Petscop

so with the last batch of videos we've now got a fairly complete narrative. There's still a lot of mystery but it's not the opaque monolith it's been for the last two years, and these new videos more or less confirm a lot of theories. Today and yesterday I dived into petscop anew. Below is what I've pieced together from the videos, and I've verified it by looking at other resources and other interpretations. I'm posting this here in the hopes of showing those interested that it's got some real meat to it and isn't purely spooky for spooky's sake, but also to try and get all my thoughts in order.

Petscop appears to be a living entity. In petscop 13 after catching all the available pets the game reveals It's a growing organism. Your controller inputs are useful, but your feedback will be even more useful. Please leave the Playstation on when you leave. In Petscop 14 Paul is shocked to find a scene from his own life recreated in the game, and Petscop 16 seems to show the game is monitoring it's owners. The game seems to be watching the family drama unfold and integrating it into it's own gameplay. Petscop 12 reveals the game has been running nonstop for 17 years, and there's a warning in 16 not to turn off the system no matter what, directed at law enforcement. It seems Petscop can only learn when plugged in and turned on. Petscop may be some sort of strange self building game, Video descriptions reveal some group has taken over the channel and Paul only uploads at their insistance, it's possible Giralina is still trying to develop Petscop for some reason. The game has been stated to be created by Rainer, who went missing from 1997 to 2000. Rainer seems to be personally responsible for many aspects of Petscop and leaves direct messages for some characters in the game, but it's hard to know how exactly these were implemented in the game is 'alive'.

most of petscops actual story is about the Mark family. In 1977 9 year old Lina Lezkowitz was visiting a windmill with Marvin Mark and her sister Anna. All that's known is that day both she and the windmill disappeared, and it's implied Marvin had a hand in it. Petscop 17 implies she was run over. Marvin then married Anna, and they had a daughter named Carrie (or Care) in 1992. Secretly, Marvin began abusing Care, both physically and emotionally. He would shave off her eyebrows, then make her look at her reflection in a vase and berate her for how ugly she was. In an early episode Anna confides in Mark that she's worried Care doesn't seem to be growing eyebrows, which Marvin seems to get a thrill out of. "You're in the bathtub thinking about her."

Petscop 17 reveals a lot more connections and shows nearly all characters in Petscop are part of a larger family. Care has an Aunt named Jill and an Uncle named Thomas, though which is a relative and which married in is unclear. Petscop 17 shows that Care has a cousin named Daniel, like Jill and Thomas' son. Petscop 19 features several recordings of previous players, one of whom calls Petscop "Daniels game" implying Daniel and Rainer are one and the same. Presumably, Daniel/Rainer were using his cousins/siblings to test the game ince it was aimed at young children. Notably, the name of one of the testers, Mike, is the same of a young boy whose grave is found in an early entry, Michael Hammond who died in 1995. It's implied through his association with one of the pets that Mike may have been run over, similar to lina. It's also implied he has a half brother, possibly Daniel.

Marvin is revealed to be a teacher in Petscop 12, specifically a music teacher. he also introduces the player to a girl named Belle, but after he leaves belle reintroduces herself as Tiara. One theme of Petscop is that of rebirthing, an extremely controversial therapy in which a child (often adopted) undergoes an intense struggle and is 'reborn' as a new person. It's possible Marvin is a
psychologist' who performs rebirthings to satisfy his own sadistic urges. "Belle" is presumably Tiara's 'rebirthed' name, but the procedure didn't take and she still identifies as Tiara. At some point, Marvin was kicked out of the house, and then kidnapped Care and brainwashed her at his school for several months. Several characters, including Paul himself, note the similarities between protagonist Paul and Care. They look a lot alike, and were born on the same day. A common theory is that Care was 'rebirhted' into Paul, or that the two are twins.

Here's what I've gleamed from all this: marvin is a sadist, who who gets off on abusing children primarily, and killed Lina in 1977. he married into her family through her sister, and then began abusing his own daughter when she began to resemble Lina. He then began preying on the children of extended family once he couldn't get his kicks at his job as a psychologist. Daniel, a young game developer who used his family as testers, got his hands on a self learning game that then revealed to him his uncle Marvin was a killer who may have been responsible for his brothers death. Daniel then began to use the game to confront Marvin.

