Wikia: http://petscop.wikia.com/wiki/Petscop_Wiki (current as of 12:11PM 5/2/17)
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Theories should be clearly denoted in RED to prevent confusion.
Theories should be backed up by evidence. Theories should not be taken as the truth, many of them are personal interpretations and can (and probably will) change when future videos are released.
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LAST UPDATED MAY 8, 2017 (Added 2 new images to Color Theory and Random Tidbits, and added information about the note Paul received with the game)
This section is for discussion of anything outside of the game itself. This includes discussions of Paul and how he is involved with the game and story.
Not much is known about our narrator Paul or how he came to possess Petscop. Paul never explicitly states his name, so we only know him by the name he enters into the file select screen. In the description of Petscop 1, Paul says “The game I found”, indicating that the game was probably not given to him by someone else. In Petscop 8, we find out that Paul’s mom “reportedly” has had the game since 2004. His mom may have given him the game, or he may have “found” it in a collection of his mom’s old belongings.
In Petscop 2, he refers to another person “coming home next month” to explore and figure out the game, so there is at least one other “real-life” character that could appear in later videos. The first four videos seem to be intended for this specific person, which explains the lack of introduction to Paul and to how he obtained the game.
In the description of Petscop 5, Paul says “we asked this one after the video ended” and “we were able to ask two questions”, indicating he might already be with previously mentioned person. Alternatively, he could also be collaborating with them online or by phone.
The description of Petscop 5 is the first instance where Paul directly acknowledges the public audience. It is still unclear whether this is an interactive ARG or just a series of videos, but we will probably find out soon.
As of Petscop 6, Paul says he is unconvinced by the game’s attempts to make him think it’s “haunted”. Regardless, if there was a way to communicate with the game in a more direct fashion, he would.
“This game is trying very hard to make it seem like, uhm.. Like there's an entity in it. Like a.. A ghost, or an AI, trying to communicate with me. It's interesting. But you know, the way you know, that there's a ghost in a game trying to communicate with you, is if it comes out, if it stops being distant, and it comes out and you can have a, you know.. A real time back and forth with it. Uh. And it stops being so one way.”
Apparently Paul found a note with the game, it reads as follows (this is taken directly from the annotation on the video, any misspellings or grammar mistakes are from Paul himself):
“I WALKED DOWNSTAIRS AND WHEN I GOT TO THE BOTTOM, INSTEAD OF PROCEEDING, I TURNED THE RIGHT AND BECAME A SHADOW MONSTER MAN
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
Little is known about the origin of this note. The way it is formatted indicates it may have been written by two different people (the capital letters in the top half, and the strange date in the middle of the note). The website on the sticker has not been revealed or mentioned by Paul. The stairs referenced in the top half of the note might be the same stairs in one of the hidden loading screen images:
This image can be seen around 4:20 in Petscop 2. You can clearly see a staircase, a door straight ahead, and another doorway on the right with light coming from it. We can assume this is where the mystery person in the note became the “shadow monster man”.
The second half of the note may have been written by a developer of the game, considering he knew the name of one of the Pets that according to Paul is impossible to catch. Also the fact that he knew the secret button combination indicates that he has a deep knowledge of the game.
The top half of the note may have been written by a child, due to the strange capital letters, the grammatical error “turned the right”, and the phrasing “shadow monster man”. As of Petscop 7, it is likely that this part of the letter was written by Marvin (the shadow monster man). We now know that Marvin has a daughter, so he is probably not a child. That still does not explain the weird grammar mistakes and capital letters.
In Petscop 6, Paul says the following:
“[...] cos I created a new file and I tried to be scientific about it, and went and did all the same things that I did this time and the same things did not happen. None of the things happened. None of the oddities occurred, like the figure in the mirror room for example. So there’s a bit of randomness in it, and it’s interesting how it doesn’t really seem to care if you see everything, I guess.”
Now we have confirmation that the same events will not happen if you try to reexperience them. This could be an attempt by the developer to make the events seem more “real”. It could be an indication that these events are really happening as a result of some entity inside the game.
If in the future Paul decides to release Petscop to the public, this could explain why we do not experience the same events that he does.
At the end of Petscop 7, we get an unusual message:
This message, of course, appears right after we see the first censored object in Care’s room with Mike’s eyebrows (see Care’s Room).
There has been much debate over the meaning of this message. Some believe this to be a sign that all of the Petscop videos are pre-recorded. This would explain how they know what would need to be censored in the future videos. However, the vague nature and strange wording of the message indicate that whoever wrote it has not actually seen the things that need to be censored yet. If this is the case, then how would they know what would need to be censored in the future without actually seeing it? It’s possible that something in the game told Paul what to censor, or maybe something in the game gave Paul this information, and he is “expecting” to censor it himself. It’s also possible that Paul isn’t the one uploading these videos, especially if this is a found footage scenario. The quotations marks in the message indicate that this information is coming from a third party.
As far as what is actually going to be censored, all three items seem to indicate some kind of text or message. “A big present with a sticker on it” could be censoring whatever is inside of the present, or it could be censoring whatever is written on the sticker. (Also this sticker might be the one referred to in the note Paul received with the game: “my website on the sticker”). “Something on a wall, in a black house” would most likely be a written message, or possibly a picture. “Written on a chalkboard” is clearly going to be a written message.
There are plenty of other arguments to be made about this censorship message, but the simple fact is we don’t have enough information to make make any major conclusions. We will probably learn much more about the nature of this censorship in future videos. However, at the very least this message confirms that we will be seeing multiple new areas in future videos, including the house and the school.
This section is for the discussion of the surface-level game Petscop (up until the secret code is entered in Roneth’s room).
Petscop is an unfinished, unreleased Playstation 1 game developed in 1997 by a company called Garalina. As far as we can tell, Garalina is a fictional game development company and/or they were never known to the public due to the game never being finished.
The primary gameplay revolves around “catching” creatures referred to as “Pets”. Despite the fact that they are called “Pets”, the game use words such as “somebody” and “someone” to refer to them, both words used only to refer to humans. This could hint at a connection between Pets and humans/children. According to the sign at the start of the game, Petscop was meant to have 48 Pets total. We know there are only 6 Pets in the first level Even Care. It seems the original game planned on containing 8 levels (or “homes”) with 6 Pets in each level.
