt hat.

```
Er ist schon lange nicht mehr bewohnt, doch es gibt Geschichten, dass dem alten Seebären, wie der Matrose der hier gearbeitet hat im örtlichen Volksmund genannt wurde, etwas schreckliches zugestoszn sein soll und sein Geist noch immer hier spukt (möglicher Plot)

```
Daniel

**Daniel** is a character mentioned in Petscop 17 and Petscop 19. He is Care's cousin.

In Petscop 19, during the "mike2" recording set in gen 2 of Even Care, collecting the egg mentions Daniel:

>
> What? One of the eggs... was in Daniel’s game??
>
> What an unfair trick!
>
> Have you found every egg in the office?
>
>
>
>

## Theories

Daniel may be Rainer's real name, considering the in-game textbox referring to Petscop presumably as "Daniel's game".
Petscop 6

**Petscop 6** is the sixth video in the Petscop series, it was uploaded to the Petscop Youtube channel on April 20, 2017.

In this episode, Paul leaves the game idle for several hours while viewing the windmill (as the red tool had suggested prior), and Marvin appears and writes a message.

*A transcript for this episode can be accessed at Petscop 6/Transcript.*

## Synopsis

The video starts out with a shot of the windmill, the screen cuts to black and the words "2 hrs 39 mins later" are shown briefly before the video cuts back to the windmill. Marvin can be seen emerging from the right side of the screen as a shadow monster man, and he walks behind the windmill. The windmill begins spinning in the opposite direction, and Marvin approaches the camera.

The camera then rotates, and Marvin writes a message. After this, the camera turns back to it's original rotation.

The video then cuts to a message reading "1 hr 24 mins later" and the windmill vanishes.

After this, the video cuts to Paul in the tool room. He walks to the surface of the Newmaker Plane and finds the camera has turned red and descended in height; Paul notes that he has seen the camera at this height before.

Paul heads away from the camera (in the opposite direction of the windmill) and finds the location Marvin used to write the message, as well as Toneth, who can be captured. Paul views Toneth's description in the pet menu, as well as showing Care's presence in the pet menu and the non-functioning "Book of Baby Names" button. Paul explores the area with the windmill foundation, but it appears unchanged from its showcasing in Petscop 4.

Paul returns to the tool room and repeats Marvin's questions to the red tool.

The video cuts to Paul in the grave room, where he discusses how he believes the game is trying to make it seem like there is an "entity" within it, and that he had created another save file, in which no strange occurrences have happened.
Petscop 9

**Petscop 9** was uploaded on May 24, 2017.

*A transcript for this episode can be accessed at Petscop 9/Transcript.*

## Synopsis

The video begins on the title screen. After several seconds have passed, the first room of Even Care is loaded. The music and several other details are different however. This alternate version of Even Care is often referred to by fans as "Odd Care." The word "demo" appears at the top of the screen, and the guardian traverses into Pen's room, before walking onto the treadmill and setting the number to zero. After this, the game crashes, and the video cuts.

The video then shows Paul, in the grave room, exploiting what appears to be a bug in order to turn into a "shadow monster man". With the guardian appearing as a silhouette, Paul is able to enter the windmill. He later returns, without the silhouette effect, and the windmill is once again inaccessible.

Paul goes to the Child Library, where he enters a new face that he found within the windmill, causing the following text box to appear:

>
> You found her.
>
> You may visit her room.
>
>
>
>

Inside the new room, a small red tool and a miniature windmill can be found on the table. A note is on the wall, which discusses how a windmill supposedly vanished in 1977, along with Marvin's friend.

Paul walks into the corner of the room, which now leads to a new location. Here, Paul finds two gift boxes, one of which containing a green key, the other containing something which is censored.

Paul then finds a small room off to the left, containing a third gift box. After opening it, the game loads the Newmaker Plane, and the door on the brick building is now open. Paul enters the door, and appears in Even Care, which appears the same as it did during the demo from earlier in the video. Paul navigates to Pen's room, and uses the treadmill to set the number to -1, after which the game crashes.

The video cuts, and Paul is back at the grave room. He goes under the shed, and Care NLM can now be caught.

