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Petscop – Memories Inside The Game – Part 4 (Theories and Extra Details)

Welcome to the Panopticon Theatre. ⊙⦿⊙⦿⊙⦿⊙⦿⊙ Today we continue to discuss Petscop, a mystery-shrouded game-that-isn't-a-game with what I consider to be one of the most unique takes on an unfiction series. This final part discusses some additional elements, and also, finally, overall theories about what's going on in Petscop. ⊙⦿⊙⦿⊙⦿⊙⦿⊙ Referenced Links: Graverobber rules: https://docs.google.com/document/d/1crl-4Ib14XBU-7mottJJwLYVnySudZfCp1GLnupQGwo/edit @mysticete248 https://www.youtube.com/@mysticete510 ⊙⦿⊙⦿⊙⦿⊙⦿⊙ Timestamps: 0:00 - Intro 0:45 - Counsellor 2:24 - Board Games 3:38 - Loading Screens 5:09 - Garalina 6:07 - 5 Words 7:10 - Extras 7:40 - Theories Intro 8:40 - Rotation 11:33 - Loop 12:35 - AI Dev 16:17 - Therapy Tool 19:43 - My Opinion 23:47 - Conclusion ⊙⦿⊙⦿⊙⦿⊙⦿⊙ Sit in the VIP booths as a Member: https://www.youtube.com/channel/UC8qtLT3SyEumgCXmiloAB_w/join Support the channel through Kofi: https://ko-fi.com/shrinebird Join the discord: https://discord.com/invite/FhzqMkqwnd Twitter: https://twitter.com/shrinebird_oto More links: https://shrinebird.carrd.co/ Business Contact Email (Do not use for non-business purposes, it will be ignored): shrinebird@hotmail.com ⊙⦿⊙⦿⊙⦿⊙⦿⊙ Attribution: Silhouette Image by pikisuperstar on Freepik

Panopticon Theatre

1 year ago

Welcome back to part 4 of our Petscop analysis series. We've gone through the videos,  and we've analysed each of the characters, and now, it's finally time for the climax of  the show – today on the Panopticon Theatre, we will be covering overarching theories  about what actually happened in Petscop. Before we hop into theories, I want  go over some smaller elements that are useful or interesting to mention,  but haven't fit directly into theories, so I haven't had a spot to talk about yet,  mo
stly background elements that might or might not tie into things we've mentioned  before, or the theories we have coming up. I have two interpretations of the  counsellor scene I want to present here. The first is simply that the scene didn't happen  in real life and is being used to communicate something to the intended player, likely  a sense of therapeutic safety and offer of help. The questioning of the player's identity  is particularly interesting to me, as it's possible that Rainer is usi
ng this in some way  to identify the success of rebirthing, perhaps? The alternative interpretation is that this  scene represents a time after Care's return from Marvin's capture. This is following specifically  the transgender theory but may also apply to the Paul-is-Rebirthed-Carrie theory. At this point,  Care is Paul, but is only just beginning to use that name. This is why the counsellor asks if the  name they have is correct – it's listed in their documentation as Carrie, but the counsell
or called  for Carrie and they didn't come – because that's Paul, not Carrie. The reason for him being  called in is probably that he seems to have some sort of injury, and likely has been acting  differently since the incident. As Paul is still pretty young at this point, the counsellor  playing a game with him is likely a way for them to try and get some information about Paul's  situation in a gentle manner. This is likely what led to Paul being removed from the family's  guardianship in theo
ries that involve that. Either way, it's important to still remember that  this dialogue is written by Rainer. The text, at least to me, feels rather like it switches  between the counsellor speaking, and Rainer speaking. I think it's more likely this scene  never happened and it's a Rainer fabrication. Otherwise, it would have to be something Paul told  Rainer about before the last version of the game, which... maybe? We don't know how close  the cousins were, but from the sound of it, Paul doe
sn't remember Rainer that much, so I doubt  they were close enough for Paul to be sharing stuff like that with him. Also, of course,  Rainer was missing around this time anyway. Whilst we're on the topic of the counsellor,  there are 4 board games seen in this scene. Graverobber is the one we see played. It's a  bit complex to explain, but there are actual playable rules out there – I'll leave a link  in the description. The digging up of graves is pretty interesting – we do see Rainer  mention
that photos are buried in graves, and that he may have dug up some  graves himself. The gameplay also seems vaguely aligned with the door  puzzle mechanic, as the player has to navigate potentially unseen obstacles –  also, rather like Care upon her return home. Rotation obviously connects to the general  ideas of rotation and perspectives throughout the series – probably why it's the  only one upside down. There is a real board game called Rotation – it's like  a wheel maze connect-four sort of
thing. Accident, likewise, connects to the theme  of accidents, and the symbol on it looks rather like this from outside Tool's room  – possibly a simplified visual of a car accident? Another interpretation that I like a  little better is that the pieces represent Care, as Carrie and Paul. They are the right colours  for that, after all. They are together at first, as the same person, then Paul splits  away from Carrie. There's more red because Paul has been... well, Paul,  longer than he was C