The meaning of the word “Petscop” is still unknown and/or under discussion. The most obvious theory would be a combination of PETS + COP, as the goal of the game is to pursue or trick pets so that you can “catch” them.
Another theory: The word “scop” has ties to meanings such as scold, scoff, abuse, derision, mock (see https://en.wikipedia.org/wiki/Scop#Scop.2C_scopf.2C_and_relationship_to_scold). If “Pets” are related to humans or children, this could be a further connection to the child abuse themes in the game.
The menu of Petscop contains the usual suspects: Resume Game, Options, Pets, Quit Game. But it also contains a curious option called “Book of Baby Names”. There is no consensus what the meaning of this option is. It’s random nature might indicate a clue regarding the names of characters in the game. It could also be a reference to adoption, where the new parents will often rename the children (such as Candace Tiara Elmore being renamed to Candace Elizabeth Newmaker). In Petscop 6, Paul shows us that “Book of Baby Names” does nothing upon selecting it. He guesses that at some point you would be able to name your Pets, and the Book of Baby Names would give you name suggestions. This further strengthens the connection between Pets and humans/children, as generally you wouldn’t name your Pet a human name (although many people do).
The player character is a strange creature with light green skin, a dark green shirt, brown pants, and no shoes. It does not have arms, and lacks the ability to open doors according to dialog in the game. The player character itself has no in-game name of it’s own, but is instead referred to by the name of the save file “Paul”.
Little is known about the player character itself. There is no consensus as to what the character sprite is portraying, or whether the character sprite is relevant to the story.
The character has a close resemblance to Pen. They have the same green skin, and whereas the player character lacks arms, Pen lacks legs. This might indicate that the player character could also be considered a Pet.
In Petscop 5 the question "who am I?" gets the answer "Newmaker." This could mean that the player character is the newmaker.
According to the picture on the wall, we know that Toneth is friends with Randice. One of Toneth’s legs is broken, as can be seen in the painting and his sprite. Some speculate that Toneth might be behind the mysterious door at the beginning of Even Care. Assuming the developers of the game completed the first level, you could assume that there is some intended way of opening this door.
In Petscop 6, Toneth randomly appears while the Shadow Monster Man is messing with the camera. Later, Paul catches Toneth by walking into him. It’s unclear if Toneth was intentionally spawned by the Shadow Monster Man, or if it was just part of the weird glitches that happened while he was messing around.
Toneth’s in-game description reads as follows:
(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 (the message gets cut off here)
- When that dog wags its tail and it it 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.
We still do not know the intended way to catch Toneth in the “real” game. The description indicates that Toneth might be a painter, and that a painting puzzle would be required to catch him. Because Toneth’s description is clearly not completed, it’s possible that he was never added to the real game.
Randice is a red flower. She is the only Pet without a face. We first see Randice in the picture along with Toneth, but we later find her being watered by Wavey. As long as Randice is watered, she will teleport away from the player if approached. She is caught by trapping Wavey in a bucket. After Wavey is trapped in the bucket, Randice appears to flinch multiple times and wither away and die, after which the player can catch her. The two plots she is in differ in height, with one extending to underneath the level. This does not occur elsewhere in Even Care.
There are cases of parents denying children food and water as punishment for reactive attachment disorder. This might be related to Randice’s method of capture (source: http://www.childrenintherapy.org/essays/overview.html).
Amber is the only Pet that is shown in the Pets menu after being caught, as well as the only Pet we have the in-game description of. The description reads as follows:
“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.”
Amber is found locked in a cage, if you pull a switch to open the cage, she jumps into another cage. In order to catch her, you have to trap yourself inside the cage, after which she jumps into the cage with you and is caught.
There are multiple cases of adopted children with reactive attachment disorder being punished by being locked in cages. The method in which Amber is caught might be a reference to this.
Amber may also be a reference to Michael and Sharen Gravelle, who adopted children and were sentenced to jail for, among other things, keeping children in cage-like enclosures. Amber is found in a cage.https://en.wikipedia.org/wiki/Michael_and_Sharen_Gravelle for reference.
Not much is known about Roneth. We only know it’s name because of the note Paul found with the game. In Petscop 1, Paul says he could not find a way to catch Roneth. It runs away from the player when approached, and flies into the sky when it reaches the dead end.
Roneth appears to be a hybrid between Toneth and Randice. It has the head of Toneth, and a plant-like body similar Randice. Additionally, the name Roneth is a combination of Toneth and Randice. Due to this, some say Toneth and Randice may have had a child together.
The player may have to run past Roneth, and then run backwards in order to capture them.
Pen is a Pet found floating above a piano. She has no legs and floats above the ground. She appears to have a string hanging from her abdomen. In order to catch her, the player must solve a puzzle revolving around musical intervals. When the player steps on the piano, 2 clones are created at an octave apart (i.e from C to C on the piano, D to D, etc). Using a treadmill, the player can change the location of Pen, starting from the far end of the piano. The correct solution is 7 because that is the number of white keys needed to go up an octave on a piano (C->DEFGABC).
She appears to wear a brown beanie or possibly a yarmulke. The white object in her hand is not known, but is speculated to be a snowball. As to why or how she would obtain and keep a snowball in her hand, we don’t know.
In Petscop 7, we finally see Pen’s description. It reads as follows:
“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.”
While this description does give us a lot more information about Pen, it doesn’t seem add much to the overall story of Petscop. The fact that a deaf character is in the piano room is strange, and even her description acknowledges the strangeness. This might just be a goofy detail added by the developer for fun, or it could have a deeper meaning. The fact that she is an aspiring mathematician is also strange, although her puzzle does involve a small amount of math to “solve” (although Paul seems to have just brute-forced it). Pen’s description and puzzle may be a hint that the music at the beginning of Petscop 7 has a hidden message or meaning behind it. Perhaps we are meant to use a similar method used to solve her puzzle to also solve the mystery of the music in Petscop 7. I have personally tried numerous methods of deciphering a message from the music, but I have had no luck so far. However, there are still plenty of things to try.