Paul goes to place Care NLM in the Child Library, resulting in the following text box:

>
> You've decided to leave Care NLM.
>
> If you change your mind within 6 months, you can take Care NLM back.
>
> What month is it, anyway? What year is it?
>
>
>
>

Paul then enters Care's face into the easel to access Care's room, where he finds her on the bed, and catches her again. The video then ends.
Randice

**Randice** is one of the Pets found in Even Care. Randice is a red flower. He is friends with Toneth and heavily relies on Wavey.

## Pet description

>
> Randice is a flower.
>
> He does need water, but not as much as he thinks.
>
> You shouldn't worry.
>
> If you are considering Randice, you should adopt Wavey as well.
>
> Wavey knows how to trick Randice.
>
>
>
>

## History

Randice is first seen in a picture in Petscop 1 in the first room of Even Care:

> It's a picture of two friends, Toneth and Randice.
> Are they not cute? Give them a chance!
>
>

Randice is always seen with Wavey, in their room in Even Care.

At first, approaching Randice will cause him to retreat into the ground and warp to the adjacent plot of grass with Wavey in avoidance of the player. To cancel this action out and allow Randice's capture, the player must deprive him of Wavey's rain by pushing the nearby bucket underneath where Wavey is about to spawn so as to trap Wavey and his water, thus causing Randice to droop and stop avoiding the player. If the bucket is placed in the correct spot, a "clunk" noise will sound as Randice bumps into the bucket as he rises above ground with Wavey. The player can then catch him without issue by making physical contact with him.

Randice's description was shown in Petscop 19, during the "belle" recording

In development, shown in the Extra Stuff menu, Randice went from a complete flower head, to gaining a stem, then getting leaves.

## Notes

The two plots of earth in which Randice can spawn differ in depth, with one extending below the standard depth limit of the map's ground. This is the only known instance in all of Even Care in which this occurs. This is not seen in some older versions of the level.

## Theories

Some speculate that Randice dies once he withers when deprived of water.

Randice could be loosely based on a rafflesia, a flower that smells like death, given the large indention in the middle of Randice's "face."
Petscop Discovery Pages

**Petscop Discovery Pages** is the name of a website mentioned several times throughout Petscop. The website is first mentioned in Petscop 1 on the note that came with the game, and it's partially shown on a Tarnacop machine in the Garage during Petscop 14.

The specific contents of the website are largely unknown, however, Petscop 14 shows that the site includes various information about and screenshots of Petscop, along with a page titled "Your Child" (according to Paul) which contains a large amount of text.

## Gallery

Main pageFirst pageSecond ("Your Child") pageThird page
Amber

*This article is about the pet. For the name in the Book of Baby Names, see Book of Baby Names.*
Amber is one of the pets that can be caught in Even Care. She is the first pet Paul catches in Petscop 1.

Amber is shaped like a large ball. She is a stony blue color and has red eyes, as well as what could be an orange colored tongue or tooth protruding from her mouth. She wears a dull green boater hat.

## Pet 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.
>
>
>
>

## History

Amber is found in a room containing two closed cells separated by a wall that can be opened by interacting with their respective switches. Originally in the cell to the left, opening the door to said cell causes Amber to hop over to the cell to the right so as to avoid the player; opening the cell to the right causes Amber to move back to the left cell, and pursuing her in this open cell only causes her to move back to the right cell, and vice versa.

In order to catch her, the player must trigger an open, empty cell's switch and run into it as it is closing, trapping the player in the process. Amber will then join the player in this cell by hopping over from hers. The player can then escape from the enclosure through a concealed passage in the dividing wall and exiting through the open cell.

In development, shown in the Extra Stuff menu, Amber was only given her face and hat in her latest two designs.

## Theories

There are multiple cases of adopted children with reactive attachment disorder being punished by being locked in cages: an example is the case of the parents Michael and Sharen Gravelle, who adopted children and were sentenced to jail for, among other things, keeping children in cage-like enclosures.  The method in which Amber is caught might be a reference to this.

Amber's name may be a reference to the AMBER Alert, a national alert system used specifically for child abduction.

## References

1. ↑ https://en.wikipedia.org/wiki/Michael\_and\_Sharen\_Gravelle
Pen

Pen is one of the pets introduced in Even Care. She is found in a room with an oversized piano on the floor and an octave counter despite the fact that she is completely deaf. She doesn't seem to have any clear relationships to any of the other Pets or characters.