arrie. The word 'accident' doesn't connect to this idea  that much, but it's still interesting. There's not much to be said about Checkers, I don't think – though I'm sure you  could find a way to read into it. There are a couple of loading screens  in the game that might be interesting to mention. Most of them need to be  brightened to see properly. I'll only discuss the ones I have something  to say about, but there are others. This one is potentially the school basement  stairway. The door be
ing down and to the right ties in with the initial note  about becoming the shadow monster man. This one clearly shows the party hat piece,  which again reinforces that this piece is perhaps more important than the others,  which again ties into our theory from the previous video about them representing  Lina, especially as they are the same shape. This one is very unclear, but it looks  a little bit like a chair in front of a piano. This other one also shows a piano,  but also with a PS1 contro
ller surrounded by a red ring. It's popularly assumed that  these shapes in the Ghost Rooms are pianos, and it's possible this connects to the themes  of music throughout, and also the needles piano. This one seems to show a revolving door in a  room with the Even Care colour scheme. This door doesn't seem to exist within the game, but  this image does seem to connect with the ideas of rotation, and perhaps also multiple worlds. It  also may be referencing the closed door puzzle. This one seems
to be a real  life photo of crayons on a sofa, and they seem to be the same brand  as the ones we see in the game, like here when Paul pushes them into the pit  under the school. They seem to be tied to Care. Here are the other images, though I don't  have much to comment about them. They show: Tiara/Belle's face, the quitter's room from  above, the grass in the Newmaker plane, the GiRL photo from the school, Marvin's head and  the needles piano, the dirt pillar under Randice and Wavey's room, M
arvin's head from the side,  the Garalina logo, and the garage at the end. I've sort of skimmed over it a bit, but  Garalina is... a confusing element. It's the company or publisher associated with  Petscop, as seen in the splash screens. It's typically assumed to be a  compound of 'garage' and 'Lina', and seeing as we do see a garage with a  computer in it, it... kind of makes sense? But it's unclear exactly who Garalina  is. It could be a single individual, perhaps just a name Rainer came up w
ith to publish  the game under, or a group of people involved in Petscop's creation. As Lina is often referred  to as 'Boss', she could possibly be connected as a part of this company, heading it in some way,  though how or why are unclear. Perhaps, as well, this company is associated with the family as a  whole – I've seen people suggest Jill or even Anna are a part of it in some way or another, likely  because the garage is indeed in Anna's house. I think this specific element is difficult  be
cause your interpretation of it relies almost entirely on which theories you believe.  Either way, all we really know about it is it's name and that it's associated with Petscop.  What do you think the story behind Garalina is? The '5 words written on a chalkboard' is  still something of an unsolved mystery. Some people interpret it to be the  'Do you remember being born?' line, however looking at the text, those  words don't seem to line up super well. The writing on this paper in Petscop 2  is
often assumed to be the same text, and they do look pretty similar, although why one  would be censored and the other not is unclear. It's likely these words are connected to Care,  as all the caskets are. As they are located in the school, it's possible they were written by her  during her time there – the fact that they're in the lower corner of the chalkboard supports this,  as she was a child, and that's a likely height for her to be writing at. An adult would likely  have written it higher
up, nearer to eye height. There are many different interpretations of  this text. The first line, many people see as either 'Garalina', or 'Care A'. The  middle section looks potentially like 'is a' or 'isn't'. The last line  could be 'present', or 'monster', or... well, a lot of things. I think 'Care A is  a present' is a sensible combination of those, but it's really very hard to tell what it  could be. Can you see other words in there? Some smaller points: The early sprites seen in 18 are in
black and  white, and look much like the design of the Tiara character, suggesting that Tiara's sprite  may be from an earlier version of the game. The handwriting style of the Pets menu  names is somewhat similar to the style of the red Tool text and the 'Do  you remember being born' sign, suggesting they may have been  written by the same person. The area code seen very briefly in Petscop  16 before it's censored is for the south west Connecticut area. This might mean  that the primary locati
ons of the series, at least the school, may be in this region. Throughout this section of video, I will  attempt to present as many of the facts for the major theories surrounding Petscop as  possible, without too much bias, though I will conclude with my own personal opinions. More  than ever with this particular video, I want to make it clear that YMMV, and you are free to  have your own opinions on the subjective truth of Petscop. Some elements of theories contradict  each other; some ignore