Not much is known about Wavey. He is found in the same room as Randice. Wavey is a rain cloud that follows Randice wherever she goes. In order to capture him, the player must push a bucket underneath him, after which he ends up pouring himself into the bucket, where he is trapped. After he is trapped in the bucket, you can see his face at the top of the water.
Wavey may be a reference to depression, as it typically associated with rain clouds, as well as crying, or rain. Wavey also appears to be unhappy, being the only known pet to do so. This may suggest that Wavey and Randice are two parts of the same entity, Randice being the representation of happiness, while Wavey represents the more depressive side. This is further supported by the fact that Wavey follows Randice around (Randice is unable to escape their depression).
There are cases of children being force-fed water as a punishment, Wavey might be a reference to this (source: http://www.cnn.com/2003/LAW/05/07/ctv.death.by.water/).
The Gift plane is where the game begins, and contains the Even Care.
The Gift Plane has several heaven references, ranging from the cloudlike floor to the pink buildings. It’s also worth noting that the Gift Plane is entered through a large gate (Pearly Gates of Heaven). Heaven is also a place where the dead reside. Are the pets potentially dead?
It is also possible that the Gift Plane could be a representation of an orphanage due to the way the messages on the signs are presented to the Main Character.
The word “Gift” is also referenced on Michael Hammond’s gravestone. The message “Mike was a gift.” could have ties to the Gift Plane, along with the fact that his headstone is shaped like the gifts found around the Gift Plane.
The first, and possibly only level of the Gift Plane. All of the known pets encountered so far have been found here.
The name “Even Care” seems to be related to the character Care. The level itself has flower imagery (a symbol closely related to Care), as well as the flower Pet Randice.
“Even Care” might be an insult or joke nickname given to Care. If you consider the note in Care’s room, it talks about a child that goes to school and comes out crying “Nobody loves me!”. Something must have happened to her to make her react this way. If you consider that Care does not grow eyebrows, or that she obsessively plucks her own eyebrows, this would give school kids something to pick on her with. The word “even” is synonymous with featureless, like someone with no eyebrows. Without eyebrows, expressing emotion is very difficult, giving you a constant expression of boredom. This also relates to the Dr. Seuss story, where kids pick on Daisy-Head Mayzie because of her unique appearance.
This section is for the discussion of the secret portion of the game, after Paul inputs the code in Roneth’s room.
As far as we have found, Michael Hammond does not refer to a real person. Candace apparently had a brother named Michael, but there is very little information about him. It’s possible her brother was adopted by a new family and given the last name Hammond. We know very little about Mike other than the information we could gather from his room (see Mike’s Bedroom), as well as the possible connection to his pink color (see Color Theory). The message on his tombstone might be a reference to the Gift Plane (see Gift Plane).
Mike is first referred to in Petscop 2 at 4:40, when the player interacts with a grey tombstone in the “Newmaker plane” with a face marked upon it. The tombstone reads:
The name “Michael Hammond” is written in a light pink hue. The time period specified suggests that Mike was either 6 or 7 years old, which our narrator reacts to after a few seconds with:
“That’s a dead kid.”
He then says “yep” a second later and proceeds to leave for the shed next to it.
Mike’s headstone appears to be shaped like a gift box. Combined with the fact that this is his tombstone, and that its inscription reads, “He was a gift,” Mike may now reside in the gift plane as a pet/ghost (provided we’ve not already captured him, of course).
The face that appears on this tombstone seems to change at multiple times. Primarily, the eyebrows seem to disappear and reappear as the player walks around it. This is probably just a graphical glitch due to pixel rounding. The theme of eyebrows being removed is prominent with Care (see section: Care’s Bedroom/Care), alongside the pair of tweezers that appear on the table in Mike’s Bedroom (see section: Mike’s Bedroom).
Mike is then referred to again in Petscop 3 at 6:34 when the player uses the face from the tombstone on the painting canvas in the child library (see section: The Child Library).
A message appears, stating:
“Mike is not inside right now. He is dead.”
“You may visit his room.”
Interestingly, the name “Mike” in this message is not written in a pink hue, however this is consistent with the earlier use of the nickname “Mike” (see above).
After a few minutes, the player enters the room that was opened for them (see section: Mike’s Bedroom).
Mike is later referenced in Petscop 6, when Paul reads the description of Toneth: “‘Funny stupid blob monster’ says Mike. That’s what it is.” We know from his tombstone Mike is a child of only 6 or 7 years old. We can probably assume Toneth’s description was written by the developer of Petscop, so Mike may be the developer’s son. This might explain why Mike’s tombstone is in the game, as a memorial to his son that was lost during development. This might explain the sudden dark turn the game takes after the secret code is entered. It could also explain why the original game was never finished.
By far the character we have the most information about. We are first introduced to Care when we receive a phone call in the Office (see Office). “Care left her room” might refer to Care’s bedroom, as she is not found there.
Also in the office, we find a strange note with the letters A/B/NLM. Assuming the girl in this picture is Care, the NLM could stand for “nobody loves me” and the rest of the connections to Dr. Seuss and the Flower Shack would make sense. We know from the note in Care’s bedroom (see Care’s Bedroom) that she does not grow eyebrows, this further strengthens the connection between her and the girl in the note/Flower Shack.
There is a disorder called trichotillomania that can be caused by traumatic experiences in childhood. This disorder is defined as “a compulsive desire to pull out one's hair”. If you consider the fact that Care might be plucking her eyebrows, this would explain why she doesn’t appear to grow any. This theory further ties into the A/B/NLM note. If you consider the only difference between the A Care and the B Care is her hair, you could conclude that the note is showing progression of something happening to her hair. If Care has trichotillomania, she could be obsessively pulling out her own hair resulting in lowered self confidence and eventual depression. Ultimately this results in the “nobody loves me” part of the note, and we see her crying in the Flower Shack where she eventually becomes a glitchy mess (see Flower Shack).
In Petscop 6, Paul discovers that there are 4 more pets in the Pet menu. Interestingly, 3 of these Pets appear to be the person/people in the A/B/NLM note. This might invalidate the theory that the note is representing 3 different stages of Care’s disorder, but it is still uncertain. The 4th pet, however, is still unknown.