Pen appears to be a somewhat humanoid entity- the most humanoid out of all of the pets, other than the three Care Pets. She wears a content expression upon her face, made up of two shut eyes, a perky nose, and a pursed mouth along with slight, pink, blushing cheeks. Her skin is a sour ochre color and she wears what seems to be a striped, brown beanie or yarmulke atop her large, round head. Draped on her pear-shaped torso is what seems to be a shawl or poncho of a dull terracotta color.

She hovers above the ground with what could be a black thread or thin appendage attached to her abdomen, with which her two outstretched hands are suspended. Pen seems to have six fingers on each of her hands and holds what looks like a snowball in her right hand, giving her the overall likeness of a scale as her hands teeter side to side with its weight.

## Pet description

>
> 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.
>
>
>
>

## History

Pen first appears in Petscop 1 in her room in Even Care. Her puzzle involves transposing her position on the piano with the treadmill to a position that lines with the clones created of the guardian when the player steps onto the piano. If her position lines up with the interval of the player, she can be captured. The interval must be set to 7 to capture Pen.

In development, shown in the Extra Stuff menu, Pen's older sprites show outstretched "legs" instead of the string. She was also originally facing forward, and she did not hold anything in her hand until the last and current iteration.

Her hand seems to be represented in the Sound Test menu, however; it has five fingers instead of six.

## Theories

The statement "I don't know what she's doing here," in Pen's description most likely refers to the fact that she is found in a room that houses a piano/revolves around music along with being referenced in a sound test menu, despite being deaf.

Pen's outlandish holding of a snowball may be due to the fact that ballpoint pens can only function due to the ball itself, and ballpoint pens could be seen as a direct reference to Pen's name.

Pen's long, outstretched "legs" early in development could mean that she was originally going to take up the entire space of a piano note, or over multiple. This could also mean that pets weren't planned to always face the camera early in development, the room that Pen was found in was originally at a different orientation, or that she originally had a different puzzle.
List of errors or inaccuracies in Petscop

This article solely lists unintended bloopers, bugs, or plot holes that may have occurred during the development of Petscop, in the most critical of analysis. It does not reflect negatively on Petscop or its developer in any way.

This page is locked to allow for any additions to be manually checked, and so that misconceptions aren't added. Please contact Karasuneth for suggested modifications to this page.

This is a list of **presumed** mistakes, errors, or inaccuracies in Petscop.

## List

### P2 to TALK

There are some strange examples of phoneme use in P2 to TALK.

* "Put" in Petscop 23 only includes phonetics that suffice for "ut", not including "p" (R2 + SQUARE).
* "House" in Petscop Soundtrack only includes phonetics that include "ouse", not including "hh" (L2 + DOWN).
* "Music" (Petscop 11) uses R1 + CIRCLE + R2 + CROSS for the "u" sound rather than L2 + UP ("y" sound).

### Startup

The PlayStation startup used at the beginning of Petscop 1 is inaccurate (possibly custom-made), as the SCEA fade-in is too slow.

### Color limitations

The PlayStation generally only renders 16-bit colors, using dithering to reduce banding artifacts. While Petscop does apply dithering, the colors appear to use a higher bit depth than what the PlayStation is capable of rendering.

### Fonts

Poetsen One is a font used in numerous instances in Petscop, including the title screen logo, most surface game loading screens, 3D signs, and the "GiRL" text on the school's second floor. The font itself seems to have been published in 2012 according to its copyright date embedded within the font file.

The font used in the Garalina logo, Days Sans Black, has copyright attributed to 2014.

## References

1. ↑ Creator's official download of Poetsen One: http://www.rfuenzalida.com/poetsen/
2. ↑ Official download: https://www.1001fonts.com/days-sans-black-font.html
Key

**Keys** are objects that the player can collect, which can be used to unlock doors to enter new areas.

Keys hover above the player, in which they rotate. They shrink and move toward the door when they are used.

## Instances

### House key

The house key is a large green key that is collected out of the right present in the party room.

It is used to unlock the house, however it does not necessarily open the house door.

