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Escape the Backrooms Entität: Hound

Auch bekannt als: The Hound

Ein Hound läuft schneller als du, also suche vor dem Kreuzen seiner Patrouille eine nutzbare Tür. Leuchte ihm in die Augen, um kurz Zeit für den Rückzug zu gewinnen.

Spezies
Humanoid dog
Erster Fundort
Level 3
Aktuelles Hound-Modell
Einsatzakte

Hound appearance and current behavior

Erscheinung: Ein schneller humanoider Hund, der schneller läuft als der Spieler. Ein Lichtstrahl in die Augen blendet ihn kurz; Türen kann er nicht öffnen.

Verhalten: A Hound is faster than you, but it has two clean weaknesses: light in the eyes blinds it for a few seconds, and it cannot open a closed door. Crouching is not the answer here.

Gefahrenstufe: 3/5 — The flashlight is not damage. It is a few seconds of route access, so decide what those seconds are for before you aim.

Beobachtet auf: 2 dokumentierte Routenabschnitte.

Where Hounds interrupt the route

Where Hounds interrupt the route

Current Hound humanoid canine model
Model check

The Hound runs low and fast

Its silhouette is closer to a thin humanoid dog than a normal animal. Because it moves on all fours, players often sweep the flashlight over it while watching the middle of the screen.

Bring the beam down to the eyes and keep a door in the same mental picture. The stun is useful only if the next movement is already decided.

Hound patrol area in the Level 3 Electrical Station
Breaker route

Use the stun to buy the panel, not to clear the level

At a breaker, the temptation is to flash early so the room feels safe. Wait until the charge creates a real problem, blind it, and spend the window on the switch.

If the panel will not finish before it recovers, abandon the interaction. A second clean attempt from behind a door is faster than dying with the breaker almost complete.

The Level 3 Electrical Station walkthrough shows where the breaker work and Hound pressure overlap.

Feldnotiz

What to do when a Hound charges

Save the flashlight stun until the charge, then use the blind window to finish one interaction or reach one closable door.

01

Erkennungszeichen

The low four-legged silhouette and fast approach are enough. Do not wait for the full model to enter the beam before deciding where the door is.

02

Sofort reagieren

Put the flashlight on its eyes, keep the beam steady until the stun registers, then move immediately toward the chosen panel or door.

03

Begegnung zurücksetzen

Close a door between you and the Hound. On Hard or Nightmare, allow the chase to reset before expecting the eyes to respond to light again.

Koop-Hinweis

Hound tips for co-op

One player blinds; one player interacts. Everyone else stays out of the doorway so the retreat remains usable.

Was Läufe beendet: Trying to crouch behind the Hound or spending the only reliable stun while it is still far away and not blocking anything.

Fundorte und Druckpunkte

Hound patrol points

Diese Hinweise beziehen sich auf die Route; sie sind keine Garantie für einen festen Spawnpunkt.

During the breaker route

Dark Electrical Station corridors

A stun creates a short interaction window at a breaker, but the patrol may remain after the panel is complete.

Around Room 21 and the corridor loop

Beverly Room hotel hall

The ceiling-code route should be planned before exposing the team to the hall.

Ausweichen und entkommen

How to blind and escape a Hound

Put the flashlight on its eyes, keep the beam steady until the stun registers, then move immediately toward the chosen panel or door.

Hinweise für den Lauf

Hound route notes for solo and co-op

Nutze diese Punkte als kurzen Check. Sie beschreiben Entscheidungen vor, während und nach der Begegnung, nicht ein starres Drehbuch.

Check 01

Electrical Station breakers

Allein: Keep the beam ready at body height, blind only when the Hound commits, and either finish the breaker immediately or leave. Standing at the panel to watch it recover wastes the window.

Ko-op: The light holder faces the hall while the second player works the box. If the stun fails, both retreat through the same named door.

Check 02

Beverly Room and Room 21

Allein: Plan the target room before stepping into the corridor. Blind the Hound, go straight there, and close the door; random door checks keep you exposed too long.

Ko-op: Send the code reader or room checker after the flash. The rest should hold the safe side instead of filling the hall.

Check 03

Hard and Nightmare

Allein: Assume one usable blind per chase. Do not test the immunity from open ground—reset behind a door first.

Ko-op: Call “stun used” so nobody stands in the lane expecting a second flashlight to work immediately.

Mechanik in der Praxis

Flashlight stuns and difficulty changes

Save the flashlight stun until the charge, then use the blind window to finish one interaction or reach one closable door.

Aim for the eyes

The stun is tied to the Hound seeing the flashlight. A beam swept over the ceiling or switched off too quickly can leave it charging.

Difficulty changes reuse

Easy and Normal allow more than one stun when they are spaced out. Hard and Nightmare effectively give one until the chase resets.

Doors are the reliable finish

The Hound cannot open doors. A door turns a short blind into a full reset, which is much safer than running until the light is ready again.

Begegnungen in den Leveln

Hound locations in Escape the Backrooms

Check nach der Begegnung

Before using the next flashlight stun

  1. Is the next closable door visible?
  2. Who is holding the light and who is interacting?
  3. Has the chase fully reset since the last stun?
FAQ aus dem Einsatz

Hound questions

Kurze Antworten für den Moment, in dem eine allgemeine Regel einen konkreten nächsten Schritt braucht.

Should I crouch around a Hound?+

No. Current Hound behavior is handled with the eye stun and closed doors, not the crouch rule used for sound-sensitive entities.

Can it outrun me?+

Yes. Sprinting buys time to reach a door, but it is not a complete escape plan.

Why did the second flashlight not work?+

On Hard and Nightmare, the Hound does not keep accepting repeated stuns in the same chase. Reset the encounter first.