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Petscop 11 was released on December 25, 2017. It has a length of 29:31 minutes and is by far the longest video released as of yet.

Video Edit

Petscop 11

Petscop 11

Synopsis Edit

The video will be divided into sections to make it easier to understand.

Finding the Frozen House (0:00-5:54) Edit

The video picks up after Petscop 11, with Paul having the green key. He talks about how he was shocked that he had a room in the game but that it made sense given where he found the game. He muses about how the last time he saw "any of you at all" was when he was a small kid in 1999.

Paul follows a map he drew to a Wheel which then leads him to the Frozen House. Paul uses the green key on the house but he cannot open the door. There is a jump cut and Paul is talking to someone on the phone, and we see that they were able to open the door.

The Frozen House December 25th (5:55-11:25) Edit

When Paul is inside the house he is no longer on the phone. The house has Christmas decorations and people disappearing and reappearing. One of the figures begins speaking to another with blue text, asking where "they" had been for so long and who the present they have is for.

Paul inspects the calendars on the wall, and notes that the dates highlighted correlate with a girl that went missing when he was a kid. He didn't know the girl, but knows they are exactly the same age.

Another dialogue begins with a person with white text asking to go to the bathroom and the blue text from before says they can. The door to the bathroom opens, and Paul walks into it. In the bathroom is a white cube with Room 7's tile shape on it above the bathtub, which Paul walks into. The video cuts out.

Demo: The Road and the Clock (11:26-13:24) Edit

When the video comes back, it is at the main menu. The demo then begins and shows a road leading into a tunnel. The camera shifts to first person and follows the road into the tunnel and continues past it. From the context, it is assumed we are looking out the front of a car. A rotated clock showing the time 5:11 appears in front of the road, then there is a jump cut to the clock showing 6:14. The camera continues forward on the road and goes into a structure at exactly 6:15.

Demo: Talking, School, and the Lock (13:25-16:14) Edit

In another demo scene, we see a player character with Marvin. The player approaches Marvin and is prompted to insert a second controller to "talk". Talking in Petscop uses the controller buttons to select phonemes. Marvin uses the gamepad language very quickly while "Pall" is slow and makes mistakes.

While the player character is referred to as "Pall", we can't hear Paul talking at all. The player character will be referred to as "Pall" in case a distinction needs to be made between this character and the Paul who has narrated the videos thus far.

Marvin leads "Pall" into the School and the entire visual of the game shifts into a first-person perspective. A green tool will periodically move across the screen like a cursor or guide. It is important to note that the character currently on screen is shown to have around 400 collectibles/pieces while Paul in the beginning of this video is seen to have 361.

"Pall" comes across a locker with a combination lock and tries a few combinations, then the green tool moves across the screen like it's entering a combination.

The Frozen House June 5th (16:15-25:09) Edit

We go back to before all of the demo scenes, when Paul is entering the bathroom. This time the camera zooms out of the tv in the living room twice and chimes.

As he enters the bathroom, we can see that Paul started with 365 collectibles in the beginning of this scene, however Paul in the first scene ends with 361. The bathroom no longer has a ramp to the bathtub nor the cube above it, and Paul expresses confusion as he remembers there was a cube.

Paul leaves the bathroom and the living room has changed. There is only a green calendar, no tree with presents, no people, a bucket in the middle of the room, and objects on a table. There is a note:

My husband may come home after 6:00 pm. Please stay overnight if you can.
Thank you so so so much. ο
The green calendar says it is June 5, the day the girl mentioned earlier goes missing.

Paul enters Care's Room where Care A is on her bed and a clock reads 6:10. Care cannot be interacted with due to a forcefield. Paul tries various ways to interact with her until he enters her closet and the door shuts behind him.

As the clock turns to 6:15, Marvin suddenly bursts through the window, grabs Care and leaves. The room returns to before Paul entered the closet and the door opens. Paul brefily sees Marvin in the house but cannot follow him through a closed door. Paul goes to the side of the house and there is now a ladder. He climbs the ladder and Paul reenacts what he just saw Marvin do, capturing Care A.

Care A's description is a note from Rainer which reveals a lot of information: when Care A goes missing she is gone forever, Michael is Rainer's brother who didn't want to be found because he was no longer "Michael A", "this" (possibly Petscop) is a present Rainer made for Marvin, and finally it tells the reader to check the bathroom.

