After Paul enters the cheat code in Roneth's room, he gains access to a massive, dark, grassy field called the Newmaker Plane. This portion of Petscop was supposedly made for Marvin to see, and it contains a great deal of otherwise hidden game content.
PLEASE READ: Although the choice of the name "Newmaker" was intentional, there is no deeper connection between the events displayed below and Petscop. There is nothing to find outside the series.
The Newmaker Plane is named after a real-life murder victim.
Candace Elizabeth Newmaker (www.ratbags.com) was a 10-year-old girl who was murdered by her therapist and her assistant, attempting to perform a re-enactment of the birth experience by wrapping Candace in blankets, and preventing her from escaping by sitting on her.
This fringe "rebirth" therapy was intended to treat Reactive Attachment Disorder (RAD) (www.mayoclinic.org), which is generally a result of neglect, abuse and/or a failure to establish a nurturing parental bond within a child's first five years of life. She suffocated to death as a result of this "treatment" on April 18, 2000.
Besides that, the Newmaker as brought up in Petscop is in reference to the player. At certain points in the series, "rebirth" is passingly mentioned.
Places in and Under the Newmaker Plane
NOTE: Some images from Under the Newmaker Plane are edited using multiple connected video frames to make it easier to see, as it is very dark.
NM-1 "Newmaker Plane Area 1":
Pieces collected: 0, totalling 55 (in Petscop 1)
- Paul starts out in front of a very drab brick building with a metal door. It's not known if Paul can return to Even Care through this door.
- After wandering the Newmaker Plane for a while, Paul stumbles across a wooden storm door. This door opens automatically after set amount of time, causing an ominous sequence of tones to play.
- There are no pieces to collect in the Newmaker Plane, excluding the School, House and Windmill.
U-1 "Furnace Room":
Internal name: cellar
Pieces collected: 8, totalling 16 (in Petscop 2)
- On the rightmost wall, there are two pictures of a clock face, and what appear to be three portraits under the right-facing clock picture.
- There is a small machine which shakes on the right side of the staircase.
U-2 "Office Hallway":
Internal name: hallway1 (?)
- A simple, fairly long hallway with pieces arranged in three nine-piece arrays.
- The telephone in the next room can be heard near the left side doorway.
Pieces collected: 27, totalling 90 (Petscop 2)
U-3 "Office":
Internal name: anna-office
Pieces collected: 3, totalling 93 (Petscop 2)
- When Paul answers the ringing phone in this room, a message box comes up saying "Care left the room".
- The bulletin board on the right shows the A/B/NLM note, referring to Care.
U-4 "Road Map":
Internal name: hallway2
Pieces collected: 44, totalling 137 (Petscop 2)
- A very long room that winds to the right in a 'staircase' pattern. Three framed pictures are in this room, one of the Frozen House, the School and the Windmill.
- When first looking at the School picture, a horror sound effect plays in the background.
- In Petscop 8, Marvin enters an area in this room that is inaccessible to Paul, flying off the screen afterward.
- Petscop 20 reveals the three extra areas Marvin walked through, showing an additional picture of the Party Room's exterior. Four Caskets are also in this area, along with another staircase leading back up to the Newmaker Plane.
Pieces collected: 36, totalling 173 (Petscop 2)
- A large roadway with a narrow tunnel. There are pieces on the other side of the wall.
- This room may be much larger than what is seen in Petscop 2. The remaining portion of this room can be seen in Petscop 11, during a 'driving' demo scene.
- Red and blue cars periodically drive down the road.
- The cars can't run over the player, as they don't come by when he's on the road.
- Petscop's original YouTube channel icon was taken from a video where this level is shown.
U-6 "Graveyard":
Internal name: grave
Pieces collected: 15, totalling 188 (Petscop 2)
- A fairly big area surrounded by dirt and a white picket fence.
- Michael Hammond's gravestone lies next to the Flower Shack. He was 7 or 8 years old when he died, based on the dates given (1988 - 1995).
- There is a storm door which leads into the Flower Shack's basement. Moving Naul right instead of going all the way down the stairs will cause him to turn completely black.
