FNAF Secret Of The Mimic – Parachute Ending Walkthrough

FNAF Secret Of The Mimic

So you managed to get this far. We have successfully managed to survive your encounters with FNAF Secret Of The Mimic‘s finest animatronics. Avoided a ‘fiery death’ against Dollie, managed to part Jackie with her box. Had a fun party with Chica and enjoyed Foxy’s theatre performance. All that is left is to escape the facility and claim our ending. Speaking of which we will be focusing on the Parachute Ending. Which allows us to uncover one of the last remaining present boxes.

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GOODBYE EVERYONE

With the ending to the last chapter and our escape through the dark tunnels with White Tiger, you should now find yourself back at the Security Room. Here the Dispatch will start to get a bit inpatient. He wants the blueprints schematic. But… spoiler alert he isn’t getting them. In fact he doesn’t approve of this particular ending. At all. Something he will definitely let you know about. Ignore him.. He threw us into danger. Almost getting us killed. Why should we give him more of what he wants?

So, instead, turn your attention to the nearby computer terminal. Active it and Run the Parachute.EXE programme. The vent below us will automatically open. We have our next destination. Again ignore the Dispatcher’s pleas for us to stop and think about our life options. Drop down into the vent and follow it.

Down here you will begin crawling around. Its rather linear and the occasional door will trigger if you happen to go in the wrong direction. So simply follow the one-way path right until you reach the end. It will take us back into the Welcome Room.

This part of the ending is normal. Meaning no matter what ending you pick you will find yourself here, regardless. We had a Welcome Show, now it is time for a Goodbye Show. Go ahead and interact with the nearby computer terminal and select the ‘Goodbye Show’ option. We can now enjoy the new lovely stage performance.

A SURPRISE ENCOUNTER

By activating the show we will see a small pedestal appear in the center of the room. Go ahead and ride the lift down and active it. We will now be standing on a platform, being lowered into the depths below. Here you will notice a bunch of levers. Around 6? maybe in total. These will be very important in just a few minutes.

As you continue to be lowered a surprise visitor will appear. Yes, its Big Top. Apparently the falling staircase didn’t kill him after all. Sadly we do not have any tickets. Instead we do have levers. Now if you pay attention to these levers you will notice that they will light up, red. Sometimes only one of them will light up. Other times a total of 2 will activate.

When you see these levers light up you will want to, immediately, active them. If you are too slow in doing this there is a chance Big Top will capture you. So be quick! Once you finally reach the bottom. Immediately head through the gate and Big Top will, inevitably, get crushed behind us. He has gone and won’t be coming back. If you turn and look at him you can still see the red from his creepy eyes. Not exactly deactivated. But, still, very much out of the picture.

R&D FLOOR

We will now be at the R&D Floor. Continue on and into the next area. The voice of the Dispatch returns. He still isn’t happy with us. Also in here is a rather large Fred Bear structure. Head inside this to find our very last generator. Well, at least until the Parachute ending actually kicks in.

By activating the generator you will uncover a new path beyond the, currently, closed curtain. Ignore the creepy sounds. We are safe, for now. Head into the area beyond the curtain to continue

PLAYING WITH THE DISPATCHER’S GATES

This next room is incredibly dark and, seemingly, empty. Turns out the noises we heard from the curtain belongs to the animatronics located on the stage.. Anyway proceed and interact with the computer terminal. Here choose to Activate Stage Lights. This will give us light in the room. At last.. However, with light comes darkness. Darkness in the form of the Mimic.

Feel free to use the lockers to hide in if necessary. There will also be mannequins of both Foxy and Chica in the corners of the room. If you happen to go near them, they will trigger the Mimic to your location. Anyway your main goal and objective here is to find a total of 2 suits. Similar to how we moved around back at the Theatre.