The name Tiara is mentioned only 3 times in the videos. The first mention is in the note in Care’s room (8:55 in Petscop 3): “Tiara says young people can be psychologically damaged ‘beyond rebirthing’”. The second and third times are in the questions asked to Tool in Petscop 5:
“Who is Tiara?”
Answer: Petscop kid very smart
“Remember being born?” (the full question "Do you remember being born?" didn't fit)
Answer: I'm not Tiara
There may be a connection between Tiara and the Creepy Quitter’s Room Girl, because of the note on the wall in the Quitter’s Room “do you remember being born?”. The fact that Tool redirects the question to Tiara indicates that she has a connection to this question. To “remember being born” is probably impossible, unless you are talking about “rebirth” and “rebirth therapy”. If Tiara remembers being born, this could mean she has gone through rebirth therapy.
Candace Newmaker’s birth name was Candace Tiara Elmore. Tiara might be a reference to her, or it might mean the actual Candace Newmaker is somehow a part of the game.
Candace Newmaker was also called a quitter repeatedly before her death. This further connects Candace to the Creepy Quitter’s Room Girl, and also to Tiara.
Tool’s answer “Petscop kid very smart” can be interpreted two different ways. Tool could be referring to the player, calling him a “Petscop kid” and saying he’s smart for asking the right questions. Alternatively, Tool could be referring to Tiara calling her a very smart Petscop kid. The meaning of “Petscop kid” is unknown. It could mean anyone that plays the game, or it could have a deeper meaning depending on what “Petscop” actually means.
Very little is known about this “girl”. It’s unclear whether she is a separate character or just a reflection of the player with a different head. For a few seconds, she seems to be controlled or possessed by another entity (see Quitter’s Room).
In Petscop 7, she stops following Paul’s movements while a strange song plays. After the song plays, she instantly teleports back to reflecting Paul’s movements. Also, once the song is complete the note on the wall is answered with “COME HERE”. Because the color and font are the same, it appears that whoever was playing the music and writing on the note is the same entity that speaks through pink Tool. It’s unclear if this is the same entity that possessed her in Petscop 2. The fact that she instantly teleports leads me to believe that she is not really a separate character from the player, but maybe some kind of symbolism representing the player’s identity.
She may have connections to Tiara (see Tiara) because of the note in the Quitter’s room.
Her face appears in one of the secret loading screen images (7:25 in Petscop 1):
Her face appears to be vertically squashed in this image. Something appears to be covering her face as well. They could be hands, or just an intentional creepy glitch effect.
Little is known about what exactly Tool is.
The answers provided by the red Tool make me think they are automated responses, as they are instantaneous. Also the fact that it responds “I don’t know” to so many questions make it seem like it only answers pre-programmed questions. To solidify this theory, in Petscop 5, Paul asks it both “Tiara?” and “Who’s Tiara?”, and it responds “I don’t know”. However, when asked “Who is Tiara”, it answers “Petscop kid very smart”. This seems like irrefutable proof that red Tool is not sentient, and can only answer predefined questions. As to who originally programmed Tool to give these responses, it is still unclear.
Every response by red Tool:
Questions in which red Tool answers “I don’t know”:
What?, 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?, Who's Marvin?, Marvin?
Q: (Paul looks at the windmill?)
A: “Keep watching the windmill”
Q: “Who is Tiara?”
A: “Petscop kid very smart”
Q: “Who am I?”
Q: “Where am I?”
A: “Under the Newmaker Plane”
Q: “Who are you?”
A: “TOOL” (with a crude drawing of Tool)
Q: “Remember being born?”
A: “I’m not Tiara”
Q: “Where is my house?”
A: “You’ll never go home”
Q: “Where is the school?”
A: You can’t go back in time”
Contrary to red Tool, pink Tool does seem to be sentient. Not only does it take much longer to answer Paul’s questions, but its messages indicate a “living” person on the other side. According to the Color Theory (see Color Theory), Mike might be the one talking through pink Tool. For more information on pink Tool’s messages see Marvin.
As far as we’ve seen, it appears pink Tool has been ignoring the questions asked by Paul. This could be because the person speaking through pink Tool does not receive Paul’s questions, or maybe the person just doesn’t care (or is unable to answer) what Paul is asking. Alternatively, it could just be a trick to make the game seem like it’s haunted, despite the fact that the game can’t possibly have a conversation with Paul.
Every response by pink Tool:
Q: “Who are you?”
A: “TURN PLAYSTATION OFF”
A: “MARVIN PICKS UP TOOL HURTS ME WHEN PLAYSTATION ON”
(in Quitter’s Room): “COME HERE” (same color and font as pink Tool)
A: “I LOVE YOU NEWMAKER PLEASE SHOW MARVIN WHERE HIS HOUSE IS”
Q: “Who are you?”
A: “GO THERE AND HE’LL FOLLOW YOU HIS DAUGHTER IS THERE”
Q: “Remember being born?”
A: “ALSO WANTS 1000 PIECES FOR “MACHINE BEYOND SCHOOL BASEMENT STAIRWAY””
On the walls in Tool’s room, you can see multiple crayon drawings of a blue Tool. We have yet to be introduced to this blue Tool, but apparently someone has an obsession with it.
According to the color theory (see Color Theory), blue is associated with the wife in the note in Care’s room. In addition, we see a common theme of crayons found both in Care’s room and on a shelf in the Flower Shack. This seems to indicate that Care is the one who made these drawings of blue Tool. If the wife is also the mother of Care, then it’s possible that blue Tool could be none other than Care’s mother. According to the note found in Care’s room, it seems like the wife is concerned for Care, whereas the husband is not.
Tool refers to Newmaker when Paul asks it “Who am I?” The only other references to Newmaker are the “Newmaker Plane” referenced in the note in Care’s room, as well as the answer red tool gives in Petscop 5 to the question “Where am I?”, earning the answer: “under the Newmaker plane”. The capitalisation of Newmaker is important, as it means that “Newmaker” is a proper Noun- this could then refer to a name or a place.
Most probably a reference to Candace Newmaker, although it is still not clear whether game is referencing Candace or anyone in her family directly, or rather using it as an analogy/clue (see section: Candace Newmaker Connection).
