Part 7, The Listening Dark, is the smallest part of the quest book: a single chapter, Below the Bedrock, with 19 quests. It takes you into the Otherside, the pitch-black dimension added by Deeper and Darker, and ends with a full set of warden armor. <!-- src: Q §1.2, §2.7; W §1.3 Otherside -->

The part opens when you complete The Sun Spirit, the gate quest of Three Locked Dungeons in Part 6: The Sky Above. Inside the part, Nine Days, Wearing It is the gate that opens Part 8: The Far Shore, and it opens all three chapters of that part at once. <!-- src: Q §1.5, §2.7 -->

The book uses flexible progression, so work you do early still counts and a quest only completes once the quests before it are done. See Chapter Gates & Book Order for the whole chain. <!-- src: Q §1.3 -->

At a glance#

ChapterQuestsRequiredOptional (hidden)What you do
Below the Bedrock19154Enter the Otherside, explore its four biomes, defeat the Stalker and craft a full set of warden armor

Every optional quest in this part is a hidden one, so all visible quests are required. The hidden quests are named only in the spoiler block at the end. <!-- src: Q §2.0, §1.4 -->

Below the Bedrock#

The fire is blue down here. It eats sound. <!-- src: Q §1.2 -->

What you do#

The chapter has 19 quests, 15 of them required. Its tasks are mostly items (13) and advancements (6), plus four biome visits, two kills, one structure and the dimension itself. It starts with On Purpose. <!-- src: Q §2.0, §2.7, §3.1 -->

The next quest, Below the Bedrock, asks you to enter the Otherside. The portal frame is built from Reinforced Deepslate, the block of ancient cities, and you light it by right-clicking with the Heart of the Deep. In this pack Wardens always drop that heart, so the Warden you met in Part 4: The Deep is where it comes from. <!-- src: W §1.3 Otherside; Q §2.7 -->

Once you are through, the quests walk you across the four biomes of the dimension, each with a matching block to bring back: The Deeplands, The Echoing Forest, Blooming Caverns and Overcast Columns. Echolocation and Gloomslate follow, and Resonarium asks for resonarium. <!-- src: Q §2.7; data/quests.json titles -->

The second half is about the creatures and the gear. The Stalker sends you to an Ancient Temple to defeat the Stalker, a boss from Deeper and Darker. Then come The Shattered, Reinforced (reinforced echo shards), Sculk Slayer (every sculk mob killed) and A Stick That Shouts, which wants a sonorous staff. <!-- src: Q §2.7; BM §2.9; data/quests.json titles -->

The capstone, Nine Days, Wearing It, asks for a warden upgrade template and a full set of warden armor. <!-- src: Q §2.7 -->

What to bring#

  • A way to light the portal: the Heart of the Deep and Reinforced Deepslate for the frame, which the first quests already ask for. <!-- src: W §1.3 Otherside; Q §2.7 -->
  • Torches and food for the dark. The Otherside has no sky and sits at permanent night, and it is only 128 blocks tall. <!-- src: W §1.3 Otherside -->
  • A bed is fine there, but respawn anchors do not work in the Otherside. <!-- src: W §1.5 -->
  • Strong armor and healing for the Stalker, and spare materials for the warden armor set. <!-- src: Q §2.7; BM §2.9 -->
  • The Stalker is covered by Boss Ultimatum (Modpack Utils Series). From the third player it kills, every further player death restores the boss to half of its maximum health. <!-- src: BM §2.10 -->

Rewards#

  • Below the Bedrock pays a choice kit, What to Carry Down: 12 soul lanterns, 32 golden carrots or 12 phantom membranes. <!-- src: Q §4.4 -->
  • The capstone pays a soul lantern, a Deep Road Cache roll, 8 levels and 3 embers, the largest ember reward on the main road. <!-- src: Q §2.7 -->
  • Chapter totals: 50 XP levels, 5 embers and rolls on three tables: 6 Lamplighter's Cache, 5 Traveller's Cache and 3 Deep Road Cache. <!-- src: Q §2.0, §2.7 -->

Tips for this part#

  • Items are never consumed by quests, so the same lantern or staff can finish more than one task. <!-- src: Q §5 -->
  • Open each quest and click its rewards; nothing is claimed automatically, and each team member claims their own copy. <!-- src: Q §4.2 -->
  • Beating the Warden early gives you the Heart before you need it, which saves a return trip from the Otherside. <!-- src: W §1.3 Otherside; Q §2.4 -->
  • The Otherside is not locked by the book; the portal only needs the frame and the heart. See The Otherside. <!-- src: Q §7; W §1.3 Otherside -->
  • Ember rewards go to your wallet in the journal. <!-- src: Q §6 -->
  • Loot cache tables are described on Rewards, Loot Caches & Choice Kits. <!-- src: Q §4.3 -->

Spoilers#

This block names the hidden quests of this part. Open it only if you want to be told.

Spoiler: hidden quests in Below the Bedrock

There are four hidden quests, all optional. Each appears when you hold the item named here.

  • she kept the heart: obtain a Heart of the Deep.
  • grime in a jar: obtain a grime ball from Deeper and Darker.
  • there is fruit here: obtain 8 bloom berries.
  • she sent something back: obtain a sculk transmitter.

See also#

Last updated 2026-10-15 Source: content/quests-the-listening-dark.md