- Behind the Flower Shack, there is a T-junction from which Tool's Room and Quitter's Room can be accessed.
Pieces collected: 0, totalling 188 (Petscop 2)
- Constitutes one half of P-5's solution, the other being the counter in Pen's Room.
- A large daisy growing out of a hole in the floor holds Care NLM's platform up in the room directly below.
- This room shares visual similarities to the House's garage. Namely, the room's general shape and the lawn tools on the west wall.
U-7b "Flower Shack Basement":
Pieces collected: 0, totalling 188 (Petscop 2)
- A dark cellar with a cylindrical chunk of dirt and grass protruding from the ground.
- Care NLM is in this room, captureable but inaccessable due to P-5 being unsolved. After Paul plucks all the daisy's petals, the room has a red tint, the platform lowers, and Care NLM is glitched up and can't be caught.
U-8 "Graveyard Back Way":
Pieces collected: 0, totalling 188 (Petscop 2)
- A simple T-junction between the entrances to Tool's Room on the left and Quitter's Room on the right.
U-9 "Outside Tool's Room":
Pieces collected: 6, totalling 194 (Petscop 2)
- There's an animated picture of two interlocking shapes on the wall beside the door.
- This is very likely a reference to the "Accident" board game seen briefly in Petscop 22.
Pieces collected: 10, totalling 204 (Petscop 2)
- The red Tool is in this room, along with a massive screen which shows a live feed of the Windmill.
- This Tool is unique in that the player is (more-or-less) able to communicate with it by asking questions.
- There are a few doodles of a blue Tool taped to the walls, as well as some indistinct writing.
U-11 "Quitter's Room Entryway":
Pieces collected: 8, totalling 212 (Petscop 2)
- The left hallway is blocked off by what appears to be dirt, the other one leads into a mirrored Quitter's Room.
- A certain configuration in Amber's Room will remove the dirt, allowing the player to access the non-mirrored side of Quitter's Room.
Pieces collected: 0 on both sides, totalling 212 (Petscop 2)
- The "Quitter's Room" is controlled by the switches in Amber's Room. A certain configuration in Amber's Room allows the player to access the non-mirrored Quitter's Room later in the series.
- The bizarre doll face figure in the opposite side of the room is Tiara, who is a recurring character. In Petscop 2, she mimics Paul's movments through the room.
- After Paul walks behind the bookcase, the same 6 tones that play at the very beginning of the video are played again, suggesting a connection. Tiara's mirroring of Paul's movement is delayed by about a second, but is corrected shortly after standing still.
Pieces collected: 0, totalling 212 (Petscop 2)
NM-2 "Newmaker Plane Area 2":
Pieces collected: 0, totalling 212 (Petscop 2)
- This portion of the Newmaker Plane has the Windmill (or its base, if the "Shadow Monster Man" glitch hasn't been applied) and a camera which is exactly above where Tool is underground.
- Interesting thing to note about the camera: It's black when the "shadow monster man" thing isn't active, and it's red during and after Marvin's cutscene in Petscop 6.
U-14 "Child Library Exterior":
Pieces collected: 19, totalling 231 (Petscop 3)
- This is where human Pets can be transfered into the Child Library. The only valid Pets are Care A, B and NLM (and potentially whatever occupies the empty space in the Pets menu).
- The words "GOOD GRIEF AND ALAS" are printed in stone, on the leftmost wall in the area.
- If the player goes through the door on the furthest right, they will end up in a black void that leads nowhere, similar to the dead end outside Even Care.
Pieces collected: 0, totalling 231 (Petscop 3)
- Inside the Child Library, there is an easel which is called the Face System. The player can use this face system to access a series of bedrooms.
- Once a face has been drawn, the player must wait about 10 minutes for the library to arrive at a kid's room.
- This room has a similar shape to the small room in Even Care, Suggesting a connection.
- The library's elevator-like transportation system has tremendous depth, and each doorway can be seen passing by rapidly.
- I've come up with a crude, text-based scheme for quickly expressing all the faces the player can paint, in the order they are drawn on the screen, you can see it here.