The secret portion of the game may have been developed specifically for this “Newmaker”. Whether Newmaker is meant to refer to the player character, the player (Paul), or the “intended” player, we still don’t know.
The mysterious figure seen at the end of Petscop 4. Has many similarities to the player character. Appears to maybe wear a hat and has the same walking animation as the player character. This character may be someone we already know, but for now we will assume it is an entirely separate character. Near the end of the video, the figure was slightly visible, however, when Paul moves closer to the right to end the video, the figure fled into the darkness.
There is a debate as to whether Mystery Man is the same person as the Shadow Monster Man. Personally, I believe they are two separate people due to the complete lack of color or texture on the Shadow Monster Man. Mystery Man is clearly not a silhouette like Shadow Monster Man. Until we can come up with a reason why he would have color and texture in Petscop 4, and have no color in Petscop 6, I think it makes sense to consider them separate entities. The shape of their heads may or may not be different, as the image of Mystery Man is heavily compressed due to the darkness of the original video.
There is a strong possibility that Marvin is also the following people:
The Shadow Monster Man
The husband mentioned in the note in Care’s room
The person that wrote the top part of the note that Paul received with the game
Marvin is first introduced in Petscop 5. After Paul asked why he should turn off the playstation, the pink Tool responds “MARVIN PICKS UP TOOL HURTS ME WHEN PLAYSTATION ON”.
According to the message, Marvin is hurting whoever is speaking through pink Tool. From this we can conclude he is an evil man. If you believe in the Color Theory (see Color Theory), you could say it’s Mike that’s being hurt by Marvin. The only other “character” we have been introduced to that seems to have evil tendencies is the man mentioned in the note in Care’s room (see Care’s Bedroom). If this is true, then Marvin might also be the one responsible for Care’s downfall as well as other children.
The phrase “MARVIN PICKS UP TOOL” is still under discussion. It could be that Marvin is using Tool to hurt the child, or the “picking up tool” could be unrelated to how the child is being hurt. This message might also be referring to the smaller Tool-like objects found in Care and Mike’s bedrooms. As we are still unsure of the purpose of these objects, we can’t say for sure if they can be used to hurt someone.
The fact that Marvin only hurts the child when the Playstation is on could indicate that the “people” in the game might not exist as long as the Playstation is off.
In Petscop 7, we learn more about Marvin. The following messages are from pink Tool:
“I LOVE YOU NEWMAKER PLEASE SHOW MARVIN WHERE HIS HOUSE IS”
“GO THERE AND HE’LL FOLLOW YOU HIS DAUGHTER IS THERE”
“ALSO WANTS 1000 PIECES FOR “MACHINE BEYOND SCHOOL BASEMENT STAIRWAY””
These answers strongly imply that Marvin and the Shadow Monster Man (see Shadow Monster Man) are one in the same. Not only this, but it also strengthens the connection between Marvin and the husband mentioned in the note in Care’s room. We now know that Marvin has a daughter, and that he is looking for his house. The “HE’LL FOLLOW YOU” is very similar to the message given by the Shadow Monster Man in Petscop 6: “I WILL FOLLOW”. We also now know that he is connected to the school, which is also mentioned in the note in Care’s room.
In Petscop 6, a new figure can be seen walking around the windmill. It appears to have the same body as the player character, with a horn or wavy hair on it’s head. Strangely, the direction of his head does not appear to change. This character may be the same one mentioned in the note Paul received with the game (see The Note). This character remains a silhouette the entire time he is on camera, despite the fact that he is surrounded by objects that seem to be perfectly lit. This, along with the strange horn protruding from his head, leads me to believe that he is the “Shadow Monster Man” mentioned in the note.
In Petscop 6, this character creates 3 messages in front of the camera:
“WHERE IS MY HOUSE”
“WHERE IS THE SCHOOL”
“I WILL FOLLOW”
While these messages are being created, the character accidentally makes multiple misspellings. This would lead me to believe this character is probably a child. Also, the note Paul received with the game had strange grammatical errors (“TURNED THE RIGHT”) and was written in all caps. The questions asked sound like this character is lost in the Newmaker Plane, perhaps he intends to follow Paul in the hopes that he will lead him back home. As of Petscop 7, it is implied this character is Marvin, and that he has a daughter. Therefore, this character is probably not a child.
The house and school that this character refers to are probably the same buildings we see in the picture frames in Petscop 2:
It may be important to note that the school building plays a spooky noise when Paul looks at the picture. This probably indicates that something bad happened there. This might be the same school referenced in the note in Care’s room (see Care’s Room).
In response to the question “Where is my house?”, red Tool responded “You’ll never go home”. In response to the question “Where is the school?”, red Tool responded “You can’t go back in time”.
In Petscop 7, we learn Marvin is looking for his house, and that his daughter is there. He also needs 1000 “pieces” for a “machine beyond the school basement stairway”. This seems to imply that the house and school still exist, whereas Tool’s responses make it seem like they are gone. However, it’s possible that red Tool is referring to a different house and school. Marvin’s house may be different than Newmaker’s house.
This character also seems to make this strange pink screen appear. The black object in the center strongly resembles a CD. Directly after this screen appears, the character begins spawning map tiles as if he was a developer of the game. I believe this screen indicates the loading of some kind of debug or map editor mode that allows the character to create new parts of the map. This might be an indication that this character has a deep knowledge of the game code.
This is where the entirety of the Secret Game takes place.
If the Gift Plane really is a representation of Heaven, then the Newmaker Plane is Purgatory. Both Purgatory and the Newmaker Plane are mostly empty space.
The Newmaker Plane appears in one of the secret loading screen images (11:25 in Petscop 2):
Where Paul receives the phone call “Care has left her room.” Also the location of the A/B/NLM note (see Care).
It is unknown who the person on the other side of the phone is. It could be an automated call when any child leaves their room.
