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Depth Spelunking Entities — Threat Guides & Counters Threat · unverified

Depth Spelunking Warden Guide — Hearing Threats Floor 5+

How Wardens hear you in Depth Spelunking v0.7.0b: aggression meter, crouch rules, task noise traps, and why the Camera shutter is risky past floor 5.

11/9/2026 v0.7.0b Depth Spelunking Wiki Last updated: 11/9/2026 5 min read

FAQ

When do Wardens start appearing in Depth Spelunking?
Official patch notes list Warden as uncommon and restricted to floors past floor 5. Earlier floors should not roll them under default rules.
Does crouch-walking stop Wardens from hearing me?
Crouch reduces movement noise and lowers priority compared with sprinting or flashlight use in the Recode. It does not make you silent — task pops, voice chat, traps, and Shrieker screams still stack aggression.
Why does the Camera make Warden fights worse?
The Camera still grants entity info, but its shutter counts as sound. Wardens are not stunned by the Camera; they investigate the click and often kill the photographer.
Does Phantom's Cloak hide you from a Warden?
Community wiki notes say invisibility items fail against Wardens because they hunt by hearing, not sight. Stay quiet instead of betting on stealth buffs.

Verified against v0.7.0b (2026-10-09). Wardens are one of the first “you must play quiet” checks after the early floors. This page is a decision guide for hearing-threat routing — not a lore dump. If you are still learning elevator power and tasks, start with the beginner guide and skim priority and fear so crouch and flashlight habits make sense.

What Should You Do When a Warden Is on the Floor?

Default plan: assign a quiet runner, finish tasks on the far side of the map, and crouch through every connector. Nobody sprints, nobody uses Roblox voice near the squad, and nobody fires the Camera for “free info” unless the Warden is rooms away. If white echo rings stack around its head, freeze and let it investigate empty space — do not feed it another noise event.

Wardens are blind but run an aggression meter. Noise nearby fills the meter (shown as white echoes). They walk toward the sound, gain a killbox while investigating, and enrage into a chase when the meter tops out. Community docs also note: if you can hear its heavy footsteps, you are usually close enough for it to hear you.

Signal What it means Your move
Distant thumps Warden is active on the floor Crouch, mark location on mental map, route tasks away
White echo halo Meter is climbing Stop moving; silence voice; delay noisy tasks
Fast limb slaps Enraged chase Break line of sight behind thick geometry; avoid chaining Shrieker screams on the same floor

Warden looming in a red-lit corridor while the player holds a flashlight in Depth Spelunking

How Does a Warden Detect Delvers?

After the 0.6.6.6 rarity change, Wardens are uncommon and floor-locked to floor 5+. On deeper floors, a bonus Eris event can inject a second dangerous entity from floor 10+ (Hard Mode floor 2+ after 0.7.0b), so hearing discipline still matters when extra threats rotate in. They do not see you. Anything that produces sound in their range pumps aggression, including:

  • Walking and running (sprinting is worse for priority and volume)
  • Completing, failing, or canceling tasks
  • Sound-producing items, trap triggers, explosions (Bear Traps, glass, sound machines)
  • Shrieker screams and BSoD bursts
  • Roblox voice chat

Vertical maps matter: wiki trivia states Wardens hear better up and down than sideways — common on Parking Lot–style floors. Phantom’s Cloak invisibility does not fool them (hearing entity — see /items/best-starter-items/); hearing still applies.

Tall white-faced Warden entity model shown in a red backrooms-style room in a community guide clip

Black scythe-armed Warden standing between office cubicles while the guide labels it uncommon hearing threat

Step-by-Step: Survive a Warden Floor

  1. Scout audio on elevator drop. Listen for limb slaps before you sprint off the lift. If you hear them, the whole team switches to crouch protocol.
  2. Split noisy and quiet tasks. Send one crouch player to power-heavy interactables; keep another on watch for echo rings.
  3. Chain tasks carefully. Task success/fail noises are explicit triggers. Finish one objective before crossing open ground where echoes travel.
  4. Control companions. In co-op, one loud teammate griefs the meter for everyone. Use daily mode duos as practice for silent routing.
  5. Reboard quietly. The return minute still counts — running to the elevator after a task pop can pull a chasing Warden into the whole squad.

Pair this routing with items that lower priority or fear, not louder gadgets: Halo trades -1 priority for comfort (0.7.0a rebalance), and Heart Locket trims fear spikes when you must freeze. Avoid Blood of the Martyr stomp effects near hearing hunters — wiki notes those footsteps do not provoke Wardens, but your normal sprint still does.

Common Ways Delvers Die to Wardens

  • Sprinting after a task ding — the completion sound and your footsteps stack meter in the same second.
  • Shrieker chain reactions — two screamers plus a Warden create a sound sandwich; route away from scream floors documented on /entities/.
  • Camera scouting in the same room — info is not worth the shutter click.
  • Voice chat callouts — aggression treats VC like any other noise source.
  • Hard Mode depth spikes — hard mode guide floors cram more entities; Warden plus Lurker splits your attention between sound and sight.

What Changed in 0.7.0a and 0.7.0b?

Version Warden-relevant change
0.7.0a (Recode) Most entities deal damage + traumas instead of guaranteed one-shots; crouch/sprint/flashlight/fear reshape priority smoothly.
0.6.6.6 Warden reworked to aggression meter; later hotfixed from extreme speed after community poll (wiki history — exact numbers not re-published).
0.6.6.6 spawn rule Uncommon, only past floor 5 (still current).

0.7.0b patch notes do not list a fresh Warden rework — behavior above reflects the Recode hearing model plus published spawn gates. Wiki gameplay text may predate voice lines; trust DevForum spawn locks when they disagree.

For broader entity taxonomy, browse /entities/ and compare hearing threats with sight threats like mannequins after their 0.7.0b hearing removal.

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