Pieces collected: 0 in any of the rooms, totalling 231 (Petscop 3)
- Hundreds of these rooms can be accessed using the Face System in the Child Library, each with different floor and wall tiles, colors and objects on their respective tables.
- Very few of these rooms are of particular interest: Michael Hammond, Care, "Care with Mike's eyebrows" and "Her" (pictued above, clockwise from top-left).
- A dark passageway exists in every room, on the right side, but doesn't lead anywhere. The passageway in "Her" room leads directly to the Party Room.
NM-3 "Windmill Interior":
Pieces collected: 50, totalling 281 (Petscop 9)
- The Windmill's interior is only accessible while using the "Shadow Monster Man" exploit.
- Using the Silver Tool on the right hand side, Naul can recieve a 50 piece bonus by removing the pieces from the gears in this room. This reverses the windmill blades' rotation.
- There is a strange, rotating piece with a face on it - one that resembles Care, but is actually Lina. She is not mentioned by name until Petscop 17.
- The sign on the left hand side has Lina's face painted on it.
Pieces collected: 36, totalling 317 (Petscop 9)
- A long, dull room with tall columns and grey pinwheels. A park bench with a single slice of cake and a spinning, yellow pinwheel can be seen through a large window.
- The first present contains a green key which unlocks the Frozen House.
- The present with the sticker on it contains an upside-down, red tetrahedral shape which is prompty censored by the video uploader. This really startles Paul for some yet-unexplained reason.
- There is a slightly hidden doorway on the far left side of this room which contains another gift box. When this gift is opened, the game plays a church choir-like singing noise and places Naul back in the Newmaker Plane.
- On the far right side, there is a picnic table that is barely visible due to the camera mechanics.
- Activating the hidden gift box seems to lead the game into a routine that eventually causes save game corruption, as seen later in the series.
NM-4 "Newmaker Plane Area 3":
Pieces collected: 0, totalling 317 (Petscop 11)
- This portion of the Newmaker Plane has a brick structure which leads to the transition room in Even Care, as implied by the symbol block above the doorway.
- This area may also contain the Frozen House, its road, Teal Tool and the wheel on a pedestal.
NM-5 "Frozen House":
Internal name: house
Pieces collected: 16, totalling 365 (Petscop 11)
- The Frozen House is the only place in the Newmaker Plane that has different, time-based variations, being "captured" three times.
- These three variants of the Frozen House are "December 25, 1997/2000", "June 5, 1997" and "November 12, 1997/(1995/2017)".
- In the Dec 25 variant, there is a Christmas tree, 3D-looking people appearing and disappearing, and a voice that talks to the player in blue text.
- One of the 3D people near the kitchen counter bears a striking resemblance to Care, or the similar figure in the Windmill's interior.
- There is an odd speaker-looking device outside of Care's Room which needs the paint-coated Teal Tool to dismantle the Pieces congesting it.
- After accessing the "Strange Situation" (Nov 12) variant, the house appears completely lit, with EC-7's inverted symbol scrolling in the background. A cake, pictures of a blue Tool, and a single slice of the cake are in the room. The player holds a yellow balloon and wears a rainbow party hat.
NM-5a "Frozen House - Bathroom":
Internal name: house-bath
Pieces collected: 3 in both timelines, totalling 368 (Petscop 11)
- Paul gets caught in a bizarre sequence where he enters the bathroom and a short cutscene plays. The same cutscene sequence happens after a recording of him talking to Marvin plays, but the camera zooms out instead of in.
- In the first timeline, a small ramp leads into the bathtub, and a P-7 symbol block also appears above it.
- Also in the first timeline, Paul goes up the ramp, falls into the bathtub and the School/Marvin demo sequence plays. In the second timeline, Paul experiences déjà vu, saying that he saw the aforementioned symbol block, though it does not appear this time.
- This bathroom may be the one referenced in the first note from Rainer, especially considering the "thinking about her in the bathtub" line.
