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Aisles of the Locust Clicking Sounds: What They Mean and What to Do

Clicking sounds in Aisles of the Locust mean the Locust is nearby. Kill your flashlight, go still, and don't run — the cue's meaning and the response that works.

In Aisles of the Locust, clicking sounds are a proximity warning: hearing clicking audio cues nearby means the Locust is close. The moment you hear them, kill your flashlight entirely, go still, and do not run — panicking and running is usually worse than freezing.

What the clicking sound means

The Locust — a distorted insectoid humanoid that patrols the store — announces itself by sound before it finds you. Player guides to the Roblox horror game treat clicking cues heard nearby as the signal that the Locust is close enough to demand an immediate reaction. If clicking starts while you're searching the aisles, stop treating it as atmosphere and read it as "the Locust is here — react now."

One honesty note on that reading: it comes from community guides rather than official developer documentation, so it's the community's working interpretation of the cue. It is, however, the interpretation the game's avoidance advice is built around, and the advice is specific enough to act on.

What to do the moment you hear clicking

The guide's response keys directly to the cue and comes down to three actions:

  1. Kill your flashlight entirely. Not dimmed — fully off. The Locust tracks by sight and flashlight exposure, and an active flashlight is what gives your position away in a dark store.
  2. Go still and stay put. The Locust struggles to find stationary targets sitting in total darkness, so freezing in place with the light off is genuinely a survival state, not just hiding.
  3. Don't panic-run. The guide is explicit that panicking and running is usually worse than freezing — movement in its sightlines is exactly what it keys on.

Why freezing works

The response only makes sense once you know how the Locust hunts. Guides describe it as hunting based on sight and flashlight exposure rather than sound alone — a reversal of the usual horror-game formula where noise is the danger. That's why light discipline matters more than raw speed here: standing motionless in total darkness removes both things it tracks at once.

The same logic applies when you do have to move with the Locust nearby. Turning your flashlight off and breaking line of sight behind shelving units is described as far more effective than trying to outrun it in the open. So the priority order is darkness first, cover second, and sprinting only when a chase forces it.

Note the guide's wording, though: sight and flashlight exposure "rather than sound alone." That phrasing doesn't make noise a free action — treat your light as the urgent problem without assuming you can be loud with impunity.

What the clicking cue doesn't tell you

A few things players naturally want from the sound aren't established, and it's worth knowing where the guesswork starts:

  • Distance and intent. Guides don't document whether clicking volume, cadence, or repetition reveals exact distance or the Locust's current state (patrolling, searching, or actively chasing). Treat any nearby clicking the same way — light off, freeze — rather than ranking threats by how loud they sound.
  • Timing. There's no documented rule for how long to stay still or when it's safe to move again. Any specific "hold still for X seconds" number you run into is an assumption, not documented mechanics.
  • The only cue? Clicking isn't confirmed as the Locust's only audio cue, and exactly which of its states produces the sound isn't documented either. What is established — guide-reported — is the pairing that matters: clicking nearby means act now.

Going deeper on the Locust

This cue is one piece of surviving the store. For the Locust's full detection and chase behavior — how its patrols and line of sight work, and what to do when a freeze is no longer an option — see the Locust guide.