### Garage key

The garage key is a small silver key that is collected by painting over the wall in the master bedroom with black paint from the bucket. This is only available through recording manipulation.

It is used to unlock the garage. However, entering the garage in the recording in which the key must be obtained results in the Strange situation event.
Draw Mode

**Draw Mode** is a hidden menu that appears to be a VRAM viewer and rudimentary texture editor. It is first directly shown in Petscop 15, but may have been used by other players as early as Petscop 5.

It can be accessed by a code input on the P1 controller:

With P2 to TALK (on the P2 controller), this phonetically spells "Nifty".

During Petscop 15, the player is taught the code to access the texture editor by Tiara. Tiara appears to make use of it again in Petscop 23, and is likely to have been using it through the pink tool in Petscop 5 and Petscop 7.

## Function

Textures recently accessed by the player (or that possibly may be soon accessed) are displayed in an atlas. (In Petscop 15, most of the textures come from the school, where the code was used.)

A pencil tool can be used on the textures that can draw lines in pink. After exiting the menu, the drawings will be retained on the textures as they are shown in game.

Sprites do not appear to be included in the atlas.

Tiara is speculated to use it to communicate with player and modify the red tool to make it pink.
Petscop 22

**Petscop 22** was uploaded at midnight (UTC-4) on September 2, 2019.

*A transcript for this episode can be accessed at Petscop 22/Transcript.*

## Synopsis

By the time the video starts, a recording named *auto-b4yw0bHt* is already being played. It appears to continue from where Petscop 10 ended, with Paul asking the red tool "where was the windmill?" Like in Petscop 10, the tool's response is censored.

Paul begins discussing the tool's response with someone. Paul's microphone sounds noticeably muffled compared to previous videos. Later, Paul navigates to the Quitter's Room, and discusses how the Tiara character no longer appears there.

The video then cuts, and Paul walks to the grave room, using the shed entrance to turn into a shadow monster man. He then walks to the room with the road, and attempts to cross the road, but the guardian is hit by an orange car, causing it to disappear. After this happens, Paul worries that he won't be able to get this to happen again, and states that he isn't currently recording his gameplay.

He then seems to lose contact with whoever he was talking to, asking "Belle, you there?" Then, Tiara appears on the road, and begins gesturing to the right. Paul isn't sure what she means, and becomes frustrated.

The video then transitions to footage of the demo recording of this room from Petscop 11, where the camera was at a similar angle, and the guardian was absent. It then jumps to the part where the camera is moving along the road, and then transitions to the area outside of the school, now with the Room Impulse dial visible on the lower left of the screen.

A guardian walks forward, and is focused via the dial. It then enters the school. After exploring the first floor, the player navigates to the second floor. As they begin exploring, they are abruptly pulled towards an image of a girl. The game behaves strangely here, repeatedly activating the pulling effect, even sometimes when it's already happening. Eventually, the player walks through the girl image.

Upon entering, the music changes, and the player finds a small room which is much brighter than the rest of the school. A text box opens, apologizing for pulling the player out of class, and offering to play a board game.

A menu appears, allowing the player to choose a board game. The player chooses Graverobber, and a text box begins explaining that Graverobber is "kind of like Battleship," but stops prematurely as the player presumably already knows how to play. Throughout the game of Graverobber, several additional text boxes appear. At one point, the name of the save file, "Strange situation," is mentioned. The player is asked to confirm their name, and they input "Paul."

Eventually, the player quits the game and navigates back to the first floor of the school. From here, they descend to the basement, and enter a side passageway, causing the camera to begin panning left. The video then ends.
Tarnacop

**Tarnacop** machines are computers that are seen several times throughout the series. Very little is known about them, however they seem to be closely tied to Garalina and the development of Petscop.

## History

A Tarnacop machine is first seen in the garage during Petscop 14. When Paul interacts with it, it displays low resolution images of the Petscop Discovery Pages, along with an image of the guardian standing in the Newmaker Plane. The machine appears to be running Internet Explorer 5 under Windows 9x.

During Petscop 23, when the player explores the school's third floor, eight Tarnacop machines can be found in front the numbered doors. Each of them are displaying the Garalina logo, rotating counter-clockwise, except for the seventh one, which is displaying an image of the windmill interior. After the player uses the green tool to collect the pieces in the room, all of the Tarnacop machines appear to lose power.