NM-5b "Frozen House - Care's Room":
Pieces collected: 0, totalling 368 (Petscop 11)
- Care A is in this room, initially uncapturable due to a wireframe block surrounding her. She periodically shivers and makes a "Needles Piano"-style noise.
- When Naul enters the closet underneath the clock in this room, the door shuts and locks him in after playing an short sequence of tones.
- After Naul gets locked in the closet, Marvin breaks in through the air conditioner over Care A's bed and kidnaps her.
- The scene resets for some reason, after a shorter sequence of tones play, letting Naul out of the closet. There is now a ladder outside the house, in the relative location of the air conditioner.
- Paul is able to capture Care A after repeating the same actions Marvin took before.
NM-5c "Frozen House - Parent's Room":
Pieces collected: 11, totalling 394 (Petscop 14, across 22 attempts)
- As with the rest of the house, this room comes in three variations: Green, Half-Green and Black.
- In the Green variation, there is a Windmill on the right that looks just like the one in the Newmaker Plane. Only Marvin is seen in this variation of the room.
- On the left, there is a small side table with 15 framed pictures of an optical disc. When one is selected, it makes a dramatic noise. If the middle-most one is selected, it plays the noise slightly higher pitched.
- In the Half-Green variation, the left side wall is painted black, and there's something on the other, unpainted side that was edited out. A really nervewracking blind puzzle must be completed to paint the other side and get the key to the Garage.
- The Black variation is accessed after using the key to get into the Garage, entering the door, and having the game soft-reset. The Windmill is still absent, and the framed pictures are completely blackened, though still selectable.
NM-5d "Frozen House - Garage":
Internal name: house-gara
Pieces collected: 0, totalling 394 (Petscop 14)
- The loading screen for this room depicts an area underneath Randice and Wavey's Room, where a deep dirt area stretches underneath the level.
- Marvin was seen retreating into the Garage after he kidnapped Care A in Petscop 11.
- This room actually needs time to load the computer, garden tools and office chair graphics upon entering. These graphics are superimposed onto predetermined "light" spaces surrounded by decent looking shadows.
- There is another shadow near the garage door, but nothing loads in its place. Paul is able to move his character through this area without bumping into anything.
- There is a computer, both the CRT monitor and tower are labeled "TARNACOP". This means "Pickaxe" in the Romanian Language, and may also refer to the word "Hacker", as in a computer cracker.
- The computer tower has a strange symbol on it, reminiscent of the Anglo-Saxon Futhorc (wikipedia.org) or the Old Turkic (Old Hungarian) alphabet (wikipedia.org).
- The computer monitor shows a website which may be the one mentioned by Paul in Petscop. Many different pages are shown, including one concerning "Your Child". As of April 2019, there is no legitimate Petscop webpage that looks anything like the one depicted here.
- A small, square object can be seen under the computer monitor, resembling a CD jewel case.
- In Petscop 16, a red car appears in the garage, and the shadows are consistent with the shape of the car.
NM-6 "The School - First Floor":
Pieces collected: 31, totalling 425 (Petscop 11)
- The School uses a very wonky raycasting engine (wikipedia.org) that's similar to DOOM/Wolf3D, but the near/far clipping plane is badly implemented. This results in objects and UI elements going in and out of existence.
- Care B is in the School, as Rainer said.
- The Green Tool can be used here, seeming to float around like a mouse cursor and periodically clear the red fog in the level. It is used to collect the Pieces from a room two floors up, and to deposit Pieces to Marvin's Machine.
- A combination lock is attached to one of the lockers.
NM-6a "The School - Classroom":
Pieces collected: 0, totalling 425 (Petscop 11, demo sequence)
This is the only School level that has the same movement mechanics that the rest of Petscop has. Void as of Petscop 15, see next entry.
- The Needles Piano is played by Paul here, represented by a small, spinning, purple-striped tetrahedral shape Naul is carrying.
- The exact purpose of this level is not yet known, as it only appears once so far.