To find these suits you will need to locate levers and small curtain stalls. Turning these levers will remove the curtain and reveal our new suits. Now if you also look around and inspect the area you will find 2 hallways. This is our only exit. However, whenever you try to exit the Dispatcher will lower the gates that he controls. This means we cannot go down here as he will block us off. If you head down these halls you will also notice a camera on the wall. Is this what he uses to spy on us? Next to this camera is a gauge of some kind. It actually relates to a battery.

We need to drain this gauge and battery. So that the Dispatch loses control of the gates. Also down here, in the halls, is a red light. Which activates whenever you get too close to these gates. Perfect.. So its time to solve the gate puzzle and find a way to deplete the gate battery. So we can, ultimately, encounter the Dispatch who is currently sat in a nearby room.

THE GATE PUZZLE – DEPLETING THE BATTERY

So we now know about the suits and how to unlock them inside the curtain stalls in this room. We also know about the Dispatcher and the gates he uses to lock us in here. The only way to make him loose control of these gates is to deplete the battery keeping the gates active.

We can do this by riding inside of these new suits. Whilst inside of them the Mimic cannot get to us. So feel free to explore and do anything you want. Essentially, feel free to take your time. However, you will want to ride one of these suits into one of the red spotlights in the halls with the gates. Position them into these red lights and exit the suit. Every time you do you will deplete the battery needed to remove those gates.

We have 2 suits so we can perform this twice whilst in this room. With both suits in their correct position we will gain access to both side rooms in here. As you might have noticed we need more suits. Choose a path to follow. We need to use both sides regardless.

By taking the right path you will encounter an animatronic version of Bonnie, complete with a guitar. Getting close to it will trigger it to begin playing music and, ultimately, cause the Mimic to come running over. Continue on before we get caught in the process. We will find ourselves in the bathroom

FINDING MORE SUITS..

Enter the vent at the end of the bathroom. Follow this next path along and into yet another vent. In this room we can find a lever sitting on the table. Take it. If the Mimic spots us, whilst in here, do not worry as it cannot get to us. So feel free to bully it as you enjoy your current Mimic free zone.

When ready proceed and insert the lever into the nearby curtain stall to find our next suit. From there head inside of it and ride it into the next red light. If you chose to do this side first then we are likely at 30% power remaining. The Dispatch will also begin to sound a bit strange. More robotic?

Head to the other side now, to find our next and final suit. Heading through the vent and proceeding on into the next, following vent. Here we will, immediately, encounter our suit and curtain lever. Again turn this said lever to remove the curtain and proceed to ride this next suit into our final red light. This, should, now completely deplete the battery. Leaving the Dispatch vulnerable.

F10N4

With the battery reaching 0% power and the gates no longer being an issue any more. We can, now, proceed through the door and into the next area to, finally, encounter the Dispatch. Do so and we will quickly find out that the Dispatch is actually F10N4. Basically it was the Mimic communicating with us the entire time. Using a machine for communications.

Listen to what F10N4 has to say to us. It will involve her husband, Edwin Murray. It will mention that communication with him has terminated. That last time they spoke he was hiding in his residence. This, now, activates the Parachute.EXE ending.

After the conversation, turn around and proceed into the next area. Here we can find a cart and Mr Helpful. Proceed to ride the cart and listen to our ‘friendly animatronic’. Who will divulge into what exactly happened to Edwin Murray. Turns out that Edwin had a lot of financial problems. Including bankruptcy and being overdrawn.

THE MURRAY MANOR

Once the cart comes to a stop, hop off it and ride the lift. It will take us to Murray’s Manor. We will also encounter the Mimic once again. Who will patrol this manor and make it difficult for us to fully explore it. Anyway head through the door and turn right into the kitchen. Watch out for the hanging chains.

The door in here connects to another room featuring a tape recorder. This room is very important and we will be visiting this tape recorder quite a few times as we try to complete our next objective. In this same room is an Inventory System. Speaking of which lets get our next present collectible, the Vacuum Pet.

The Vacuum Pet is located on the second floor of the Manor. So use the numerous vents to navigate the area. As this Manor is rather large and we have no mini map, it becomes difficult in knowing where the Mimic is currently patrolling. So listen for its footsteps and sounds to help determine where it is and how to avoid it. Both the vents and lockers are incredibly helpful here.