Later in Petscop 23, the Tarnacop machine from the garage can be seen in a loading screen.

The Petscop Soundtrack's description states that the tracks were "Recovered from a Tarnacop machine."

## Gallery

The Tarnacop computer showcasing one section of the discovery pages website during Petscop 14.The Tarnacop computer showing the guardian in the Newmaker Plane during Petscop 14.One of the eight Tarnacop machines on the school's third floor, from Petscop 23.A Tarnacop machine in a loading screen, from Petscop 23.
Petscop 15

**Petscop 15** was uploaded on July 18, 2018 with a video length of 6:16. This video was uploaded less than a day after Petscop 14.

*A transcript for this episode can be accessed at Petscop 15/Transcript.*

## Synopsis

The video shows a demo recording inside the school. The player navigates to the second floor. They attempt to explore further, but are abruptly pulled back to an image of a girl whenever they attempt to walk away.

After collecting some of the pieces in this room, the player locates an entrance to a small classroom, where they find Marvin.

The player attempts to say something using P2 to TALK, but the inputs result in a *Not In Table* error message. Marvin then instructs the player to "Sit Here For The Present," before leaving the room. The player sits at a desk in front of a chalkboard, and eventually Marvin returns, along with Tiara.

Marvin introduces Tiara as Bell[e] and leaves the room, Tiara then states "I Am Tiara Not Bell[e]."

After this, Tiara instructs the player to "Press Nifty." Confused, the player says the word "Nifty" using P2 to TALK, to which Tiara says "No Player One Press Nifty." The player appears to stand still and, after some time has passed, Draw Mode activates.

The player draws on several of the textures, eventually writing "hi" on the chalkboard texture, and then closes Draw Mode. The patterns from Draw Mode appear on the corresponding textures in the classroom. The video then ends.
Petscop 10

**Petscop 10** was posted on May 31, 2017.

*A transcript for this episode can be accessed at Petscop 10/Transcript.*

## Synopsis

The video starts with Paul within Odd Care. He proceeds to go to the same cage area where he originally caught Amber, and proceeds to close the right gate, and then re-open it. After that he also opens up the left gate, and then attempts to leave, but is stopped when a door closes in front of him. After that the game crashes.

The video cuts to the title screen, and we are shown three save files: "Paul," "test" and "backup." The "Paul" and "backup" files are labeled "PANICSV possible corruption." After loading the first file, Paul traverses back to Amber's room to find that both of the cage doors are still open.

The video cuts to Paul visiting the Quitter's Room, this time on the left side. Tiara is now on the right side, still mirroring his moves. There is a third symbol block on this side of the room. Paul goes to inspect it, and the video cuts out before he does.

Next Paul visits the red tool, and asks, 'What month is it?' An animated calendar appears but he is unable to interact with it. He asks tool, 'What year is it?' and the same thing happens.

Finally, we see him ask, 'Where was the windmill?' The answer is censored.

The video ends there mid-scene, and is revisited with new footage in Petscop 22.
Guardian

The **guardian** is the player character used in Petscop by the current player.

The guardian has yellow-green skin, white circular eyes, large cheeks, large feet, and no arms. It appears to be wearing a dark green shirt, brown pants, and no footwear. What appears to be its mouth is triangular and always open.

Objects such as keys that the player is carrying at the time are displayed hovering over the head of the guardian. In the house's living room during the house birthday event (shown in Petscop 14 and Petscop 17), it can be seen with a party hat and a yellow balloon.

## Sprite variations

The development of the guardian's sprite, along with its official name, was shown in the Extra Stuff menu during Petscop 18.

The 4th iteration is used when the player is pulled to the girl image on the second floor of the school. The 6th iteration is used in gens 1 and 2. Only the final sprite appears to have full animations.

## Players

*Main article: Players*
In Petscop, the current player is shown with the default guardian sprite. However, other players are shown with varied heads on the guardian sprite's body. These heads are always facing the same direction, while the body retains the directional animations.

Tiara is shown with a different (possibly unfinished) head sprite. Marvin has the body of the default character and a distorted green head. Paul, and possibly Care, seemingly appear with a red triangular head.

