Hide & Squeak Guide – Echoes, Screeches, Every Creature and Boss, and How to Get 3 Stars
Hide & Squeak! is a free browser game where you play Pip, a baby bat lost in a pitch-black haunted house. The one idea behind everything: you can only see by making a sound, and every sound you make can be heard. This guide explains how echoes work, when to screech, how to deal with every creature and boss, and how to earn all three stars.
Controls
- Fly: WASD or the arrow keys, or hold the left mouse button where you want to go. On phones and tablets, drag anywhere for a floating joystick (Settings can switch it to “fly toward your finger”).
- Squeak: tap Space (the big SQUEAK button on touch screens; a second finger also squeaks). It costs 1 breath.
- Screech: hold Space (or the SQUEAK button) until the ring under Pip fills up, then let go. It costs 3 breath.
- Pebble: E or right-click throws a pebble toward the mouse cursor (the 🪨 button throws one ahead of you on touch screens).
- Pause: Esc or P. Restart: R.
How echoes work
- Every squeak sends out an echo ring. Walls, floors, furniture and creatures light up as the ring passes, then fade over about two seconds.
- The echo travels in straight lines: walls block it, so rooms behind a wall stay dark. Furniture does not block it.
- Places you have already echoed keep faint glowing outlines, so the house slowly turns into a map as you explore.
- Pip glows a little on its own, and moonlit windows, candles and chandeliers light up the area around them.
- Breath (the blue bubbles under your hearts) refills by itself, about one bubble every one and a half seconds. When you are out of breath, Pip just pants.
When to screech
- A screech reaches about twice as far as a squeak and stuns or scares off anything close: Shushies reel, Dangles climb back up, Wails are blown away for a few seconds.
- It is also much louder. Everything in a big radius hears it, even through walls.
- Good moments: a Shushie is about to grab you, you need to see a whole hall at once, or a Dangle hangs right over the doorway you need.
Everything hears you
- The creatures are blind and walk to the latest sound they heard: your squeaks, a pebble landing, a vase crashing, a batling peeping.
- Walls muffle sounds, so a quiet squeak behind a wall often goes unheard.
- Pebbles are your best friends. Throw one far away from where you want to go and the Shushies walk over to check it.
- Vases on stands crash loudly if you fly into them. Fly around them.
- When you hover in one place for a few seconds, the batlings following you get scared and peep. Keep moving.
- A question mark over a creature means it heard something. A red exclamation mark means it felt you close by and is chasing you.
The creatures
- Shushie: a tall, blind sack-head with huge ears. It walks to every sound and chases you if you fly close to it. Sleeping Shushies snore (a soft “z z z” and a small purple ripple), so listen and go around them. Its grin glows when it is hunting.
- Peekaboo: a porcelain doll that only moves in the dark. While your echo is on it, it is frozen and harmless; as soon as the echo fades it creeps toward you. Its tiny white pupils glow while it moves. Squeak at it now and then and fly past.
- Wail: a ghost that floats through walls toward any noise. It glows faintly and its eyes light up when it is hunting. A screech blows it away for a few seconds.
- Dangle: a spider hanging over a doorway. When you fly under it, it rustles and drops. Trick it into dropping, back off, and dash through while it climbs back up, or screech to send it up for a while. Its thread shows in your echo.
Batlings, the moth and berries
- Each stage hides two to five lost batlings. Hidden batlings make a small golden ripple and a soft peep every few seconds, even through walls. Fly next to one to wake it, and it follows you.
- When every batling is found, an arrow points to the moonlit window where you started. Fly back with everyone to win.
- Every stage also hides a golden moth. It only shows up in an echo (or right next to Pip), so squeak into the corners.
- Moonberries glow in the dark all over the house. Spend them in the Belfry Shop. Honey jars give back a heart.
Bosses
The last stage of each wing is a boss fight. You can’t hurt a boss directly. Instead, every hall has things hanging from the ceiling:
- Squeak so your echo reaches a chandelier (a mobile in the Nursery, a bell in the Chapel). It jingles, and the boss walks over to the sound.
- Wait at a safe distance until the boss is right under it.
- Squeak again: it falls on the boss’s head. Fallen traps are hung back up after a while.
- Sir Shush, the giant butler, is fast and hears everything. Keep tables between you.
- Nanny Porcelain only moves in the dark, like a giant Peekaboo. Your echo freezes her, so you can ring a mobile, wait for her to walk under it in the dark, and drop it.
- The Organ Phantom floats through walls and plays a crashing organ chord every few seconds. Stay out of his circle when the music swells.
How to get three stars
- Clear the stage: bring every batling home (or beat the boss).
- Find the golden moth.
- Beat the par time shown on the stage card.
You don’t need all three in one run: every star you earn is kept.
Night Shift and the Haunt Maker
- After you clear four stages, the Night Shift opens: a new random house every night, bigger and spookier each time. Your hearts carry over (you get one back after every night).
- The Haunt Maker lets you draw your own haunted house on a grid, fill it with creatures and batlings, play it, and share it as a code. Friends paste the code in Import to play your house.
Too spooky?
Turn on Gentle mode in Settings for softer jump scares (no stingers or flashes). You can also turn off screen shake and the tips.