certain elements, others stretch and twist the presented story to  fit their ideas. I want to present these theories without trying to objectively say which one is  'correct', because Petscop is one of those pieces of media where it's almost impossible to say that  one interpretation is in fact objectively correct. Also, some of these theories originate from  earlier in Petscop's lifespan, when certain reveals had yet to come to light; often these  were popular theories prior to these reveals, a
nd people remained very attached to them,  and as such, there are cases where later information is either ignored or stretched  to fit theories that no longer quite work. I'll nonetheless present these theories,  as they still remain very popular ideas. Please keep in mind these points as we go ahead. Are you right or left handed? If we sit  at opposite sides of a square table, your right is my left. But if  you sit to my left at this table, your right becomes my... backwards. And what  of a cir
cular table? If we all sit around it, all our rights and lefts don't line up at  all. And how many sides has a circle? How many people can sit around? How many  different lefts and rights are there? This is the concept of the idea of  rotational perspectives. What is true from one person's angle is not  necessarily true from another angle. Such is what the counsellor mentions within  their scene. My right is actually your left. Rotations, mirrors, and directions are a  recurring theme in Petscop
, and it makes up a large portion of the overall discussion  of Petscop theorising. We don't have time to discuss every single instance of it appearing,  so I'd highly recommend checking out mysticete's Petscop Rotation Theory for a good discussion on  the general idea. I'll link it in the description. Why are we discussing all this? Well, it's an important prerequisite for  understanding the Rotation theory. The basis of this theory is the idea that whatever  happened at the windmill caused Lin
a and the windmill to 'rotate' to a different perspective  reality or timeline. Lina, and the windmill, continue to exist, but can only be seen via  certain perspectives or by certain people, the specifics of which vary based on  individual takes on this theory. Thus, Marvin continues to believe she exists, but  to much of the rest of the world, she is dead. His idea of rebirthing could therefore be  perhaps 'rotating' Lina back into another body. This could also explain an alternative  take on
the theory that Paul and Care are the same – they are variations of each other from  different timelines that swapped in rotation. In Petscop 19, a message on the menu screen  reads 'There are no changes, only replacements'. The open door puzzle is a great example of this.  The door was open in the DEMOs, but in the actual game, it was closed. Paul essentially had to use  knowledge of a quote-unquote 'other world' or 'other timeline' – the DEMO timeline – to navigate  the room. Can you see the r
oom? Not everyone can. The Graverobber game is another example of  this theory in motion. Each player has to navigate their own world whilst working around  unseen obstacles from another world – their opponent's world. This is a fantastic  visual representation of this whole concept. We see often multiple slightly variated  versions of things, such as the two very slightly different versions of Even Care,  one version of which has been nicknamed Odd Care. Perhaps the world of Petscop is much  li
ke this – multiple very similar realities, varying in priority, that can  affect each other in different ways? My personal opinion on this theory is that it  began to evolve pretty early in the Petscop timeline, and supernatural elements were often  used to cover up unexplained or strange things that later in the series were given a more mundane  explanation. This theory still generally works, but as you've probably guessed from the way I've  discussed theories before, I much prefer the more mun
dane explanations of Petscop, as I think it  works with the themes of the story much better, and I think the story can be tied up  without the need for a supernatural twist. This is a very popular theory and I  can certainly see where it comes from, though! “You're the Newmaker. You can turn Care  NLM into Care A, and close the loop.” The basic premise of this theory is that Petscop  represents a thematic loop – things are repeating over again, and Paul needs to 'close the  loop' and stop the re
occurring trauma. This is often presented via things  like the persistent mirroring, and particularly scenes like this, where Paul  follows the exact path of a duplicate of him without realising it (though notably, the creator  did say this particular moment was an error). Whether this involves literal time travel or just  a thematic repetition is just based on personal interpretation. There are things that could hint  towards time travel, such as this rotated clock scene. However, it's generall
y assumed to be  more like trauma repeated across generations. The loop theory can be applied to and mixed with other more specific theories  about the occurrences in Petscop. As for my thoughts on it, I think there certainly  is an element of thematic looping occurring in Petscop, but I don't personally think it's the  core element of the series, nor is it really a full explanation for what's going on. It's  an interesting element to reference, though. "Are you still sitting on a chair? Can you
