Sound Detection Entities

Survive sound-detection entities: Eyeless, Trollge, Alex, Freddybear Fiesty Foxy, and noise-based Roblox killers.

How Sound Detection Works

Sound detection entities prioritize footstep volume, item noise, stamina wheezing, and environmental audio. Eyeless and Trollge are canonical examples; Alex and parts of Freddybear Band lean on complementary click or sound rules. Crouching eliminates footstep generation—default crouch when Eyeless is announced.

Radar beeps are audible—pulse only when green-range indicates safety. Exhaustion wheeze after empty stamina alerts nearby hunters; walk to regen before re-engaging objectives.

Entity-Specific Notes

Eyeless — pure sound reliance; crouch paths win trials.
Trollge — combines vision obscure with sound; brutal on Fog maps.
Alex — click detection overlaps; stop mouse spam.
Fiesty Foxy — excellent hearing, poor eyesight; stay quiet not invisible.

Contrast with sight detection threats where camera angle matters more than volume.

Squad Discipline

Assign quiet roles on sound trials—one player crouch-scouts while others stationary on Capture. Voice chat at low volume IRL still helps coordination without in-game noise.

Read stamina & sound, Blackout/Fog, and Radar guide for layered strategies.

Related Guides

Frequently Asked Questions

Does crouching silence all noise?

Footsteps yes; items, Radar, and wheezing still make sound.

Is Eyeless the purest sound entity?

Among the most reliant—crouch-walking is core counter.

What about click detection?

Separate mechanic—Alex and Baldi use clicks, not just footsteps.