NM-6b "The School - Second Floor":
Pieces collected: 0, totalling 454 (Petscop 15, demo sequence)
- There is a large picture of a simplistic 3D humanoid wearing a green hat on a wall near where Naul first enters the area. This is the same picture on the loading screen in Petscop 11 before Paul and Marvin enter the School. Going near this picture makes a looping jingle play, and refrigerator magnet-looking letters appear, spelling out "GiRL". These letters shake in 3D space as long as the Guardian is close enough to the picture.
- Certain rigged spots in this area briefly change the Guardian's sprite to an older one, making the player shuffle in reverse back in front of the GiRL picture.
- A door is open in one of the areas, leading to another classroom.
- As of Petscop 15, this is the only point in the game where the Guardian changes his facial expression.
- Behind the GiRL picture is a small game room with a wooden table, chairs, and a cabinet with board games in it. There is also a green hat, like the one seen on the GiRL picture.
NM-6c "The School - Classroom 2":
Pieces collected: 0, totalling 454 (Petscop 15, demo sequence)
- A large chalkboard obscures the entrance to this room.
- Marvin tells Paul to "Sit Here For The Present", after which he spawns the creepy doll-faced character from Quitter's Room, making some tones play. This character is revealed to be Belle, though she corrects Marvin, saying that she is actually Tiara.
- Tiara instructs Paul to "Press Nifty" using P1's gamepad as if he is using the gamepad language. This grants him access to a texture tile editor, and he uses it to write "Hi" on the chalkboard.
NM-6d "The School - Garalina Headquarters":
Pieces collected: 26, totalling 500 (Petscop 23)
- A front desk and computer room with a lot of stuff going on.
- There are 8 numbered doors on the sides, each with a nearby computer tower and monitor. Room #7 shows the Windmill's interior, but all the other monitors show a Garalina logo, spinning counterclockwise and making noises.
- A massive, distorting "cone" piece is near Room #6 and #7. Many smaller pieces of the same shape orbit around it. Using the Green Tool will top off the player's Pieces to 500. Doing this causes the room to go dark.
- A display rack is in the middle of the room, holding a Playstation console and a CRT television set. The TV shows an in-game screen with the words "Petscop Kids" visible.
- There is a "carpet" of letter blocks on the floor, from A to Z. The last 4 blocks look like two down arrows, one right arrow, and a weird crosshair symbol.
NM-6e "The School - Classroom 3":
Pieces collected: 0, totalling 500 (Petscop 23)
- Another generic classroom with a single chalkboard and many desks.
- The chalkboard has the last of the censored objects: The "five words" written on it.
- There are 8 dioramas of "Ghost Rooms / Testing Rooms" on the sides of this classroom. Paul is in Room #1, evidently.
NM-6f "The School - Basement Stairway":
Pieces collected: 0, totalling 500 (Petscop 23)
- A wooden stairway with two doors at the bottom floor. The door closest to the camera leads to the Burial Room. The other one causes the camera to shift to the left in a choppy way.
- The "music" is a loud droning noise, and this continues throughout the School's basement areas.
- As suspected, this room is the "school basement stairway" Tiara said would lead to Marvin's Machine.
- The Graveyard's loading screen, seen as far back as Petscop 2, shows an angle of this room with a noticible light beaming out of the side door.
NM-6g "The School - Basement Burial Room":
Pieces collected: 0, totalling 500 (Petscop 23)
- A long room with a large hole in the center. A nearby sign advises the player that the Machine is in the next room, and that re-entering this room is required to exit the basement.
- There are five objects scattered on the floor: A box of crayons, a tub of modelling clay, a traffic cone, a toy model of the School, and a framed picture of what looks like an unidentified child. All of these objects can be moved like the buckets in previous areas.
- The objects can be pushed into the hole in the floor. When the framed picture is dropped into the hole, the door on the left side wall opens, revealing Care B.
NM-6h "The School - Basement Machine Room":
Pieces collected: -500, totalling 0 (Petscop 23)
- A checkered room that glows red with an air of maleficence.
- This room houses Marvin's Machine, referenced by Tiara in the series.
- Upon entering the room, the Green Tool floats above the player's head. It disappears when 500 Pieces are deposited into the Machine.