A lot of this stuff is still new and things I've only picked up here and there, but it shows there's more to petscop than just good atmosphere and nostalgia. Really looking forward to what people find in the videos over the next week.
 
733891
Petscop 2: coming 2022
 
good threads:
https://www.reddit.com/r/Petscop/comments/bh0g8p/care_is_paul_masterpost/
there's a lot of evidence care and paul are the same person

https://www.reddit.com/r/Petscop/comments/bguljv/a_petscop_timeline_from_what_we_know_so_far/
good resource for wrapping your head around the order all thse events happen in

another bit of story is that Paul has trouble discerning left from right. he admits this in one video and it can be seen throughout. it seems like petscop actually has inverted controls:
rsy53ny5bgu21.jpg


menus in the game seem to have the right and left buttons on opposite sides. notably, you have to insert a cheat code at the start of the game to ennter the proper game, which paul may have input wrong by accident.
 
There are some saying this is the end, but I refuse to believe it, too many unanswered questions. Though I am wondering if Paul is dead? Did he ever get to measure the "stone" he was referring to and try to find where the graves or windmill are in real life? He didn't want to tell "the family" about it (especially Jill) and that seems pretty obvious now that Martin abducted Paul somehow? Or put him in the game? Or locked him in his room?

I hope these videos continue. Or if they do come to an end, at least make it definitive. Still don't know who's posting these or why.
 
So, Belle clearly wants Paul to look or move right in Petscop 22. Perhaps pushing right on the D-Pad or control stick for movement may have moved the camera? Though I was annoyed with Paul just demanding "WHAT." out of her when it's clear she's either looking or signaling right.

Grave robber also was pretty confusing. Can anyone explain how it's at all like Battleship?
 
Grave robber also was pretty confusing. Can anyone explain how it's at all like Battleship?
It's like Battleship in that it's a hidden information game where both players place items on their copy of the board (ships/graves) and then take turns trying to deduce where the other player hid their items.

The biggest difference is that in Battleship players aren't affected by their own boards: they simply call out coordinates and have the opponent tell them if it was a hit or a miss. In Graverobber the boards are linked: both players have a piece that represents themselves and a piece that represents their opponent on their board, and when a player takes an action the opponent replicates that action on their board. Players can take one of two actions on their turn:
  1. Move their piece any number of spaces in a single cardinal direction on their board, provided that all of those spaces are unobstructed on their board.
  2. Dig one space up/down/left/right from their piece's current location, again provided that the space is unobstructed on their board.
The tricky part about Graverobber is the way these actions are replicated on the opponent's board. If a player's movement collides with an obstruction on the opponent's board, the opponent stops moving the corresponding piece on their board without telling the other player that they ran into something. Further, when a player digs, the opponent reports both the result and the coordinates of the dig based on the position of the player's piece on the opponent's board. Digging is therefore the only way to determine where you are on your opponent's board. That's why Paul's opponent laments moving so many times in a row and says "You should dig often. It helps you win."

If you watch the game again you'll notice that Paul always uses the record feature to put down green marks after his opponent moves, because he knows those spaces have to be open on the opponent's board. Conversely, he only records green marks for his own movements after he digs, because he can't tell if those spaces were blocked on the opponent's board until he compares where he thinks he's digging with where the hole shows up on the opponent's board.

If that's still confusing, here's a GIF of a few turns from the game that I've edited to make the events easier to follow. The text boxes describing each player's movement now linger until the next turn starts, and it's synced it so that the opponent's movements appear on the top & bottom screens simultaneously. I've also superimposed a gravestone to illustrate what Paul is able to deduce** after he digs. It's a thumbnail so click it to play:
petscop_graverobber.gif
**By comparing the location of the hole on the bottom screen to where the brown square representing that hole on the top screen, Paul is able to deduce that his movement was blocked by an obstacle on the opponent's board. He tried to move 4 spaces left, but the hole appeared 3 squares to the right of where he expected it to be, ergo he only moved 1 space before hitting an obstacle. The changes he makes to the top screen afterwards reflect this, with the red mark representing where his piece actually is on the opponent's board.
 
It's like Battleship in that it's a hidden information game where both players place items on their copy of the board (ships/graves) and then take turns trying to deduce where the other player hid their items.