still  look around the room? Is there still a room?" This theory was primarily popularised by  Game Theory, though unfortunately the Game Theory videos present a pretty warped view of  the series, especially as they were largely made with incomplete information. However,  this does not discount this theory entirely. Basically, this theory suggests that Petscop is  in some way being used to train AIs. Proponents of this theory suggest a Darwinian algorithm,  or generation-based algorithmic learn
ing system, which to put it basically in the context  of a game, involve running a large number of bot players, and those that get  closest to succeeding are reproduced, and so on and so forth until one is  trained to beat the win condition. This is suggested to be seen in Petscop  17, where we see the various generations of seemingly randomly-acting players,  until one finally makes it out the door, and we follow them. This successful one  would be our next-generation start point. I'd recommend
watching the previous video  in which I discuss the in-game characters of Tiara and Marvin if you haven't already, as  I did already slightly discuss this concept. One interpretation of this theory is that  the Marvin in the game is an AI designed by Rainer based on Marvin's inputs, so  that Rainer can use the AI to figure out secrets that real Marvin keeps, such as  the location of Lina's potential grave. We already discussed Tiara as an  AI, so I wont re-hash that idea. It's worth noting that
this level of highly  sophisticated AI didn't really exist around the time the game would've been being developed –  Rainer would've had to be some kind of incredible, ubermenschian genius to figure something out  like that, especially on his own. The series generally otherwise seems to stick with  realistic technology, at least as far as I can see. Getting an AI to go out through a  door through Darwinian learning is one thing, but one that develops it's own genuine personality  and can answer
non-programmed questions about a real person's actions is another thing entirely  – it's something we don't even have today. Another take on this theory is that Rainer  developed the game as an AI project in the first place. It's been suggested that it was  developed to create AI versions of children, perhaps as the pets, perhaps  as a therapy tool of some sort, or to keep records of the children in case  something were to happen to them – either to 'rebirth' them back into themselves, or perha
ps  as a historical record of them for their families, like those services that create social media  bots based off a person's typing style. This might explain why the pet named Amber acts  a little similarly to the tester named Amber, and why the pets seem to be occasionally  referred to like people. There's also the mysterious Petscop Discovery Pages, on which we  know there is a page called 'Your Child' – is this Rainer setting up a service for people  to inter their children in the game? Thi
s would also explain the controller inputs  being used. The Child Library rooms might also connect to this idea in some way, as  'storage' for the different AI children. It also may be of interest in the Tiara conundrum  – could Rainer's rebirthing attempt on Tiara be him trying to 'remould' an AI state he already  had – Belle – into a different one? We discussed it before, but to reiterate – this may be why  her game had been running for 17.5 years – that was her AI running. That's why she was
asked –  "Are you still sitting on a chair? Can you still look around the room? Is there still a room?". She  isn't in a room, she's an AI acting like a player. Again, this is something that's not possible  on a technical level with today's technology, however, if we suspend our belief a little, I think this version of the theory  is maybe a little more plausible. Finally on this theory, the AI theory in  general may pose an interesting answer to the Care-Saying-Paul's-Dialogue-From-A-Year-Ago 
scene – if the game has been fed real life data to train AI, it's possible someone plugged that  conversation into the game, and the game is putting it out as dialogue, as conversation-based  AI often outputs exact or very similar sentences it's been fed before. Notice that Paul says the  conversation is 'based on' the conversation he had, not the exact conversation. Who would  do this and why is still unknown, as it would be after Rainer's death, but it is an interesting  way to approach that p
articular mystery. “We're going to help you, together. Everyone is.” This theory posits that the game of  Petscop was initially designed as a therapy tool. There are several  references in the game that could be interpreted to be related to  therapy or therapeutic practices. There are some clear references to this,  such as the counsellor scene. This scene, as well as reflecting a school counsellor,  could also reflect a child therapist. These therapists often use different tactics  to engage wi
th children than with adults, such as playing a game with them to both gain  their trust and analyse their responses to it, or saying things that might seem random or  disjointed but are used to judge the child's reaction to them. This could explain the weird,  slightly stilted dialogue. It might also explain why they bring up swearing, if Care had been  sent there regarding their changed behaviour. Other elements reflect therapeutic concepts  in a more abstract way. For example, the scene where
Paul is pushing items down  the hole outside the machine room – the items he pushes in are generally connected to Carrie,  like the crayons that we see multiple times. This might reflect the idea of distancing himself from  Carrie or discarding parts of his previous life. The associations with music could also be  a connection – a popular form of therapy, especially for children or people who are less  responsive to regular types of therapy due to things such as learning disabilities, is music 