## Theories

### Appearance

The shirt that the guardian sprite appears to be wearing is possibly reflecting a straitjacket.

The red triangle mouth may have a relation to the red triangle head character that appears in Petscop 12.

Looking at the character from the side, it looks similar to a green-tinted skull.

### Name

The name of "Guardian" possibly refers to the word "guardian" as defined as an assigned protector or caretaker of a child.

The red tool responds with "Newmaker" to the player asking "Who am I?", but this may refer to the current player or an intended player as a title of sorts, rather than the player character itself.
Petscop 5

**"Petscop 5"** is the fifth video uploaded. It was uploaded on April 11, 2017.

In this episode, Paul attempts to investigate the red tool, but this is interrupted when it unexpectedly changes color and starts responding abnormally.

*A transcript for this episode can be accessed at Petscop 5/Transcript.*

## Synopsis

Paul asks the red tool a number of questions which he had found to give unique responses when playing the game off-camera. The red tool abruptly changes from its usual pale red color to bright pink, surprising Paul.

When asked "Who are you?" the pink tool responds with "TURN OFF PLAYSTATION". Paul asks "Why?", to which it replies "MARVIN PICKS UP TOOL HURTS ME WHEN PLAYSTATION ON". These answers differ from the ones given when the tool is in its red form. Additionally, they are in block capitals instead of a handwritten font and take much longer to appear, depending on the length of the message.

Before Paul can respond, the tool reverts to its red color and gives ordinary answers as it did previously.

## Video Description

>
> Hello folks. I guess this is for all of you, now.
>
>
>
> The following are the questions where the response was "I don't know":
>
>
>
> Care?
>
> Mike?
>
> Michael?
>
> Who is Care?
>
> Who's Care?
>
> Who is Mike?
>
> Who's Mike?
>
> Who is Michael?
>
> Tiara?
>
> Who's Tiara?
>
> Where are you?
>
> When am I?
>
> What is NLM?
>
> NLM?
>
> Newmaker Plane?
>
> Who is Newmaker?
>
> Newmaker?
>
> What is Petscop?
>
> Petscop?
>
> How to see windmill?
>
> See windmill?
>
> Windmill?
>
> What is this?
>
> bababababab?
>
> !?
>
> ??
>
> Who is Marvin? (we asked this one after the video ended)
>
> Who's Marvin? (same as above)
>
> Marvin? (same as above)
>
>
>
>
>
> The following are the questions with real responses (so far):
>
>
>
> Who is Tiara?
>
> Answer: Petscop kid very smart
>
>
>
> Where am I?
>
> Answer: Under the Newmaker Plane
>
>
>
> Who am I?
>
> Answer: Newmaker
>
>
>
> Who are you?
>
> Answer: Tool
>
>
>
> Remember being born? (the full question "Do you remember being born?" didn't fit)
>
> Answer: I'm not Tiara
>
>
>
> When the color changed, we were able to ask two questions:
>
>
>
> Who are you?
>
> Answer: TURN OFF PLAYSTATION
>
>
>
> Why?
>
> Answer: MARVIN PICKS UP TOOL HURTS ME WHEN PLAYSTATION ON
>
>
>
>
Newmaker

"That looks dubious to me. What do you think?"

This article is about a topic that has no widely accepted interpretation or clear details.

*For the player character, see Guardian. Note: "Newmaker" has no relation to the player character itself.*
**"Newmaker"** is a title referring to select people. Rainer calls himself a Newmaker, and the red tool's response to the player asking “Who am I?” is “Newmaker”.

According to Care NLM’s description, the Newmaker can "close the loop" by turning Care NLM into Care A. Other intended purposes of the Newmaker are currently unknown.

The Newmaker Plane, the base location of the hidden sections of Petscop, also seem to refer to the Newmaker.

In reference to the player being called a Newmaker by the red tool, along with Care NLM's description, the title presumably is either being given to the current player (Paul), or a secondary intended player.

## Notes

"Newmaker" was a reference to the story of Candace Newmaker, but the creator of the series stopped using it, as he felt that it was inappropriate to reference such a thing in a fictional series like Petscop. The changes he made were relatively minor however, as he "was never gonna go much deeper with the references."