The biggest difference is that in Battleship players aren't affected by their own boards: they simply call out coordinates and have the opponent tell them if it was a hit or a miss. In Graverobber the boards are linked: both players have a piece that represents themselves and a piece that represents their opponent on their board, and when a player takes an action the opponent replicates that action on their board. Players can take one of two actions on their turn:
  1. Move their piece any number of spaces in a single cardinal direction on their board, provided that all of those spaces are unobstructed on their board.
  2. Dig one space up/down/left/right from their piece's current location, again provided that the space is unobstructed on their board.
The tricky part about Graverobber is the way these actions are replicated on the opponent's board. If a player's movement collides with an obstruction on the opponent's board, the opponent stops moving the corresponding piece on their board without telling the other player that they ran into something. Further, when a player digs, the opponent reports both the result and the coordinates of the dig based on the position of the player's piece on the opponent's board. Digging is therefore the only way to determine where you are on your opponent's board. That's why Paul's opponent laments moving so many times in a row and says "You should dig often. It helps you win."

If you watch the game again you'll notice that Paul always uses the record feature to put down green marks after his opponent moves, because he knows those spaces have to be open on the opponent's board. Conversely, he only records green marks for his own movements after he digs, because he can't tell if those spaces were blocked on the opponent's board until he compares where he thinks he's digging with where the hole shows up on the opponent's board.

If that's still confusing, here's a GIF of a few turns from the game that I've edited to make the events easier to follow. The text boxes describing each player's movement now linger until the next turn starts, and it's synced it so that the opponent's movements appear on the top & bottom screens simultaneously. I've also superimposed a gravestone to illustrate what Paul is able to deduce** after he digs. It's a thumbnail so click it to play:
View attachment 929077
**By comparing the location of the hole on the bottom screen to where the brown square representing that hole on the top screen, Paul is able to deduce that his movement was blocked by an obstacle on the opponent's board. He tried to move 4 spaces left, but the hole appeared 3 squares to the right of where he expected it to be, ergo he only moved 1 space before hitting an obstacle. The changes he makes to the top screen afterwards reflect this, with the red mark representing where his piece actually is on the opponent's board.
Thank you, this makes much more sense. I was really confused by the square marking, it seemed like he was marking so much more than was actually happening.
 
  • Feels
Reactions: Spedestrian
Oh hell yeah, they got petscop thread in kiwi farms? Count me in. I’m curious about the IRL environment that Paul is in. Is it it like a secret facility with multiple test subjects all playing this game? Is Marvin one of the workers playing the game and communicating with Paul? What did Marvin come into Paul’s room to do?
 
Yep! It's a wrap! Petscop is officialy ogre and tons of stuff that was interpreted as plot points (Garalina, Tarnacorp, Nifty etc.) are just little in-jokes and nods to the creator's previous works.
I like that last bit. I've had tons of stuff cooking in me and evolving for at least a decade and seeing someone else make jokes about that sort of thing is funny.

Ps. I actually saw the famous nifty lets play about a year or so ago and skipped it because I thought it was a rip-off of petscop. How ironic.
 
Last edited:
Well that was anti-climatic.

That Tapers story though... What the hell was that all about? It's very surreal.
 
  • Agree
Reactions: Niggs Monaghan
Well that was anti-climatic.

That Tapers story though... What the hell was that all about? It's very surreal.
Petscop was inspired by tapers but it’s not canon.
 
Well, that ending. That's the most answers we're gonna get out of this whole thing.
 
  • Agree
Reactions: Floop
“We can investigate this together”
Remember when Paul said that over the phone?
Now i feel the urge to binge watch whole series again to piece together that ending scene.
Feels like there's story of car chush on a surface but it's very obvious for such story. A pet that had broken legs after car crush, their brother that always looks on boths sides of the road, road with cars that does not hit the player, and then suddenly hit Paul, and now this talk with girl who was in the car to come to him to become friends.

edit: Petscop was an awesome journey to witness.
 
Last edited:
I know Petscop is officially over and the fandom is dead, but I'm reviving the thread to bring attention to a parody I found by accident that is just as high quality as Petscop itself.

Here's Sheriff Domestic:

It's legitimately absurd and funny while still keeping you interested in what's going on, and it's really well done.

Here's the channel and apparently the episodes might keep coming out since the last one was 4 months ago and that's pretty alright considering Petscop took even longer breaks.
 
Back