Paul mentions he once met Rainer at a birthday party where all the children were in the basement playing video games to get away from the adults. Paul checks the bathroom but nothing has changed.

Demo: Play Needles Piano Now (25:10-29:31) Edit

We are back at the demo in the school. The player enters a new room and the visuals of the game are now back to normal. The player is in what looks to be a classroom. Marvin is behind a desk as if he is a teacher.

Marvin says "Play music for baby she will become melody" and gives the player a purple pyramid that prompts them to "Play Needles Piano Now". They begin to play Stravinsky's Septet on the Needles haltingly at first then they develop a rhythm. However, the notes all begin to turn red and play wrong. Marvin tell them to stop but the player continues the music for a short while.

Marvin comments "Tiara plays bad music too. Do it right next time." The player says they are sad and Marvin replies "OK Pall".

Summary Edit

To make the summary easier to understand, the video will be divided into sections.

Finding the Frozen House (0:00-5:54) Edit

The video begins with Paul, who still has the green key, in the Newmaker Plane. It starts abruptly with Paul talking in the middle of a sentence.

–signs along the way... uh, that I ignored. Cause it– what a completly ridiculous idea to me. Uh... but when I found my room, it made– well, I was shocked at first but it made sense. Especially considering where I found the game in the first place. Um, that it would be tied in some way to me through you.
And I'm trying to think, when was the last time I saw any of you at all?
It had to have been, like, 1999. I was a kid, I was a small kid. Tiny kid. Uh.. and after that just, you know...
But it would make sense in the timeline.
This reveals what many have theorized, that Paul is in some way related to the game Petscop. His room is generated from Care's eyes and nose with Mike's eyebrows (though the significance of having eyebrows isn't clear, it is a running theme and is a signifigant detail of Paul's character). Paul having a room means he is part of their family because, as revealed in Petscop 12, only family member's facial features are in the Child Library's options.

Paul begins explaining that he is following a drawing he made when he came home and that he can send it to "you". It's interesting to note that it can be implied he is playing Petscop in his house. He follows his drawing until he comes to a certain area that triggers a grey interface similar to Tool's. Paul is suprised the map he drew was correctly leading him and somehow knows he is supposed to back out of it rather than ask a question.

There is then a jump cut to Paul finding the Tire Wheel. He circles the Tire in a bizarrely specific pattern: 2 and a half clockwise circles starting from above the tire, one and a half counterclockwise circle, and one more clockwise circle. Another grey Tool interface appears and Paul, still following some sort of guide, asks it "where is house?" The Wheel begins rotating north-west and Paul goes in that direction.

After another jump cut, to his surprise Paul comes across a road. He admits the road makes sense but "it's not visually the same thing that I was expecting."

The camera makes an odd shift towards a sign which Paul then reads:

This is a frozen house, captured three times, exactly as it was.
This is probably meant to foreshadow to the viewer that the house will be a still life of three different moments in time.

Paul is suprised again that he found the house, even though this is what he was supposedly using a guide to find the entire time, and he uses the green key on it. Dialogue appears:

The key still works.
It still works.
... Though you've unlocked the door, you can't open it.
This is a callback to an earlier video where the Green Man cannot open doors (possibly because he has no arms). From Paul's confusion as to why the door doesn't open, we can assume that he is no longer following instructions.

The Frozen House December 25th (5:55-11:25) Edit

There is another jumpcut to Paul being back on the road from earlier and he is talking to someone on the phone (possibly the person who gave him instructions to follow earlier):

–clockwise, the top is going to the right and then, you know, the bottom is going to the left. Right, and so once you wanted to say uh, righty-tighty lefty-loosey, or you know you turn this thing to the– to the right. And I mean I still get confused about that, because I mean I know it's always the top but um... I still have to think, I have to think.
Well we have... the door open now. So, I mean... heh, okay.
When Paul enters the house there is an image in the loading screen. It seems to be a piano.

Once Paul is inside the house he begins speaking normally again, there was possibly a jump cut cutting out when he said goodbye to the person on the phone.

Inside the Frozen House, there are Christmas decorations and human figures disappearing and reappearing. Under the Chirstmas tree there are three presents of different colors: green, blue, and yellow/orange. (note that children and "gifts" have already been connected with the text on Michael Hammond's grave). A dialogue between the figures begins:

Blue: "Where have you been? Why were you gone for such a long time?"
Blue: Is this a present? Who is it for?
Paul examines the two calendars on the wall (one green and one grey) and notes they are different years. On both calendars the 25th has a moving date and christmas tree, suggesting it is currently Christmas Day. The green calader is the only calander that has days highlighted. From Jan 1 - Feb 10 every even day is green, then from Feb 15 - June 1 only the weekends are green, and finally from June 5 - Nov 10 it is green every day.