Perhaps one of the more mysterious rooms in the game, the Quitter’s room has the appearance of a typical bedroom. However, the room is split by a giant “mirror”. The player appears to only be able to access the “reflected” side of the room, as evidenced by the backwards note and the backwards clock on the wall. On the opposite side from the player, we see a reflected player character with a strange smiling face. Upon walking behind a bookshelf in the room, the strange reflection appears to be possessed by something else. In addition, we hear the strange beeping sound also heard when the door opens in Newmaker Plane. This sound could indicate that these two events are connected. Perhaps the same entity that opens the door is also the one possessing the reflection. At first glance, the reflection seems to follow the player's movement at a delay. However, if you watch closely you can see the reflection is making movements that Paul did not originally make, almost as if a second player was controlling the reflection. The way the reflection seems to “mock” the player might indicate it being controlled by a child.
In Petscop 7, Paul is heard shuffling through papers as he stands in the northeast corner of the room. Suddenly, music starts playing from the opposite side of the room. Because of the mirror, we are unable to see what is actually happening, but it is interesting to note that the Quitter’s Room Girl is no longer following Paul’s movements anymore. The strange music plays for almost a minute. The randomness and atonality of the music may indicate a secret message is hidden within it. Once the music is done playing, the Quitter’s Room Girl instantly teleports back into place as Paul’s reflection.
“Quitter” may be a reference to Candace Newmaker’s story. In the transcript of her death video, one of her “therapists” repeatedly called her a quitter (source: http://www.ratbags.com/rsoles/comment/candace.htm).
The note on the wall says “do you remember being born?” with a line on the bottom to indicate it’s meant to be filled in. This is yet another reference to the common “rebirth” theme found throughout the game. As for who this note was intended for, it’s unclear. It could be talking to the player directly, or it could be meant for whoever is on the other side of the mirror. It’s unclear whether the girl in the reflection is a separate character or just the player with a different head (see Creepy Quitter’s Room Girl). This message may also be connected to Tiara (see Tiara).
In Petscop 7, the note is filled in by (assumedly) the same entity that speaks through pink Tool. However, rather than answer the question, it simply says “COME HERE”, with a strange zig-zag line above it.
The clock on the wall reads around 7:45, or 4:15 if you consider it is reflected. However, the clock does appear to work like a real clock, as you can see the minutes change as the video progresses. The significance of these times is unknown. Interestingly, the Playstation 1 does not appear to have an internal clock, so the clock in this room might not reflect the “real” time, but rather just a passage of time starting from a specific point. Also the room which the player first enters after Newmaker Plane appears to have an image of clocks on the wall. They appear to read around the same time as the clock in the Quitter’s room.
In Petscop 7, the clock in the Quitter’s Room reads a very different time (around 4:30, or 7:30 reflected horizontally).
In addition, the Quitter’s room can be seen from above in one of the hidden loading screen images (around 1:00 in Petscop 2):
This is a secret room where Tool stands. In this room, the player can ask questions to Tool. Objects of note found in Tool’s room are drawings of blue Tool (see Blue Tool), several written notes which seem to be illegible, Tool itself (see Red Tool and Pink Tool), and a giant screen that shows the spinning windmill (see Windmill).
The room which contains the face easel as well as the strange hole in which a child can be placed outside. Inside the room, you can apply a face to the easel, and the room will violently shake for several minutes. If you look at the door while the earthquake is happening, you can see the rooms appear to be falling past the door at high speeds. When it stops, you are able to enter the bedroom. Paul enters several different bedrooms throughout the videos, most notably Mike’s (see Mike’s Bedroom) and Care’s (see Care’s Bedroom).
If you calculate the total number of possible rooms, you end up with 288,000 unique “faces”/bedrooms. This number may or may not be significant.
My original calculation came up with 144,000, which interestingly does have biblical ties to rebirth. For now, I think this theory is busted, but if you’re curious just google “144,000 rebirth”.
In Petscop 7, Paul finally discovers that a Pet can be placed in the hole in front of the Child Library by accessing the Pet menu in front of it. However, the Child Library will only accept “people”, not any of the Pets that Paul has caught. Paul also discovers 4 new “Pets” in the Pet menu, 3 of which resemble the girl in the A/B/NLM note (probably Care). We can assume that these Pets would probably be accepted by the Child Library.
The fact that this building is called a “Child Library” has a few disturbing implications. A library is a place where a large collection of books can be temporarily borrowed and read by the public. Libraries also generally contain a “book return” slot so you can quickly return the borrowed books to the library. The name “Child Library” implies that children are stored in this vast network of bedrooms to be “borrowed” by people to do with what they wish. Once they are done with the child, they are dropped in the “child return” slot, where they are returned to their bedroom/prison cell. The fact that Care was apparently able to leave her room in Petscop 2 might imply that the children aren’t necessarily trapped, or that she was “borrowed” by someone else.
The Child Library could be a metaphor for the adoption/foster care system.
The children’s bedrooms besides Mike and Care’s do not seem to contain much useful information. The “children” sitting on the beds do seem to each have unique features. The children’s gender and age/height appear to differ. Most of the children have toys on their table. One child appears to have an original GameBoy. Every room has the same dark passage to the right of the back wall.
As for whether these children are just mannequins or if they represent real children it’s difficult to say.
(For information on Mike, see section: Michael Hammond (aka Mike)).
The player enters what is stated to be Mike’s bedroom in Petscop 3 around 6:30-6:40, as told by the Child Library Canvas.
Inside the room:
Upon inspecting the table:
Sitting on this table is what appears to be a pair of tweezers and a small version of the red TOOL (see section: Red TOOL). The tweezers may have some importance, due to the importance of eyebrows in the case of Care (see section: Care). Perhaps taking the eyebrows off of Mike’s “face” could have an important effect? (see section: Mike). We can also see eyeglasses on the floor, which might be an indication that Mike wears glasses.
In Petscop 7, Paul enters Mike’s face without eyebrows into the easel, and we see the following bedroom:
The important things of note in this room are the blue car on the table, the roads on the carpet, and the gift boxes on the carpet. The gift is associated with Mike, as seen by his tombstone message: “Mike was a gift”. The roads and car might be related to Toneth’s description, in which Mike is mentioned, and in which a story about a dog being hit by a car is told. The toy blue car looks very similar to the blue car seen driving past at around 3:25 in Petscop 2:
Also possibly important to note that there is a mannequin sitting on the bed in this room. He appears to be taller than most of the other mannequins. He also appears to have longish hair that goes down over his ears. His mannequin also appears to be “standing” directly on one of the roads on the floor. It’s possible Mike’s cause of death could have been being hit by a blue car.
