Spooky's Jump Scare Mansion

Spooky's Jump Scare Mansion

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Guide To Spooky's Jump Scare Mansion
By Bubbo
There are guides to Specimens, passwords, etc. but is there a guide combining all of them? Probably. If so then here is another one and if not then BOOM! There is now. Here you will find tips and tricks on specimens, rooms, mechanics, passwords, you name it! Note that this is just for the main game as I am too lazy to play Endless Mode or Karamari Hospital.
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Specimens
Let's start with the good ol' specimens,

Specimen 1: If you are wearing headphones then try to keep them on a low volume, not too low that you can't hear specimens but low enough that if you get jumped by Specimen 1, you won't fall off your chair decreasing the chance of a pursueing specimen to catch up to you.

Specimen 2: Pretty simple really, just run. Try to avoid puddles if you can and use your axe to stun them if you are in a tight situation (e.g: a locked door). If you are in a dark maze room then attempt to trick them into going the wrong way. How you recognise if Specimen 2 is chasing you: Listen out for music with bangs/drums, a groaning sounds will play and green puddles will appear on the ground.

Specimen 3: Again, just run. You can use the axe to stun them. Avoid lingering in a room for too long as specimen 3 can come out of holes in the ceiling. How to recognise if Specimen 3 is chasing you: The track 'Writhing Sneezes' will play, clicking will be heard and holes will appear on the ceiling.

Specimen 4: Like the previous 2, just run. The axe will have no affect on her. She has no special abilities except from going through walls so there isn't much to say. All you can do is hope you don't run into a locked door, if you do then don't panic if she hits you, just go through her and through the other door. How to recognise if Specimen 4 is chasing you: The track 'Breakfast was too early' or 'Breakfast was too late' will begin to play, a high-pitched roar will be heard.

Specimen 5: Just run, up until this point try to memorize the room layout so you don't get lost. The axe will have no affect. Fog will appear on your screen (if playing on the non-HD version) and the walls can sometimes change into a stream of blood or darkened faces. How to recognise if Specimen 5 is chasing you: The track 'Lusting Strawberry' will play, A choking-like groaning noise can be heard and potential fog will cover your screen along with the walls having different (moving) textures.

Specimen 6: Here's when things start to get tricky. Specimen 6 will only move if you are not looking at him (on HD-Rennovation he can also move if looked at for too long) so repeatidly look at him and turn away to see your whereabouts (and prevent him from attacking from being stared out for too long in HD-Rennovation). The axe will knock him out for the rest of the current room, allowing you to regenerate. How to recognise if Specimen 6 is chasing you: The track 'The Merchant' will play, A rattling noise can be hard and if you do not turn around in time then you could be backstabbed.

Specimen 7: Possibly the easiest specimen to survive out there, just run. You will not be able to use the axe as this specimen only appears once and before you even get the axe. The specimen moves slowly and the maze you encounter it in has few dead-ends. It is so slow that running into a dead-end is not lethal. Simply go down the other path. Specimen 8 chases you: In a red maze with symbols on the wall, The track 'Strange Wiggles' will play.

Specimen 8: Like most other specimens, just run. Static will cover your screen but it is easy to see through it. The axe will have no effect. How to recognise if Specimen 8 is chasing you: The track 'Your Consenting Mind' will play, you can hear Specimen 8 say "join us" or "why do you run, child?" or "your submission is inevitable" or "your flesh will sustain my children", static will cover your screen.

Specimen 9: Possibly the rarest specimen that can appear multiple times. There are two ways this specimen can appear, going down a seemingly endless corridor or being idle for too long without pausing. Sometimes you may come across a room with three paths, to the left is a door, in the middle is a hallway and the right is a dead-end, do not go down the middle to avoid being attacked. Don't stay idle for too long, if you want to then pause.

Specimen 10: There are multiple ways to escape this specimen. The main mechanic is that you must stay near it to prevent it going in to a 'third form' which is a leech-like creature that is faster than you. One way to survive this specimen is to stay close to it, not too close, but close. This is a slow process but it will get the job done. The other way is to just run, this is not guaranteed to work but whenever the specimen enters a new form it will transform into the slow form so if you are in a room (not a corridor) then you should be able to sprint through the room without being harmed. If you are in a corridor then it is probably safer to stay near to the specimen. Do not hit it with the axe as it will force it into the fast form. How to recognise if Specimen 10 is chasing you: The track 'Getting There' will play, hallucinations could happen.

