Take the Data Diver from the van, open the side gate, follow the construction path into Costume Manor, use Basic clearance past the Welcome Show, then work toward Security clearance and the Manager's Office.
Prepared to begin you're hellish journey through Murray's Costume Manor in Five Nights at Freddy's: Secret of the Mimic? You're sure to encounter some frightening and peculiar entities along the way, but luckily, we've got your back. This FNAF: Secret of the Mimic walkthrough provides all the tips and tricks you need to evade the Mimic, solve every puzzle, and find any and all key items you need to continue your adventure.
To get started, this prologue chapter will see you enter Murray's Costume Manor and begin your search for the game's titular big bad, letting you get to grips with some of the major mechanics and setting the stage for what's to come. If you're looking for a specific segment of this chapter, use the links below to skip through each major section:
Prologue
Secret of the Mimic opens with our protagonist, Arnold, getting a brand new job from a particularly enthusiastic dispatcher. He has to head to Murray's Costume Manor to find and retrieve a project being worked on by Edwin Murray: A contractor for Freddy Fazbear's Pizza that has mysteriously gone missing.
After the opening cinematic, where our unlucky lead is delivered his latest assignment, you'll arrive at the facility.
Entering Murray's Costume Manor
Once you regain control, you'll find yourself in the back of Arnold's truck. The Dispatcher will tell us that we'll need to equip a very important item we'll be using frequently throughout our adventure: The Data Diver.
You'll see it on the left-hand side of the van in a suitcase. It's the large beige device with a "Grab" indicator above it. This handy piece of kit will be our best friend throughout this terrifying adventure, and it's imperative to our progress, but we'll get to that later.
Once you have it, look on the right-hand side of the van to see another grab indicator, this time above the handle on the van door. To use grabbable objects in Secret of the Mimic, you'll need to hold the Grab button and then move Arnold's hand in the direction required to use the object with either the mouse (if you're using a keyboard and mouse) or the right stick (if you're using a controller). In this case, move Arnold's hand down to open the door.
Once you've opened the van door, step outside, and you'll be facing the entrance to Murray's Costume Manor. Approach the door and press the red button to the left of it. A recording of Murray's voice will play over the intercom, telling you that the manor is currently closed, but there is an alternate entrance around the side of the building.
Take a right and, dead ahead, you'll see a large gate next to a picture of a purple mascot saying "pardon our mess." Walk over to this gate and, as you approach it, you'll see a latch with a bolt in the centre. Grab the bolt and move it up and to the right to open the gate.
Head through and you'll enter a play area that's under construction. Head to the back left-hand corner of this area, and you'll see a path through some scaffolding that's illuminated by a flickering light. Follow it, and on the other side, crawl through the tunnel of construction debris ahead.
The tunnel will lead you to a raised walkway. Follow the walkway, and it'll drop you down into a fenced-off area. If you look to your left here, you'll see the side entrance to the facility is just past the fence ahead. Crawl through the hole in the fence to reach the entrance, and then proceed through the doors to enter the Costume Manor.
Murray's Product Showcase
As you enter the Costume Manor, the doors will shut, and a recording of Edwin's voice will play again. As we entered through the inquiry's entrance, the factory we'll presume we're a prospective buyer coming to purchase Murray's inventions, and set up a showcase of his products.
When it's done speaking, head through the doors into the theatre ahead and stand on the large sundial in the centre of the room. A show will begin, with Murray's various animatronic inventions playing a musical number complete with dancing, singing and an octopus rocking out on some drums. However, the show will come to an abrupt end when the electricity surges, leaving us trapped in the room.
Head up the stairs directly ahead of you. You'll spot the elevator doors slightly ajar, but they aren't wide enough to enter. Take a left so you're on the stage where the octopus was during the musical number. To the right-hand side of the Octopus animatronic, you'll see a crank. Grab and turn it to wheel the Octopus off the stage.
When it's out of the way, proceed past it and follow the path down some stairs to a locked door. It's time to find out why the Data Diver is so useful. Next to this door is a security lock with a square icon on it.
The icon on the lock indicates the security clearance we need to activate it, with the square representing the lowest clearance level: Basic. We automatically have basic clearance, so we can already unlock it. Push the Data Diver into the lock and turn it to the left to open the door.
Now we're through, continue forward until you enter a corridor with some of Edwin's creations. If you look to you're left here, you'll see the door to the power generator is blocked with a different level of clearance: Security. We'll need Security clearance to restart the power and reach the Elevator to the Manager's Office, which we'll do in our next main section: Finding the Manager's Office.