(For information on Care, see section: Care).
The player enters what is stated to be Care’s Bedroom. Unique only to Care’s room, there is a note on the back wall.
- Upon entering the room:
- Upon inspecting the table
Full conversation with the note:
While this note seems very cryptic at first, it starts to make sense once you piece things together. Note: This is my own interpretation of the note, I could be very wrong about what it means:
Take for a moment the use of the first person perspective here which this doesn’t take into account.
“Your wife” is speaking of eyebrows.
“You” answer, then secretly are pleased, then think of Care.
Then “I” guess who you will think of next. The first person perspective makes it seem as though the writer of the note is guessing. Then you find her room, and take the path to this same person or thing’s right, and then whatever or whoever this is shoots them in the head.
Pink Tool said that when the PS1 is on, Marvin will pick up tool and use it to hurt them. “I will shoot them in the head” could this be the perspective of Tool?
In Petscop 7, Paul enters Care’s face with Mike’s eyebrows into the easel. He enters the following room:
The objects on her floor and wall seem to be mostly flower related (a common theme of Care’s). The dark objects on her floor look kind of like gears, but they could also be flowers or the sun. The longer objects appear to be flower stems. She also appears to have roads on her wall, similar to the roads on Mike’s floor.
Care’s room with eyebrows also has a mannequin on the bed. She appears to wear a blue baseball cap. (Possibly unrelated, but Mystery Man also kind of looks like he’s wearing a baseball cap (see Mystery Man)). It’s not clear if she has hair or not. She also seems quite a bit shorter than Mike.
Upon interacting with Care’s table, we see this:
On the left, we can clearly see 3 toy blocks spelling “CRE”. It’s strange that there is a block missing, it’s possible the other block is behind the censored box, spelling out a message. The censored box has been a huge subject of debate. There does seem to be a slight red glow protruding from the bottom of the black box.
Based on Paul’s reaction, and the message displayed at the end of Petscop 7, most people agree that the object that’s censored is probably not something violent, sexual, or disturbing. Many believe it to be some kind of message, possibly a message revealing the personal information of someone involved with the game or the child abuse cases surrounding it. However, it is important to note that whatever this object is, it would not be particularly out of place in any other child’s bedroom, according to Paul. For more discussion on the censored items in Petscop, see Censorship.
Right next the Mike’s grave, there is a strange shack with a basement. If you enter the ground floor of the shack, you find a giant daisy that has broken through the floor. This flower is connected to the Dr. Seuss story (see GOOD GRIEF AND ALAS). When Paul plucks the petals from this flower, the screen tints red after every other petal. It also plays a “good” and a “bad” sound effect. These both probably reference the “loves me” “loves me not” game that children play and that is referenced in the Dr. Seuss story. When Paul plucks all the flowers from the daisy, the final petal lands on “loves me not”, which is probably what causes Care to turn into a glitchy mess.
In the basement of the shack we find a strange crying girl. This girl is suspected to be Care (see Care). She appears to be kneeling directly in front of the daisy. Whereas in the Dr. Seuss story the girl has a flower growing from her head, the flower in the basement appears to be coming from the ground behind Care (although the imagery is definitely intentional). She appears to be sitting on a strange pedestal that lowers each time a petal is plucked. Before all the petals are plucked, she is shown covering her face and crying, exactly like the A/B/NLM note (see Office). After the petals are plucked, she turns into a glitchy mess. It’s unclear whether this means Care is dead.
This refers to both the windmill on the screen in Tool’s room, the windmill in the picture frame, and the “ghost” windmill seen in Petscop 4.
The windmill seems to have some mystery surrounding it. When Paul first talks to Tool, it tells him to “keep watching the windmill”. However, when Paul does this nothing really seems to happen other than two creepy sound effects. This may be a clue for the audience that “we” should examine the windmill further.
After examining the windmill further, I found a few interesting observations. First, the windmill in the picture frame and the windmill on the screen in Tool’s room are reversed:
As you can see by the blades of the windmill, they are mirrored. Also, if you consider the direction the windmill on the screen is rotating, it is rotating the wrong direction from a real windmill (the “poles” of the blades should be leading the sails). However, even if the windmill was reflected horizontally, it would still be rotating the wrong direction. In Petscop 6, Paul decides to “keep watching the windmill” for a very long time. After 2 hours and 39 minutes, a strange figure walks behind the windmill (see Shadow Monster Man). After a few seconds, the windmill starts spinning the opposite way. Now, the windmill is spinning the way a real windmill should (with the poles leading the sails). The windmill also starts to produce a constant humming sound, as if it was generating power.
Another mystery surrounding the windmill is the strange events of Petscop 4. Paul finds a camera that seems to be pointing to where the windmill “should be”. However, the windmill is nowhere to be seen. Instead, Paul finds a strange transparent floating platform that vibrates back and forth. Assuming the camera pointing at the floating platform is transmitting directly to the screen in Tool’s room, there is something causing the windmill to only be visible on camera. There are not really any solid theories to explain this, other than the camera is somehow showing another “world” that the player can not see. In Petscop 6, after watching the windmill for around 4 hours, the windmill suddenly vanishes, and leaves behind the same transparent floating platform we are familiar with. However, the humming sound continues to play even when Paul goes back to the surface. This might indicate that it’s not the camera that allows us to “see” the windmill, but rather the windmill can suddenly disappear and reappear for unknown reasons.
Finally, another strange thing I noticed was this object on the wall outside of Tool’s room (6:40 in Petscop 2):
This object animates between the three frames shown above when Paul first walks past it. Paul stands in front of it for quite a few seconds as if it’s important. Interestingly, this object appears to stop animating after Paul first stares at the windmill (it remains stuck on the third frame). In Petscop 6, after staring at the windmill for a very long time, this object begins to animate again. It could be a representation of gears, pistons, or power coming from the windmill.
This object can also be seen continuing to animate in Petscop 7 at around 2:13.