## References

1. ↑ https://egmnow.com/theres-something-hiding-in-petscop/
Pets

**Pets** are collectible entities in Petscop that are the main premise of the surface game. They often require solving a puzzle to catch. When a pet is acquired, rainbow text reading "Caught" appears along with a sound effect.

Some pets are referred to as people by the Child Library.

## Pets menu

There is a part of the pause menu to view all pets. All pets have a silhouette unless currently in the player's possession. Pets the player possesses can have a description read by interacting with their pet slot in the menu.

All of the pets from Even Care, along with Toneth, appear on the first page. The Care "Pets", along with an empty space, appear on the second page, which is inaccessible until sometime after entering the code from the note.

### Blank space

The blank space stays unused up until Petscop 23, where it is used to hold the egg from the machine. The description for the egg is simply comprised of a question mark and the last line of Amber's description ("You should start thinking about that.").

## List of pets

* Gift Plane (page 1):
	+ Amber
	+ Randice
	+ Pen
	+ Toneth
	+ Roneth
	+ Wavey
* Newmaker Plane (page 2):
	+ Care A
	+ Care B
	+ Care NLM
	+ Blank space (egg)

## Theories

It is noted in Petscop 12 in a textbox directed to Tiara (addressed as "Belle") that the menu space was originally intended for Belle after she became Tiara, but it instead went unused since she never became Tiara. This may be referring to the blank space in the pets menu.

There is a possibility that Hudson was planned to be a Pet in the second level of the game.
Needles Piano

The **Needles Piano** is an instrument resembling a spinning purple pyramid. It is given by Marvin to Pall in the school on two occasions shown within recordings.

It appears to be part of the rebirthing process inside the game.

## History

The Needles Piano is first seen in the loading screen when entering the school, as shown in the first recording shown in Petscop 11.

During a recording shown through demo playback in Petscop 11, the player enters a classroom on the first floor of the school, where they find Marvin, who requests that they "play music for baby[...]" and summons the Needles Piano. When the player picks it up, "Play Needles Piano Now" flashes on screen. He uses the Needles Piano to play music which Marvin calls "Lovely" but eventually the instrument's notes sour and the Needles Piano turns red, ending with Marvin referring to it as "bad music" and telling him to "do it right next time".

School loading screen (brightened)The Needles Piano being played in a classroom
In Petscop 12, Belle's captor refers to "the Needles".

During Petscop 23, in the school basement, Marvin summons the Needles Piano after the player places Care B into the machine. The Needles Piano is used to attempt to rebirth Care, but the player appears to play it incorrectly, angering Marvin.

## Theories

As the first floor school classroom is loading, a piano with a PlayStation controller attached to it is shown in a loading screen. The same piano appears within the ghost rooms. It is unclear whether "Needles Piano" also refers to the pianos in the ghost rooms; if so, the "Play Needles Piano Now" may be a prompt for the player to begin using the piano in the ghost rooms.

Piano loading screen (brightened)
The Needles Piano could also be related to the tools, as there is an instrument of similar shape with needles that are used to "voice" a piano. While tuning is adjusting the pitch the piano's strings vibrate at, voicing involves using a tool with needles to loosen the felt fibers of the hammers that hit the strings. The tools being based on a piano voicing tool would also fit with the suggestion of the tools being able to hurt people, as said by the pink tool and (possibly) as seen when Paul uses a white tool in the windmill.
Observador Yo-kai

O **Observador Yo-kai** ou também chamado como **Yo-kai Watch** é um relógio com o qual o Nate detecta os Yo-kai.

## Conjunto

O Yo-kai Watch é uma peça única de tecnologia que ajuda os humanos a descobrir e se comunicar com Yo-kai, uma façanha que normalmente seria impossível sem o uso deste dispositivo. Pelo contrário, o Yo-kai Watch é útil para que Yo-kai se comuniquem com humanos.

O poder real do Observador Yo-kai Watch é a habilidade concedida para conseguir convocar um amigo Yo-kai, inserindo suas respectivas Medalhas Yokai em seu slot. Cada uma das oito maiores tribos do Yo-kai tem sua própria música de chamada. Observe que uma medalha inserida no reverso não ativará a invocação. 100 yo-kais