Specimen 11: This could be known as an 'upgraded' version of Specimen 5. The axe will make it teleport to a different location. Like Specimen 5, just run. Specimen 10 can cause doors to turn invisible. You should know room layouts by now but if you don't then simply spam spacebar or the enter key. How to recognise if Specimen 10 is chasing you: The track 'We Have The Beef' will play, you might not be able to find doors and hallucinations can appear (the hallucinations only happen on the non-HD version).

Specimen 12: Specimen 12 appears in the victorian mansion and in the regular rooms. In the victorian mansion you must hide from the Specimen and in regular rooms you can simply run away. In the victorian mansion you have to hide in the wine storage, a bedroom, a piano room and in the basement. In the wine storage, you can hide behind crates at the far end of the room (try to find the spot before picking up the note on the floor as the note is what activates the Specimen). The axe will have no effect. In the right bedroom up the stairs, entering the room activates the specimen so you must hide in the closet. In the piano room, you can hide behind crates in the corner of the room. In the basement, you may enter a room with a long table in the middle - a small table at the side and a closet in the corner, hide in said closet. Outisde the "mansion inside a mansion" Specimen 12 will chase you, he has no special ability except fast attack speed so simply run. How to recognise if Specimen 12 is chasing you: The track 'Here Comes Trouble' or 'Gummy Worms With Gummy Bear Heads' will play.

Specimen 13: Like Specimen 7, Specimen 13 only appears once. She will attack upon approaching her while she is sitting atop a crate in Room 910. She can only attack you if you are in the water so standing on a crate is safe. Move from crate to crate, if you are damaged then stay on a crate until you regenerate (be wary of Specimen 9 though). The track 'Something Is In The Water' will play when she attacks. She will only attack in the rooms with water in.
Minor Enemies
There are also minor enemies to worry about in the main game, but you will worry no longer after reading this.

Howard: Howard cannot kill you. Sometimes you will find Howard's room. In the non-HD version static will cover the screen in this room and in HD Rennovation you will find walls and doors have thinner textures. You can find Howard in this room, he will rush towards you with a roar and cause a blackout for a couple of seconds. You must cycle through this room until the door unlocks. I have found a glitch (I am not sure if this works in HD Rennovation) that if you spam space/enter on the locked door then you will be able to escape the room. Maybe this glitch works on other locked doors?

W.A.M: WAM cannot kill you. He will appear after letting the record stop by itself in Specimen 8's room. When you turn around, WAM will be there for a fraction of a second before disapearing.

Shadows: These appear in Specimen 4's test chamber (the school). In some classrooms you will find shadows standing in the class. You can only see them if you shine your light on them. Walking in to them will damage you. To avoid them simply figure out where they are and avoid them.

Deer: These deer appear in Specimen 8's test chamber (the forest). They attack if you get near them however only stay in the room they spawn in. They die in one or two hits from the axe. You will hear them make a unusual noise if they attack you. When they attack you they show bloody teeth. Sometimes when you kill one hallucinations of shapes and possibly Specimen 8 can appear for a second.

Brain: Despite looking docile the brain can easily kill you if you use the axe to break it's container. If you break the container then there is no way to avoid being killed as your speed dramitically decreases.
Rooms
While most rooms are simple, some are a bit more complex or have a feature that other rooms don't have.

Dark maze: There are two version of this, one where there is no dead-end just a long path and one where there are two paths where one leads to a dead-end. Upon choosing the right path you must repeat the process with another set of two paths before getting to the exit door. Sometimes on the dead-end there can be a table or chair, the table can sometimes have a note on.

Light maze: This is more of a puzzle then a maze. You will find three paths here, only one will work. If you go the wrong way then a 'Dong' will play and the room will repeat. Going the right way will play a 'Ding' sound. You must repeat this process four times before getting to the exit door.

Map room: Sometimes you will find a room with a map in the centre of the opposite wall. The map will come of no use as it shows that the rooms move around.

Brain room: You can find a corridor that has a opening leading to a 'machine' with a giant jar/container with a brain inside it. See 'Minor Enemies' for more detail

Howard's room: See 'Minor Enemies' for information

Specimen 9's room: See 'Specimens' for information

Room 250: This room has a painting in the middle of Spooky and you will find Spooky floating in front of it. She will congratulate you and give you a present before floating away. Upon opening the present you will find a message saying 'Look Behind You' doing so will cause multiple versions of Specimen 1 to spring out of the wall.

