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

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.

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.
What to do when a Scratcher hears you
Choose the hide before creating noise, then reach it instead of attempting a long hallway race.
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.
Réaction immédiate
Stop adding noise and go directly to the preselected table, stretcher, hoop-side ball pit, or closable room.
Réinitialiser la rencontre
Enter the hiding point fully or close the room door, then wait for the patrol to disengage before resuming the objective.
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.
Scratcher patrol and hiding points
Ces notes concernent les itinéraires ; elles ne promettent pas que l’entité sera toujours à un emplacement fixe.
The End library
One Scratcher patrols the aisles until the tapes are entered at the computer; alarms create temporary collection windows.
Level 421 corridors
Two injured variants turn stretchers, closable rooms, and the ball pit beside a hoop into actual survival tools.
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.
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.
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.
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.
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.
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.
Scratcher locations in Escape the Backrooms
Escape the Backrooms : The End (Mis à jour)
Un Scratcher patrouille pendant la collecte des cassettes ; les alarmes incendie le détournent.
Meilleure réponse : Choisissez l’allée, déclenchez l’alarme puis revenez à l’une des deux tables-cachettes.
Ouvrir le guide du niveau →Rencontre 02Guide Escape the Backrooms Level 421 : Plastic Mariana
Deux Scratchers blessés réagissent au bruit dans l’hôpital et le Discovery Center.
Meilleure réponse : Cachez-vous sous une civière, dans la piscine à balles près d’un panier ou dans une pièce dont la porte est fermée.
Ouvrir le guide du niveau →Before making the next noise
- Is the nearest valid hide identified?
- Who is creating the next sound?
- Has the Scratcher fully left the objective lane?
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.
