Scratcher appearance and behavior
Appearance: A thin gray humanoid moving on all fours, with oversized hands and legs, no visible facial features, and glowing red eyes. The Level 421 variants are visibly injured and bandaged.
Behaviour: Scratchers are blind but hear extremely well. Noise starts a chase that is faster than the player, so survival depends on a nearby hiding point or a deliberate fire-alarm distraction.
Threat scale: 3/5 — the score groups directory entries; the written threat label above remains the player-facing assessment.
Observed in: 2 documented routes in this guide set.
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.
Reset the encounter
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 player controls the noisy objective or alarm while the others hold the chosen hide. Extra footsteps and simultaneous interactions can start a chase before the route is ready.
What ends runs: 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
These are route-level encounter notes, not a promise that an entity will always stand in one fixed spot.
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
Stay quiet, identify the hiding point before interacting, and use a fire alarm only after choosing the tape aisle. If a chase begins, do not race it down the hall; reach the table, stretcher, hoop-side ball pit, or closed room.
Scratcher route notes for solo and co-op
Use these as a short reset checklist. They describe what we change before, during, and after the encounter—not a script to follow blindly.
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.
Co-op: 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.
Co-op: 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.
Co-op: Enter the hide in order; crowding its edge can leave the last player exposed.
Hearing, alarms, and hiding rules
In The End, fire alarms pull the Scratcher away from a tape aisle and the two tables are the safe hiding points. In Level 421, hide under a stretcher, in the ball pit beside a basketball hoop, or inside a room with the door closed.
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.
Best response: Choisissez l’allée, déclenchez l’alarme puis revenez à l’une des deux tables-cachettes.
Open level guide →Encounter 02Guide Escape the Backrooms Level 421 : Plastic Mariana
Deux Scratchers blessés réagissent au bruit dans l’hôpital et le Discovery Center.
Best response: Cachez-vous sous une civière, dans la piscine à balles près d’un panier ou dans une pièce dont la porte est fermée.
Open level guide →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
Quick answers for the point where a broad rule needs a concrete next action.
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.