Room 500: Again, Spooky will be there and congratulate you. She explains that the next door "has been fixed up for you." Two doors will be present, one has a 'Out Of Order' sign on it which prevents you from going through it, the other leads back to room 50 - 60. Upon reading Specimen 2's note you will be able to go through the express tunnel which leads you back.

Room 750: Spooky will grant you 'unlimited stamina' in this room for a couple of rooms and how it works is the fact that it doesn't (if you can't sprint then your stamina won't run out).

Grey rooms: These are encountered after Spooky telling you to pass one last trial at the end of the game. There will be a radio here that say "I'm taking all those logs they keep throwing out, and I'm nailing them together" possible said by Specimen 9. You can find a door with the numbers '731' above it. Going into this room triggers Specimen 9's jumpscare however in this jumpscare you can see Specimen 9 transforming into it's boss form.

Flesh room: This room can be encountered in Specimen 5's test chamber (the asylum). The door is located in the room where static covers your room. In this small room made out of flesh you can hear a baby crying.

Yellow and purple room: Inside Specimen 7's test chamber you can find this room and three others. Inside the room the cat will say "Two sides of the same coin. Knowing your projections can help you achieve freedom." The room is filled with red worms and a arrow with a eye in it. None of these damage you.

The office: This is another one of the four rooms that you can find in Specimen 7's test chamber. The cat will say "The mask you wear serves you well, but be careful not to lose yourself in it." There will be a computer on one of the desks and it will say things like "put on your mask."

Space: This is another of Specimen 7's four rooms. You and the cat appear to be floating in space or standing on a invisible floor. The cat will say "balance is the key to keeping your mind free and sane"

Dark room: The final of Specimen 7's rooms before you enter the red tunnel which leads to the red maze where Specimen 7 chases you. In this room the cat will say "Knowing your shadow can greatly help you, but be ready to see what you'd rather not be."

Specimen 2's chamber: This is at Room 60. You will find a green puddle in the middle of the room and behind it there is a table with a note reading in red writing "Spouting, Splashing, Soaking.
Innards, Ingest, Invoking.
Nailing, Never, stops the Choking"
After reading the note Specimen 2 will begin the chase.

Fun Tunnel: This is encountered in Specimen 11's test chamber (the restauraunt). Inside the tunnel you can hear distorted animal noises. Within the tunnel you can find various notes, a key to the freezer and a bloody chain.

Meat Hallway: You encounter this room upon having your health reach zero by Specimen 11. The walls are made of meat and Specimen 11 is waiting to kill you at the end of the hall.

Arcade: In this room you can play three arcade games. Mall Of Spook is a game where Spooky rushes through a hall, you have to kill people to keep Spooky's health meter as high as possible as it goes down in time. If Spooky's health reaches zero then the words 'Game Over' with a skull behind will be shown. Ms. Spooky is a Pac-Man styled game where you play as Spooky and you have to try and kill Pac-Man. It is easy and when you do a huge nail will impale Pac-Man. Spooky cart is a game where you use your car to destroy other cars. There is also a grey arcade machine where you can type in a password. Typing '1235' during room 900-1000 in the arcade machine will show Spooky's backstory. See 'Story' for more info
Passwords
If you go onto setting then you can see that you can skip to various rooms however you need passwords. Here they are.

PUMPKIN - Skip to room 250

CHEESE - Skip to room 500

CAKE - Skip to room 750

Story
Spooky: As shown by the grey arcade machine and Father's notes (Karamari Hospital exclusive notes, yes I know it is for the main game) aswell as probably Spooky's notes we can find as much as we can about Spooky's story. Spooky loved scaring people and that was her downfall. On halloween, she scared a PTSD sufferer who then shot her by accident. How she became a ghost was because her parents did everything they could to see her again. This somehow went wrong and trapped her spirit on earth instead of heaven. What next happened was probably her parents dying and then her becoming insane. She somehow got slaves who worked at GL Labs and got them to make or collect monsters whilst she 'dived' trying to find new forms for Specimen 1. Her intentions are to make a ghost army that will invade the outside world so people would stop calling ghosts cute.

GL Lab workers: Though it is unkown how Spooky got them, they are slaves for Spooky. They were supposed to do research and make or collect monsters to use to kill people and make them into ghosts to add to the ghost army. One day the lab broke and they were forced to make a new one. One group was sent to salvage things from the old labs and possibly Specimen 10 who then found them and killed them. Why we don't see GL Lab workers in the game is probably due to the fact they couldn't keep Specimen 3 docile who then broke out of it's cell and killed them all.

