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The Mansion of Spirits is one of the stranger oddball levels.

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Survival Difficulty: Class Undetermined
》Varying Safety
》Semi-Predictable Properties
》Undetermined Entity Count

Description

The Mansion of Spirits is a mansion consisting of, if any, every wanderer and entity you've killed as spirits. Not much is known about this level. Upon entering, you will end up in the living room, which will be explained later. There is a day-night cycle. The "Night Time" will last from 12AM to 6AM. During the night, the spirits will start approaching your location in an attempt to get to you and kill you for revenge. Leaving the area you're in during the night will result in you being killed by one of the spirits, however staying in the same area for 2 nights will make them smarter and they'll eventually find their way around your methods to keep them out. If they do manage to get to you, they'll kill you in the same way you killed them. Most reports of entities and wanderers in this level seem to have some features missing. One wanderer reported that they chopped a Partygoer's arm off and killed them before ending up in this level, and the Partygoer had its arm missing in this level, indicating that all injuries done to wanderers and entities will stay the same in this level. During the day time, all entities will become inactive and you will be free to roam about the level and look for the exit. Almond Water and other supplies will be in the kitchen. After the fifth and final night, the spirits will disappear making the place safe to roam day and night. In some cases, you might be able to own a copy of this level, which will allow you to teleport to the level at will. This may be the reason it's extremely difficult to survive during the night.

The Living Room

The Living Room in its "day" state.

The Living Room at night.

The Living Room is the first place you'll find yourself at. It consists of a sofa along with two chairs and a mirror. Sometimes entities will appear inside the mirror and attempt to get you from there. It is not recommended to move during the time you are in the living room at night. You will be equipped with a flashlight and a tablet with access to the security cameras around the house to track any activity that might occur. If anything wanders in, turn your flashlight off. The entities/wanderers will be mesmerized by the blue light and eventually will wander back out. If you keep your flashlight on, however, they will immediately notice since your flashlight is a different color. If they notice, its already too late. You will die in 5 seconds. Some have taken the opportunity to run away, but 99.5% of people have died. During the day, you are able to move about the living room, however you need to hide in the kitchen or bathroom the night after that if you can't find a way out because those are the only two places the entities/wanderers can't spawn at on the second night.

The Bathroom

The Bathroom at night

The Bathroom is the second place you can go to. Here, the light is always on and the door cannot be closed nor locked in any way, hence the spirits will notice you. In the bathroom cabinet, pills can be found that will make you look "dead". However, you should only take one pill every 3 minutes because overdosing will make you actually die. If a spirit sees you, you can simply close the door, however that may attract other spirits to your location. The sink works and dispenses unlimited drinkable Almond Water. You will be able to fill the cup on the sink. The toilet functions like a normal toilet, and the heater works properly. Currently, no pictures have been taken at the day.


The Kitchen

Mansion of Spirits - Kitchen.jpg

In the kitchen, a fridge consisting of Almond Water and food supplies that restocks every night can be found here. During the night, it's pitch black and the only light source you have is your oven that needs to be filled with fuel every now and then. Any source of light from the oven will make any spirit wander out of the room if they are in there, however if the spirit isn't in the room they will be attracted, so use it wisely if you want to survive. The light from the fridge will inevitably attract the spirits to your location. In fact, some spirits will come out of the fridge (and the cabinets) and sometimes even even the oven!

Playroom

The Playroom at night.

The Playroom consists of a TV, a mini circus tent along with a shelf of comic books and what seems to be a few toys for children. If any, this is where the Partygoers you may have killed will be most common. They will likely be more calm if the music box found in the room stays on. On the TV, occasional Tele-figures will appear and approach the screen until they have entered your room. The only way to get rid of them would to pull your monitor up to your face and hide behind it. They will be more common if you have killed televisions and tele-figures.

Colonies and Outposts

There's an infinite amount of copies on this level only one wanderer can end up on, therefore colonies and outposts are infeasible.

Entities

Entity-D

Rarely found wandering the halls and rooms of the Mansion of Spirits. Docile unless provoked.

Radios

Found in certain rooms. The music they play will likely depend on the situation you're in. You will be able to switch the music if you survived every night or have ownership of a copy of the level. Docile unless it or a television is attacked.

Televisions

Found in certain rooms. What is displayed on screen is unpredictable. You will be able to change the channel if you survived every night or have ownership of a copy of the level. Docile unless it or a Radio is attacked.

Entity -188

Usually only seen on one of the copies he owns, but can be seen on other copies during the night or day. He will assist the wanderer in fighting off the spirits.

Entrances and Exits

Entrances

  • Enter an extremely rare seemingly haunted mansion on Level 9. Finding the mansion is much easier on Level '.
  • Feeling guilt or remorse for what you've done to those you may have killed might teleport you here.
  • Failing, but trying to save the entities trapped in the labyrinth of Level -95 will teleport you here without any danger. You will own a copy of the level.

Exits

  • Gathering all the spirits at the end of the final night, then apologizing and being forgiven will send you and the spirits to the Promised Land. You will also own a copy of this level.
  • Surviving throughout every night but not apologizing at the end will get rid of the entities and an exit will appear that will take you to The Barrier.
  • Finding the exit during the day will take you to Level '.
  • Attempting to release the spirits by burning down the level will send you to the Frontrooms, however the level is somehow impossible to set on fire until the end of the final night.
This is still a WIP. I will add more rooms and Entrances/Exits.
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