Once Paul notices that from June 5 to November 10 is green, he begins talking about a girl that had once gone missing:

Yeah so, June to November... mhmm. Yeah on that topic, I don't remember meeting this girl at all. Um, I don't remember knowing her at any point. And I remember you saying that we were– that we are, um, exactly the same age.
I just don't remember even hearing about anyone going missing. Alright? I don't have a single– I don't remember her going missing... or anything like that. I mean, I was a kid but even then it could've been one of those periods where we weren't visiting very much but um... seems weird, right? Because I don't know if you can verify these dates but um, 5th of June, 10th of November... right when she went missing and when she was found.
From his description, it seems that Paul's family used to visit at least the area the missing girl was from. Paul muses about how both calanders have animated dates, then walks into the living room and agrees that there is a very strong rememblence between himself and the girl who was missing. He again mentions how he was a kid, perhaps tying back into what he said in the beginning about the last time he saw "any of you, at all" was in 1999.

A dialogue appears again:

White: Can I use the bathroom?
Blue: "Of course."
Note that the white text does not have quotations, so it may be spoken from a first-person perspective. After the dialogue the door to the bathroom is open and Paul enters it. The camera, rather than following him into the bathroom immediately, strangely pans twice towards the tv in the living room and chimes. The bathroom is rather normal, the only noteworthy things are a ramp that leads to the bathtub and a white block with Room 7's tile shape on it above the bathtub. Paul walks into the block and the video cuts out.

Because this is triggered by walking into the bathtub, this could be related to the note from Care's room in Petscop 7.

Demo: The Road and the Clock (11:26-13:24) Edit

This scene begins at the menu screen then fades to one of the secret loading screens. The signifigance of this image is unknown. The brightness has been turned up so that it can be seen more clearly.

LoadingScreen11

After the loading screen, a demo of the game begins playing. The demo begins by showing a road leading to a tunnel entrance. The camera pans down to a first-person perspective and enters the tunnel. As the camera exits the other side, it continues down a road surrounded by grass similar to the Newmaker's Plane. From the context of the camera moving at a steady pace on a road, we can assume that we are seeing from the front view of a car.

A clock (identical to the one that will be shown later in Care's Room) appears in the center of the screen. The clock face has no numbers and isn't oriented with 12 at the top so it is difficult to tell what time it is. If we assume that the clock rotates when the second hand hits 12, then clock's first sequence is from 5:10:40 to 5:11:11. the camera is shown continuing along the road. There is a jump cut and the clock now reads 6:14:30. The camera is still on the road until a structure appears with an odd textured rectangle that the camera goes into at 6:15:00.

If we are indeed a car in this scene then we would have crashed into the structure.

Demo: Talking, School, and the Lock (13:25-16:14) Edit

We cut to a scene that finally shows the game with a player character. Behind them is Marvin and a bench. The player walks towards Marvin and there is a prompt for them to insert a second controller that can be used to "talk". Talking in Petscop uses buttons to select phonemes, consequently there are spelling errors because the game shows what words it thinks the characters are saying (Paul being corrected to Pall). For a comprehensive list of commands, check out the "GamePad Language" section in the fanmade Petscop GoogleDoc.

Marvin uses the gamepad language very quickly while "Pall" is slow and makes mistakes. While the player character is referred to as "Pall", Paul isn't talking at all and because this is a demo it would be very unusual if he were playing right now, unless he was recording a demo for some reason. The player character will be referred to as "Pall" in case a distinction needs to be made between this character and the Paul who has narrated the videos thus far.

Marvin: Hello (L2 ↑ ← L2 ▵ R1 ↓)
Marvin: Pall (R2 ▢ ▵ L2 ▵)
"Pall": Hell (L2 ↑ → L2 ▵ )
"Pall": Hello (L2 ↑ → L2 ▵ R1 ↓)
Marvin circles the bench and "Pall" clockwise.
Marvin: Funny (R2 ↓ L2 → L2 ▢ R1 O)
Marvin: Ha (L2 ↑ X)
Marvin: Ha (L2 ↑ X)

Marvinloadscreen

Marvin leads "Pall" into the School and another secret loading screen is shown, featuring what appears to be a clearer version of Marvin's face and what we will learn later is the Needles Piano.

