Well, the Seligman clerk that also handles the traffic at Walden is new. He sometimes doesn't have a clue how to run a railroad. You can't get good help anymore.

(The truth: I had to rework that activity due to some other factors, and forgot to change that car to read "Hold". Be advised you may find another typo in the remaining activities! Just keep your head cut-in and you'll do fine.... Greenhorn.

FWIW: Such is quite common on the prototype, too.)
Addendum:
(i.e. I've come back to edit this post.)
I went back into AE and looked around to refresh my memory. Here's the deal:
You're running a train that represents one half of a "TURN". Thus, your manifest sheet would tell you where the cars were going, even if you're traveling the opposite direction on the way out to your turn around point, in this case Urbanette.
Those "West" cars you see would be your work on the return trip. It perhaps would have been less confusing if I had labeled them "Hold", but I wanted to give the player the feeling you were working half of a "turn". (I have also included an activity, "Hound Dog West", which represents the second half of a trip the "Hound Dog" local turn would make, said train running from Seligman to Urbanette and return.)
Now, here's the tricky part: You'll need to pull some of the "West" cars from spurs with east connections and backhaul it/them to a place where (theoretically) you could pick it/them up on the return half of the trip. This is all covered in your crewman's Pop-ups. Read them carefully, and as I said above, keep your head cut-in.
The Hound Dog (East/West) equates to a lot of switching. When you understand that both activities represent the same train (on different days), then the logic begins to become clearer.
Hope this helps?
Andre