Matsuri: Matsuri was a japanese girl who decided to sneak into school after hours despite rumors of a ghost that ate children that snuck in after hours. Unfortunatley these rumors were true and she was consumed by Specimen 4.

The Cult: This group of people made sacrifices and rituals to appease 'The Darkness' (possible Specimen 5) and accidently sacrificed a 'girl who wasn't pure' (a virgin) which angered the Darkness who then killed them.

The Merchant: The merchant (possible Specimen 6) sold puppets in a small town. The other shop keepers became jealous of his sucess and threw all the puppets in the river. The merchant then dove into the river 'trying to save his possessions' and ended up drowning. The children of the town began to go missing and puppets that looked like them were found in the forest. The GL Lab workers found Specimen 6 floating in a river.

The Hunter: The Hunter was a victim of the manor who came across Specimen 8's forest. He decided to stay there as he could kill the dear to get food. Soon he was attacked and had to border up a cabin. His skeleton can be found in a cabin.

The fastfood worker: He was a bit wary on getting the job because of how fast the food chain went from almost going broke to being one of the best out there. He noticed someone ordering the exact same meals every 10 minutes each day which worried him. He finally decided to have a burger which cause him to fall asleep and have a dream about Specimen 11. After finding his car had drove off the road he decided to quit.

The Possessed One: If you do not know already then please note that Specimen 12 is NOT the man in the mansion inside the manor but rather the manor itself, it can possess victims though. One victim of the manor found a scythe inside the forest and tried to kill a old man in Specimen 12 with it. The possessed one could be the victim who killed the man which then allowed Specimen 12 to inhabit the victim's body or the old man could of killed the victim and picked up his scythe.

The Marine Bioligist: This scientist found whales that were being kept in the place he worked were dying faster that usual. After finding bite markes he assumed it was a parasite. The labs then became flooded and Specimen 13 killed his co-workers. Specimen 13 tried to lure him out of the room he was hiding in.
Main Secrets
Cat-Dos: If you encounter Cat-Dos in rooms 900-1000 and click on 'Edit House Layout' six times then go on to Specimen 9's files you will be greeted by a secret

Click here to see it

Sometimes when starting up the game the title can be replaced by "Spooky's Sandcastle Of Land Sharks', 'Spooky's Homecooked BBQ' or a picture of distorted teeth.
Final Boss
The Final Boss is Specimen 9 in a humanoid form.

His attacks:
Energy Ball: Sometimes he can shoot a ball(s) at you which you can use your axe to deflect and knock Specimen 9 out for a short period of time allowing you to damage him

Summon: He can summon enemies which look like a small version of Howard. They die in one hit from the axe

Shadow Hand: A shadow of a hand can stretch out from Specimen 9's own shadow and it will try to get under you allowing hands to come out of it and damage you

Screaming pillars: Sometimes holes will appear in the floor and pillars with screaming faces will come out and damage you if you touch them

Vision malfunctioning: Specimen 9 can sometimes cover your screen with static, blood or the ground.

Upon doing enough damage to him using your axe and energy balls you will be greeted by one of two endings.

I will not spoil them, look on the Wiki or on a youtube video to see them, or simply play the game like you're suppose to to see one.
6 Comments
dead*******11111 6 May, 2023 @ 8:27pm 
Thank you for this.
JacksonTheCritechGuy 19 Dec, 2020 @ 5:08pm 
thanks for the secrets:steamsalty:
WalkThrough101 14 Dec, 2020 @ 8:34pm 
Also as for the PTSD sufferer, play the dollhouse to get more updated info on that...
WalkThrough101 14 Dec, 2020 @ 8:32pm 
Specimen 6 (aside from its normal mechanic) can move when looked at for too long when the player is idle, not just if they're looking at him. I know its a small difference and mostly a matter of semantics but I thought it might cause someone to mess up. Sorry.
PlayerName 16 Jun, 2020 @ 8:00am 
If anyone's looking to see the endings, here's the link:
https://spookys-jump-scare-mansion.fandom.com/wiki/900-1000#Endings
elginred 6 Jun, 2020 @ 9:42am 
There's another special room in the renovation, it consists of a table with a fan and classic table phone, reminiscent of the FNAF offices. this is proven to be a reference as the phone will keep saying "Hello? Hello, hello?" similar to the Phone Guy from FNAF1-3.