Inside the school, the entire visual of the game shifts. There is a brick border around the screen, the player character is now permanently fixed on the bottom-middle of the screen, and there seems to be a green tool in the character's inventory. It is important to note that the character currently on screen is shown to have around 400 collectibles/pieces while Paul in the beginning of this video is seen to have 361.

GreenTool

While the player explores the school, the green tool will sometimes make a noise then move around the screen like it is being used as a cursor or guiding the player where they should go. They find a locker with a combination lock on it, and when they interact with it they are able to rotate the lock. They enter a code as follows: left 36, right 13, left 23, right 33, left 29, right 7, left 37, right 2.

The green tool then makes a noise and seems to begin moving the lock. The green tool tries the pattern: right 10, right 18, left 7, right 14, left 7, right 13, left 7, right 12, left 9, right 13, left 2. (I'm sorry the lock combinations are very hard to follow and this is probably incorrect.)

The Frozen House June 5th (16:15-25:09) Edit

We go back to Paul entering the bathroom, and this time the camera zooms out of the tv in the living room twice and chimes. Paul aptly states:

The hell? That was an experience.
As he enters the bathroom, we can see that Paul started with 365 collectibles in the beginning of this scene, however Paul in the first scene ends with 361. The bathroom no longer has a ramp to the bathtub nor the cube above it.
Huh. Hey... I could've sworn I just saw... above the bathtub those, uh, white blocks with the symbols on them. You were seeing some of those before. I could have sworn I just saw one of those right there.

Paul leaves the bathroom and the living room has changed. There is only a green calendar, no tree with presents, no people, a bucket in the middle of the room, and quivering chains on indiscernible objects on a table. To the right of the bucket is a note:

My husband may come home after 6:00 pm. Please stay overnight if you can.
Thank you so so so much. ο
The o at the end of the note is a thick circle with a hole. This symbol slightly resembles the black circle on a pink background shown in Petscop 6 minute 1:50.

Paul examines the green calendar and it matches the dates from the original green calendar only that today is June 5, the day the girl mentioned earlier goes missing.

Paul then goes into Care's Room where there is Care A on her bed, a clock reading 6:10, and it is dark due to it being night. Care periodically makes a beeping noise and cannot be interacted with due to a forcefield. Paul tries to get to her by going around the house through the window but it is too high. Trying to figure out the puzzle, Paul enters the closet only to have the closet door shut behind him. Thinking it's another joke about how he can't open doors, he laughs exasperatedly and says he knows what the game wants him to do now.

As the clock turns to 6:15, the light in the room turns on and Marvin suddenly knocks the air conditioner away by bursting through the window and lands onto the bed with Care. Marvin grabs Care and leaves, the game then makes an odd noise and states "Care left the room", which is the same thing said by the phone in Petscop 2. Paul mildly comments "Uh oh."

The room returns to its normal state with Care being on the bed, the light being off, and the air conditioner back on the window, however the clock doesn't go back. The closet door opens and Paul leaves the room to see Marvin coming from the right side of the house and going into a room behind a door.

Unable to open where Marvin has gone, Paul continues to the side of the house he went to before to find there is now a "cute little ladder". Once he climbs the ladder there is a hidden loading screen.

After the loading screen, the exact same scene from before plays out, with the only difference being the time on the clock. Paul bursts through the window onto the bed and catches Care A. Once the out-of-place jingle plays, Paul uncertainly says "ta da" and opens the menu to look at Care A's profile. The pause menu has the odd message: "I'll come out in a minute. Keep playing."

Now that Paul has Care A, Care NLM is gone. Care A's description reads:

When the emergency began, you were all looking for Care A.
I told you all, we would never find Care A. When Care A goes missing, she goes missing forever.
My brother didn’t want us to find him, because he knew we were all looking for Michael A.
I’m back. This is my present for you.
I started it in 1996, for Marvin.
If you think they’re worth any effort, see if you can save Care B, or Care NLM. Care B is in the school, of course.
Fuck you all, and fuck me as well. Merry Christmas. Check your bathroom now.
- Rainer
This note reveals that Petscop was made by Rainer for Marvin and that Rainer is Michael's brother.

