Modéré

Escape the Backrooms Entité : Scratcher

Aussi appelé: The Scratcher

Le Scratcher suit les bruits, ce qui rend les mouvements inutiles risqués pendant vos recherches. Dans The End, repérez tables et alarmes avant de ramasser les cassettes, en distinguant cachette d’urgence et diversion.

Espèce
Quadrupedal gray humanoid
Première rencontre
The End
Modèle actuel du Scratcher gris quadrupède
Dossier de terrain

Scratcher appearance and behavior

Apparence : Un humanoïde gris quadrupède, aveugle mais doté d’une excellente ouïe. Dans The End et le niveau 421, le bruit et les cachettes disponibles dictent le trajet.

Comportement : A Scratcher is blind, hears extremely well, and outruns the player once alerted. The route is won before the chase starts by knowing which alarm, table, stretcher, ball pit, or closable room you will use.

Niveau de menace : 3/5 — I do not use volume as a map. I use it as a warning, then verify the next doorway and keep the nearest real hide available.

Observé dans : 2 itinéraires documentés.

Where Scratchers patrol in the route

Where Scratchers patrol in the route

Current gray quadrupedal Scratcher model
Model check

Level 421 uses injured variants of this model

The base model is a thin gray humanoid on all fours with large hands and legs. The red eyes are visible, but the entity still relies on hearing rather than sight.

In Level 421 the variants look injured and bandaged. The appearance changes; the useful player rule does not—noise starts the problem, and a proper hiding point ends it.

Level 421 corridor where Scratchers patrol
Level 421

The stretcher is not decoration

The hospital furniture matters because the Scratcher is faster once it hears you. If a stretcher sits near the interaction room, make it part of the route before touching the clue.

Later, the ball pit beside a basketball hoop works as another hide. That is much more dependable than guessing the entity’s exact room from rolling-ball noise.

The Level 421 Plastic Mariana walkthrough now calls out the stretcher, hoop-side ball pit, and closable-room hiding options beside the puzzle route.

Note de terrain

What to do when a Scratcher hears you

Choose the hide before creating noise, then reach it instead of attempting a long hallway race.

01

Signe distinctif

Fast scraping footsteps or a turn toward the sound means the chase is active. At that point the entity is faster than you.

02

Réaction immédiate

Stop adding noise and go directly to the preselected table, stretcher, hoop-side ball pit, or closable room.

03

Réinitialiser la rencontre

Enter the hiding point fully or close the room door, then wait for the patrol to disengage before resuming the objective.

Conseil coop

Scratcher tips for co-op

One person operates the alarm or noisy objective. Everyone else stays near the same fallback so the group does not create several sound sources.

Ce qui fait échouer une partie : Pulling a fire alarm before deciding which tape aisle to search, or entering a Level 421 clue room without noticing the stretcher or door that makes the exit survivable.

Zones d’apparition et de pression

Scratcher patrol and hiding points

Ces notes concernent les itinéraires ; elles ne promettent pas que l’entité sera toujours à un emplacement fixe.

During the tape collection route

The End library

One Scratcher patrols the aisles until the tapes are entered at the computer; alarms create temporary collection windows.

Across the hospital and Discovery Center route

Level 421 corridors

Two injured variants turn stretchers, closable rooms, and the ball pit beside a hoop into actual survival tools.

Éviter et s’échapper

How to distract and hide from a Scratcher

Stop adding noise and go directly to the preselected table, stretcher, hoop-side ball pit, or closable room.

Notes de parcours

Scratcher route notes for solo and co-op

Utilisez ces points comme un court rappel. Ils décrivent les décisions à prendre avant, pendant et après la rencontre, pas un script rigide.

Repère 01

The End tape collection

Solo : Choose the tape aisle, trigger the closest fire alarm, collect one target, and return to a hiding table before planning the next.

Coop : One player pulls; one player collects. Extra players hold the table rather than running separate aisles.

Repère 02

Level 421 hospital rooms

Solo : Before interacting, find the stretcher or room door. If the chase starts, go there immediately instead of following the sound through another corridor.

Coop : One player handles the clue while the other watches the Scratcher’s last doorway and calls the hide.

Repère 03

Level 421 ball-pit area

Solo : The ball pit beside a basketball hoop is a valid hide. Remember which hoop it is before the corridor gets noisy.

Coop : Enter the hide in order; crowding its edge can leave the last player exposed.

Mécaniques en pratique

Hearing, alarms, and hiding rules

Choose the hide before creating noise, then reach it instead of attempting a long hallway race.

Fire alarms create one useful window

In The End, an alarm pulls the Scratcher toward the sound. Pick the tape aisle first and spend the distraction on that specific objective.

Level 421 has three practical hides

Use the space under a stretcher, the ball pit beside a basketball hoop, or a room with the door closed.

The computer ends The End patrol phase

After the tapes are used at the computer, the Scratcher stops being the active threat and the next objective appears. Do not keep running the old alarm loop.

Rencontres dans les niveaux

Scratcher locations in Escape the Backrooms

Vérification après-action

Before making the next noise

  1. Is the nearest valid hide identified?
  2. Who is creating the next sound?
  3. Has the Scratcher fully left the objective lane?
FAQ de terrain

Scratcher questions

Des réponses rapides lorsque une règle générale doit devenir une action précise.

Can I outrun a Scratcher?+

Do not plan on it. Once alerted, it is faster than the player. Run only to reach a nearby valid hiding point.

Is it blind?+

Yes, but its hearing is excellent. Noise from movement, alarms, and objectives can redirect it.

Where can I hide in Level 421?+

Under a stretcher, in the ball pit beside a basketball hoop, or inside a room after closing the door.