Petscop-Forensics Title

Puzzles in Petscop

Notices

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"Looks like we've finally made some progress."

The events on this page are a continuous work in progress.
Information may be altered, removed at any time, or may be missing.

Intro

Certain puzzles need to be solved in order to access some areas in and under the Newmaker Plane. When these puzzles are revealed, a symbol block appears somewhere that indicates a connection between Even Care and the Newmaker Plane.

Please note that the "P" codes are for reference purposes only; they don't appear in the web series and are only relevant to this website.

P-1

P-1 Symbol Block

Puzzle is currently unknown.

P-2

P-2 Symbol Block

Puzzle is currently unknown.

P-3

P-3 Symbol Block

Connects EC-3 "Amber's Room" to U-12 Quitter's Room

The exact solution to P-3 is unclear, but it involves manipulating the levers in EC-3 after the Newmaker Plane is accessed and P-8 is solved. The levers influence access between the obverse and reverse sides of U-12 in some way.

P-3 may use the same trick the player uses to catch Amber in EC-3, but in a more convoluted way.

P-4

P-4 Symbol Block

Connects EC-4 Roneth's Room to NM-4 "Newmaker Plane Area 3"

The solution is to push the bucket in each area underneath an object/Pet to be caught. The Blue Tool on the road becomes coated in black paint when P-4 is solved in NM-4. This enables the player to remove the pieces from the strange devices in NM-5.

Roneth is caught in much the same way, by pushing the bucket in EC-7 into EC-4, and positioning it beneath him.

P-5

P-5 Symbol Block

Connects EC-5 Pen's Room to U-7b "Flower Shack Basement"

Solving P-5 results in being able to catch Pen in EC-5 and Care NLM in U-7b. To catch Pen, the player must set a counter to '7' using a treadmill. This removes Pen's positional offset when the player tries to catch her.

After entering the Newmaker Plane and solving P-8, the treadmill now influences a grassy platform in U-7b. Care NLM sits on top of it and can't be captured yet. The counter in EC-5 now goes up to '16', down to '-1', with 18 possible values. If the counter is set to '0', the platform lowers, but care becomes glitchy and un-capturable.

The large flower in U-7b only has 17 possible states, and can only subtract the counter's value.

P-5 in U-7b is solved by setting the counter to '-1', lowering the platform and leaving Care NLM in a capturable state.

P-6

P-6 Symbol Block

Puzzle is currently unknown.

P-7

P-7 Symbol Block

Connects EC-7 "Randice and Wavey's Room" to NM-5a "Frozen House - Bathroom"

P-7's exact effect is currently unknown, but it has something to do with EC-7 and NM-5a having a similar layout, as Paul notices in Petscop 13.

Additionally, entering NM-5d "Frozen House - Garage" causes a loading screen to appear which depicts the long dirt structure underneath one of the grassy patches in EC-7.

P-8

P-8 Symbol Block

Connects EC-8 "Transition Room" to NM-4 "Newmaker Plane Area 3"

P-8 provides a bridge between Even Care and the Newmaker Plane. The solution is to activate a hidden gift box in U-17 "Party Room", which places the player in NM-4. A brick structure, similar to the one at the end of Petscop 1, leads into EC-8, which is the room behind the "locked" door in EC-1.

Solving P-8 is a prerequisite for solving P-3 and P-5. Using P-8 to the player's advantage has the unfortunate side effect of causing the game to corrupt save data and misbehave.