In regards to Rainer, Paul says:

I saw him at a birthday party once. All the older kids were down in the basement playing video games, to hide from everyone. He was down there too. He was older than the rest of them, though.
When Paul leaves Care's room it also displays the message "Care left the room." from before. Trying to follow the instructions from Care A's description, Paul goes to the bathroom but can't see anything different.

Demo: Play Needles Piano Now (25:10-29:31) Edit

We are back at the demo in the school. The player enter a new room and a hidden loading screen appears.

The visuals in the game are now back to normal and the player is in what looks to be a classroom with a desk and blackboard. Marvin is behind the desk, as if he is a teacher.

Marvin: Play (R2 ▢ L2 ▵ R1 X)
Marvin: Music (L2 X R1 O R2 X L1 ▢ R1)
Marvin: For (R2 ↓ ▵ L2 O)
Marvin: Baby (R2 ▵ R1 X R2 ▵ R1 O)
Marvin: She (L1 ▵ R1 O)
Marvin: Will (L2 → R1 ▵ L2 ▵)
Marvin: Become (R2 ▵ R1 O L1 Up → L2 X)
Marvin: Melody (L2 X → L2 ▵ → L2 → L1 O)

NeedlesPiano

A purple pyramid with a wood-like texture appears in front of Marvin. The player picks it up and is prompted by the game: "Play Needles Piano Now". When the player is holding the pyramid, it rotates in front of them.

"Pall": Thanks (R2 Right Square L2 Square L1 Up L1 X)
"Pall" begins to play Stravinsky's Septet on the Needles. Uncertainly at first, then once they develop a rhythm Marvin begins to walk around him and types "Lovely". However, the notes all begin to turn red and play wrong.
Marvin: She (L1 ▵ R1 O)
Marvin: Tripped (L1 → L2 O R1 ▵ R2 (obscured))
Marvin: And (R1 X L2 ▢ R2)
Marvin: Fell (R2 ↓ → L2 ▵)
Marvin: And (R1 X L2 ▢ R2)
Marvin: Is (R1 ▵ L1 X)
Marvin: Lost (L2 ▵ ▵ L1 X R2 (obscured))
"Pall" continues to play the red notes.
Marvin: Stop (L1 X R2 O X R2 ▢)
"Pall" keeps slowly playing until eventually stopping.
"Pall": Sorry (L1 X X L2 O R1 O)
Marvin: Tiara (R2 O R1 O X L2 O →)
Marvin: Plays (R2 ▢ L2 ▵ R1 X L1 X)
Marvin: Bad (R2 ▵ ▢ R2 →)
Marvin: Music (L2 X R1 O R2 X L1 ▢ R1 ▵ L1 ↑)
Marvin: Too (R2 O R2 X)
Marvin: Do (R2 → R2 X)
Marvin: It (R1 ▵ R2 O)
Marvin: Right (L2 O ↓ R2 O)
Marvin: Next (L2 ▢ → L1 ↑ L1 X R2 O
Marvin: Time (R2 O ↓ L2 X)
"Pall": Sad (L1 X ▢ R2 →)
Marvin: OK (R1 ↓ L1 ↑ R1 X)
Marvin: Pall (R2 ▢ ▵ L2 ▵)

Theories Edit

As said before, the fact that Paul has a room implies he is a family member. Because he and Care share so many facial features and are "exactly the same age", some have theorized that they are twins. Since Paul seems to say he never remembers meeting her, they may have been separated when they were young or Paul has buried the memory because of trauma.

The three presents under the Chirstmas tree use colors that have been established as referencing a specific character: Marvin, the Wife, and Care (see Color Theory). Because all three live in the Frozen House it could mean the color of the presents say are who they are for.

The green dates on the calendar are seen as days Marvin is with Care. Jan 1 - June 1 are the days he has custody of her, then the almost solid six months between June 5 - Nov 10 she spends with him after he kidnaps her. While this episode says she is missing, in the next video Marvin is explicitly shown kidnapping Care.

The car scene is very vague, but one other instance that a car accident has been mentioned is in Toneth's description. It says Toneth has a broken leg "for some reason" then says they are reminded of a dog that got hit by a car and survived.

Fans are understandably unsettled by the kidnapping scene, especially since right after, Paul then does the exact same thing. Some suspect that Marvin is grooming Paul for something, especially after "Pall" plays the Needles Piano wrong Marvin tells him to play it right next time.

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