This message is seen on the wall near the beginning of Petscop 3. It is a reference to the Dr. Seuss book “Daisy-Head Mayzie” originally published in 1994. It is about a girl that grows a daisy out of her head. Near the end of the book, she starts crying and yells “Nobody loves me!” This is most likely the meaning of the NLM on the A/B/NLM note. Eventually she picks the petals off the flower and realizes they do love her. Unfortunately things did not go the same way for Care. (see Care).
See http://www.timelessteacherstuff.com/readerstheater/DaisyHeadMayzie.pdf to read the book.
See https://www.youtube.com/watch?v=hPI8Md2zBtg to watch the cartoon.
Use this for any theories or connections that don’t necessarily fit with the specific sections above.
The general crux of this theory is the use of keywords such as “Rebirth”, “Tiara”, and “Newmaker”. Candace Newmaker was originally named Candace Tiara Elmore, but was taken from her abusive family at age 5 and given a fresh birth certificate in 1996 with the name: Candace Elizabeth Newmaker. She was a child going through a 2 week intensive therapy session with her mother to treat RAD (Reactive Attachment Disorder). Part of this session included a session of “rebirthing therapy”, a process which reenacts the experience of travelling out of the birth canal by being bound in sheets and pressed on by multiple adults. The child is then meant to fight their way out of the birth canal to be born again, but Candace Newmaker was unable to get free and suffocated to death. The therapists seemed apathetic to the situation, telling her to die if she couldn’t fight her way to freedom multiple times during the 70 minute session. Other therapies that were conducted included sitting completely still in a chair with nothing to look at for long periods of time. Candace’s case made international news, smearing the name of rebirth therapy for a long time. It has been thought for a long time that Rebirth therapy does not actually have any scientific value, thought to be a kind of pseudo-science. Important articles for further reading:
http://www.ratbags.com/rsoles/comment/candace.htm (transcript of the video evidence provided in the court case against the therapists involved)
The “Quitter” from the Quitter’s Room may be a reference to Candace in this transcript. Quote from the transcript: “Ponder: Quitter, quitter, quitter, quitter, quit, quit, quit, quit. She's a quitter.”
https://www.documentingreality.com/forum/f240/re-birthing-death-candace-newmaker-30925/ (Article talking specifically (if a little biased) about the death of Candace Newmaker.)
Various colors are used to reference specific characters throughout the videos. Some speculate that these colors are intended to provide insight into the story.
Michael Hammond’s name on his tombstone is pink. When Tool turns pink in Petscop 5, it is possible that this is Mike talking through Tool.
In the same room that Tool is found in, there are various drawings of a blue Tool (see Blue Tool).. We see the color blue associated with the wife in the note in Care’s room. We also see blue associated with Amber’s name when Paul examines the trophy. The car that drives by at 3:25 in Petscop 2 is blue.
Care is strongly associated to the color yellow. Daisies are also yellow, and are associated with her character. The text “Nobody loves me!” in the note in Care’s room is yellow, indicating that it is probably being said by Care.
The husband in the note in Care’s room is green. Randice is also green. If the husband is Marvin, then Marvin would also be associated with green (see Marvin).
Tiara’s name is purple.
Toneth’s name is red. This may indicate a connection to red Tool.
All of the colored text as of Petscop 7 (image by DrunkCat):
This section is for anything unusual or interesting that appears in the videos, but doesn’t really seem important or relevant to what we know so far.
The O’s in the Shadow Monster Man’s messages in Petscop 6 are the same texture found in one of the generic children’s bedroom (it’s also in Mike’s room):
The small Tool in Mike’s room seems to have a strange texture on the bottom half:
Whereas the one in Care’s room appears slightly different:
The floating platform in Petscop 4 is slightly transparent.
The handwriting on the note in the Quitter’s Room, red Tool, and the Pets menu are similar:
The same shovel and rake found in the Flower Shack randomly appear in Petscop 6 while the Shadow Monster Man is spawning blocks:
Boxes of crayons are found both in Care’s room and the Flower Shack:
Randomly during Petscop 6, the Shadow Monster Man spawns a sporadically teleporting lamp (the same lamps are found in the children’s bedrooms). It later changes into a gift box (which is also found in the Gift Plane). Finally, it turns into Toneth, which Paul later catches.
The dirt in Randice’s room extends below the floor of the level. This kind of thing does not happen in any other part of Even Care:
Various strange floating collectibles (you may hear them called “dinglebops” by fans) are found throughout the game. It may be interesting to note that they can still be found even after the player enters the secret portion of the game. In Petscop 7, pink Tool tells Paul that Marvin wants 1000 “pieces” for “machine beyond school basement stairway”. It’s not confirmed, but we can assume that the “pieces” referred to are the same collectibles Paul has been collecting since Petscop 1. As of Petscop 7, Paul only has 231 pieces. As to where he’s going to get another 769 pieces, we can only assume that there are many more areas to be visited in the future.
There is a Petscop twitter, however the general consensus is that it’s fake. It was created long after the first Petscop video was uploaded, and it hasn’t given us any reason to think it’s part of the ARG.
If you invert the colors in CAUGHT, the same colors appear on opposite sides.
The game does have a save feature. We aren’t sure exactly how it works yet. In Petscop 1 Paul says he can’t turn off his console because he wouldn’t be able to find the cellar door again. It’s possible he didn’t know there was a save feature in the game at that point. After all, it is hidden behind the “Quit Game” option. It’s also possible the game doesn’t save your exact position, so maybe he would’ve respawned somewhere away from the cellar door.
(no picture) In Petscop 6, around 5:32 a strange song can be heard in your right ear. It has similarities to the song that plays when the cellar door opens and when the Quitter’s Room reflection is possessed, although the notes are different. The fact that it only be heard in the right speaker makes me think it’s coming from something far to the right of Paul. Unfortunately, he doesn’t seem to notice it, so he doesn’t try to follow where it’s coming from. Petscop does have positional audio, this is especially obvious if you listen to the footstep sounds as the character walks across the screen (e.g. https://youtu.be/6e6RK8o1fcs?t=414).
In Petscop 5, around 6:30, the video seems to glitch out. This looks to me like video compression artifacting, but it could be intentional.
Every child’s bedroom as of Petscop 7 (image by DrunkCat):