Depth Spelunking Mannequins — Sight-Only Counters (v0.7.0b)
Survive Mannequins in Depth Spelunking after 0.7.0b: sight-only, 100 stud vision, line-of-sight freezes, Mall detour tactics. Old sound guides are wrong.
FAQ
Do Mannequins hear footsteps in v0.7.0b?
What happens when you look at a Mannequin?
Where do Mannequins spawn?
Why do tutorials mention sound?
Mannequins punish eye contact, not noise. After the 0.7.0b balance patch, almost every older “stay silent” clip on The Mall is wrong (the full change list is on the 0.7 patch notes page). This guide reflects verified v0.7.0b rules from the official DevForum log plus community wiki behavior notes—rewritten in our own words, not copied from Miraheze.
How do you survive Mannequins in Depth Spelunking?
Short answer: Never break line-of-sight rules—one delver must keep eyes on each active Mannequin while others finish generators. Use vent paths and corners to shorten how much map you must expose. Sprinting is allowed behind cover; what kills you is turning a corner while nobody is watching.
| Topic | v0.7.0b rule |
|---|---|
| Detection | Sight only (hearing removed) |
| Vision | 100 studs (was 80) |
| Map | The Mall boss / detour |
| While watched | Mannequin freezes |
| After break | Paths to last known position |
| Touch | Instant death if not stunned |
| Fear | Strong nearby fear aura (pairs with priority/fear) |
See also patch notes 0.7 for the exact changelog bullet.
How does detection work now?
Before 0.7.0b, hybrid sound-plus-sight hunts made The Mall feel like a second Warden floor. That layer is gone. Mannequins only care whether their camera frustum catches your model within 100 studs.

Freeze rule: While you stare, they stop animating. The moment you blink—tab out, flip to a task UI, or turn a corner—they resume toward where they last saw you.
Fear pressure: Standing near them still spikes fear, which feeds other systems (Hat Man thresholds, item penalties). If fear is already high, read traumas explained so chip damage does not spiral.
Step-by-step Mall clear
- Pre-assign eyes — in trios, two watchers swapping before anyone’s focus slips beats one tired stare.
- Task caller — the person on generators faces away from halls but must trust callouts (“clear left,” “swap watch”).
- Corner cut — hug walls so you never open two hallways at once; 100 stud vision is generous on straight aisles.
- Post-task — finish a generator, do not immediately sprint; confirm who is still frozen on your Mannequin.
- Extract — regroup at elevator during reboarding; doors behave like any other boss map (beginner guide elevator section).

Vent and solo tricks
Wiki strategy notes (paraphrased): ventilation routes matter more in solo because you cannot rotate watchers. Drop into vents to break line of sight without handing chase to a teammate.
Community footage also shows players facing forward while doing a generator as long as a teammate covers the rear hall—sound irrelevant, but rear cover still mandatory.

Common deaths and bad advice
| Myth (old video) | Reality in 0.7.0b |
|---|---|
| “Crouch-walk the whole Mall” | Crouch helps camera height, not hearing—standing sprint is fine out of sight. |
| “Drop items to make noise bait” | Noise does nothing; bait requires line of sight or body blocking. |
| “Spectral Blindfold solves everything” | DevForum 0.7.0b fix notes Blindfold visibility bugs during this fight—do not rely on accessory glitches. |
| “One person can gen alone” | Solo is possible with vents, but no breaks in eye contact on multi-Mannequin rolls. |
Chase timers from wiki data: solo pursuit caps around 80 seconds plus 10 seconds per extra alive player, then a short “disappointment” idle (~20 seconds). Use that window to finish the last task—exact seconds may feel different with ping.
What changed in v0.7.0b?
Official changelog bullets:
- Mannequins can no longer hear.
- Sight range 80 → 100 studs as compensation.
Community wiki pages may still list “sound” in the opening paragraph—trust the DevForum entry, not the stale sentence. Our conflict table lives in internal sourcing docs; publicly, just remember: sight only.
Co-op vs solo
| Mode | What changes |
|---|---|
| Co-op (2–4+) | Rotate dedicated watchers; runners only need speed, not silence. More players extend chase timers—use the extra seconds for last gens. |
| Solo | Vents and short sightlines are mandatory; consider practicing on standard floors first via hard mode guide only after you know Mall layout. |
Co-op does not remove the instant-kill touch rule—body blocking only works while someone keeps eyes on the statue.
Sources and verification
- DevForum Depth Spelunking information thread — 0.7.0b Mannequins bullets (2026-10-09).
- Community wiki Mannequins / The Mall pages — behavior paraphrase (CC BY-NC-SA, not quoted).
- Illustrative frames: JtVpZ5_2dvc, OzFkAcv_PBE (mechanics only; audio advice in those videos may be outdated).
Play: Roblox experience page. Compare sight bosses vs sound bosses: Echovore, Lurker. Browse more threats on /entities/.
Related Articles
entities
Depth Spelunking Echovore — Sound Boss Tactics (v0.7.0b)
Beat Echovore in Depth Spelunking v0.7.0b: sound rage, Factory tasks, minecart phase, and pipe rules. Stealth and task order—read before Factory.
entities
Depth Spelunking Envy Guide — The Sin of Envy (Floors 20–24)
Beat The Sin of Envy in Depth Spelunking: plant tasks on Envy's Coliseum, tangle warnings after half progress, spears and Leeching Roses. v0.7.0b.
entities
Depth Spelunking Eris Guide — Bonus Entity Events (v0.7.0b)
Understand Eris in Depth Spelunking: bonus entity events from floor 10+, Hard Mode floor 2+ spawns, and how to survive the extra monster she adds.
Was this helpful?
Thanks for the feedback!