therapy. I've actually had the pleasure of working briefly alongside a music therapist myself at a  previous workplace, and it's a really wonderful way to connect with clients who would otherwise  struggle to communicate, and as a musician myself, of course I think it's an interesting concept. It  involves using music and instruments to connect with the patient and using their responses  to it to analyse issues they may be having, but also to allow them to relax and open up  via the medium of p
layful creation of sound, establishing a therapeutic relationship  between therapist and client. It is particularly interesting in regards  to Petscop, where the use of music seems to have implications beyond just sound. Some  people interpret Marvin's connection with the school as him having once been a music teacher  there, explaining why even though the school is abandoned, he has the knowledge of it to use  it for whatever he's doing. Pianos show up frequently – the needles piano is a major 
part of the story, and pianos can be seen in the loading screen image and probably in the  ghost rooms. Background music in the game seems occasionally of interest, even – I'd again have  to recommend mysticete's videos on the music of Petscop. So it's very fair to say that music is  at the very least relevant. It's in this view that we should look at the rebirthing process,  which clearly seems to involve music in some way, shape or form – Paul is asked to play in  the machine room, and his ch
oice of music clearly affects the process, and Stravinsky's  Septet is associated with the Tiara rebirthing. I've seen some suggestions that Garalina may  not be a games company at all, and instead be some sort of therapeutic company or service. To  connect with what we said earlier – games are used as therapeutic tools. It's typically classic,  physical games like board games, but companies have created video games as therapy tools before.  It's interesting, in fact, that we see some sort of Ga
ralina office or computer room in the school.  When asked about the school, Tool says 'you can't go back in time' – this could mean that the  school is in fact no longer a school, though it used to be, and now is owned by Garalina, a  company associated with mental health tools. It also explains how Rainer was able to get access  to a PlayStation devkit – that might be hard as a single developer, but a lot easier if he happened  to work for a company that could get access to one. It also might e
xplain why the game records each playthrough – it's meant to be played  then reviewed by a therapist. Though, other games of the time did record  gameplay, so this isn't for certain. Of course, the website and the 'Your  Child' pages could very easily tie in with this theory, especially if  this company was looking for clients. So, what theory do I personally prefer? Well, as I've mentioned before, I generally  prefer the more mundane-leaning theories for Petscop. Earlier in the series' release 
timeline, a lot of theories leaned heavily on supernatural elements to make up for lack  of information. As more videos came out and more things were figured out, I think a  lot of the things people were trying to solve with supernatural explanations were solved  instead with more terrestrial ones. Personally, I think Petscop reads so much better when  it's read without supernatural theorising. This feels like the tragic story of a particular  family and the things that happened to them, seen t
hrough the eyes of their shared traumas.  I think reading it as magic or supernatural happenings takes away from that a little bit.  When you start introducing things like alternate universes or time travel, it takes away from that  grounded tragedy that suffuses throughout Petscop. Some things can't be fully explained or  understood by us, and that feels like part of the design of the series – the  creator noted regarding a website that would have been part of the series, that  he decided not t
o include that element, as it would provide too much information –  clearly, we aren't meant to know everything. It's also worth noting that we're seeing this  story through two blurred lenses. One is that both our main information sources – those being Paul  and Rainer – are unreliable narrators. Paul is restricted in what he says in the videos – he's  keeping certain information away from the family, so thusly, that information also never makes it  to us. A lot of things also clearly happen of
f camera that we never really get told about, and  have no reason to be mentioned in the videos, so we just never get explanations for them. We  don't know exactly what Paul and Belle found at Tool's coordinates, for example, or exactly why  Paul was in a car – this is stuff that happened outside our blinkered view, as all we see is the  selected video recordings we're given. Rainer, for his part, is almost certainly dead, and  the only information he can provide are the things he left behind in
the game. He also  doesn't seem to make much of an attempt to communicate those things in a particularly  clear manner. He is providing a huge chunk of information in the story, as the series  spends it's entire course inside the game he made, but he is also speaking through  layers that we can't easily pick apart. The second blurred lens is the fact that  the people involved in the story start out with information we don't have, and assume  they don't need to give it to us, because from an in-
world perspective they don't know or care  that we're watching. What I mean by that is, let's use Jill as an example. Paul clearly knows  who Jill is, and probably way more about how she's involved. Belle, who his words are directed  to, seems to also probably know who Jill is, as Paul makes no attempt to explain. So... he just  doesn't explain. Which is great writing – Paul shouldn't just infodump about who someone is  just because the audience doesn't know. There's no reason for him to sit the
re and explain who  Jill is when he knows the person he's speaking to already knows that. But we don't start out with  that information – We aren't part of this family. We don't have the historical and personal context  needed for elements like this to make sense to us. But they make sense to the people our narrators  are directing their speech towards. So that is why we don't have certain points of information  that feel like they should be important – the people involved already know it, so we
're left  to piece it together without that context. Because of these points, a lot of Petscop comes  across as a little disjointed and confusing, which is where I think most of the more magical  interpretations come from – a way to explain without accepting that we just don't know certain  things. It's intentional, of course – as I said, we're not meant to know everything. We have  a good go at piecing it all together, and a lot of it does actually make pretty clear sense  once you've spent the
time to think about it, but that's why there are still elements that  are distinctly unclear and unexplained. I do believe that everything in Petscop has  a direct explanation and personally I do think everything can be justified without  the need for magical or supernatural elements, it's just that we're missing  the context for certain things. So for me – I like my Lina theory from  the previous video, that she's alive but mostly no-contact with the family, and  that her and the windmill's di
sappearances were more natural. I like the Paul is Care  theory, particularly the transgender variant, as personally I think it fits the best with  the themes and information we're given. I'm not 100% sold on it, but to me, Tiara being  an AI makes the most sense with what we know, though there's parts of that theory I'm not super  happy with. And I like to believe at the end, that Paul and Belle got a happy ending, in  whatever form that takes for them – and I like to believe that Lina is invol
ved, somehow, and  they're making some sort of new family together. After months of digging, scouring,  head-scratching and confusion, we're finally here. I feel like I've watched  every Petscop video on YouTube – even the ones in languages I don't actually speak – read every  post on the Reddit, delved into just about every social media and wiki to put together all the  different theories and evidence on Petscop that I could find. And was I successful – do we finally  have a solid answer to wha
t happened in Petscop? Well... no. Not really. And I don't think  we ever will. Petscop, at it's core, is a deeply interpretive piece of art. It's  not meant to be fully, 100% understood. There are common themes and concepts we can  put together, questions we can answer, and thoughts we can turn into theories, but  we're genuinely never going to have the whole, entire story as the creator intended – unless he  happens to decide to just explain it all one day. But I really hope he doesn't, becaus
e for me,  the main appeal of Petscop, the thing that I find so engrossing and intriguing about it, is  the community that grew around it. Petscop was the perfect petri dish to grow a community of  people that wanted to put their heads together, throw their evidence into the ring,  and create theories together. Every place I stuck my eyes into to look for  more ideas, I found people discussing, dissecting evidence together and working  out their own unique takes on this series. Even though Petsc
op may have faded a little from  the public conscious, that bed of creativity and theorising will always be there. For an analysis  lover like me, what heaven that is to see. I want to say a huge thank you to everyone from  these communities for their help in creating this video series. The creators of and contributors  to Petscop Comprehensive Progress Document, the folks over at the Reddit, all  the other YouTube video creators, and of course everyone in the comments  who gave their own sugges
tions, theories and corrections – you all in particular played a  huge part in my research and work on this series. I may come back to Petscop – there's  always going to be more to talk about, of course. Once you start digging, you  never seem to find the end of the hole. But for now, this is where I'll end it, and we  can move on to other things in the meantime. But rest assured – every comment  you leave, I will be reading. Every theory you put forward, I will see it.  I hope you enjoyed this
series as much as I enjoyed making it, and keep looking into  Petscop – we can investigate together. Thanks for watching today’s Panopticon  Theatre performance. What do you think? Did I miss anything? What do  you want me to talk about next? Make sure to sub and join the  audience if you want to see more.

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