FINDING THE VACUUM PET PRESENT

Anyway make your way upstairs to the second floor. Then turn and head left and proceed under the hanging chains and down the hallway. Whilst up here you will also come across a locked door with a number panel next to it. This is our main objective, we will be back to this later. For now, presents!

Just past this locked door is a room with a mannequin. Enter it but do be careful of said mannequin, who will trigger the Mimic to your location if you happen to get too close to it. Anyway the gift box sits on top of the table here. Open it and return back to the Tape Player room to store it in the Inventory.

Now we can return back to the main mission objective. If you have been following our guides so far, the Vacuum Pet is our second to last gift box. The remaining one is found during New Game+

TAPE FINDING

To progress and continue with the main story objective you will need to find a total of 5 different tapes. All of which are colour coded. All of which can be played using this Tape Player. You will need to watch them all to reveal a code at the end. This code will generate one number per tape. So all 5 tapes are necessary. We can, then, use the code to unlock the door on the second floor. This code is also random.

If you take a closer inspection and look at the Tape Player you will spot a small photograph. This photo will read the name ‘David’ all in different colours. Green, Pink, Blue, Red, White is the correct tape order. Again you need to find them and play them all.

FINDING THE BLUE TAPE

The blue tape is located in the first floor, office room. Directly opposite the Tape Player room. Inside this office is a small silver safe. Which is, inconveniently, positioned behind a mannequin. Open this safe to find the tape. Most of these tapes are, indeed, hidden inside of the various safes scattered throughout the manor.

PINK TAPE LOCATION

The Pink tape is also located on the lower, ground, floor. Make your way over, towards the stairs leading to the second floor. Next to the stairs here is a locker and a room just beyond it. Head into this room and past the idol mannequin. Into an open vent.

This vent will lead to another safe containing the pink tape

REVEALING THE GREEN TAPE

Meanwhile the Green Tape is also on this same floor. Hidden inside the kitchen, next to the tape room. So exit the Tape Player and Inventory room to find the kitchen. Make your way around the table in the room to find our safe.

THE RED TAPE LOCATION

The red tape is one of two tapes that can be found on the second floor. So head on up the stairs to begin our search. Once at the top of the stairs, proceed on into the room immediately opposite. There will be another mannequin in here. Next to it is our safe containing our next tape

WHITE TAPE REVEALS ITSELF

The White Tape is also located upstairs, on the second floor. Once upstairs continue to the left. Under the chains and opposite the locked door is an open room. Inside is our next safe, which contains the White Tape.

UNLOCKING THE UPSTAIRS DOOR

With all of the tapes now in our hands we can proceed and play them all using the tape player. It will reveal more about the Murray family. Along with our code for the upstairs door. Insert the code and let us proceed on into the next area. It will take us to the main Murray Office. Which seems to have a large hole in the ceiling.

If you interact with the cassette player in this room you will find out what exactly happened to Edwin. Anyway our main objective is to interact with the computer terminal in here. We need to enter the Surveillance Room. Active the option to do so and a hidden door will reveal itself.

THE FINAL MIMIC CHASE

Head through the secret hidden doorway and proceed to interact with the Surveillance terminal. Choose to run the Cradle.EXE and, in doing so, we will trigger our final chase. The Mimic will suddenly appear behind us. Looking a bit different. More like an Endo Skeleton. Looks like a dead end. Is it game over? No..

If you look around the area you should be able to locate a lever, quickly activate it to lower the door between you and the Mimic. Unfortunately though, this no longer works and our Endo will attempt to break through it. So immediately turn to the left and head into the next room.

This room looks like another dead end. With blue barrels blocking our path. Fear not. Next to these barrels is another, our last, generator. Activate it but be quick as the Mimic won’t take long to bust down the door and make a run for us.

With the generator, now, working quickly crouch and run under these barrels and into the open lift opposite. Whilst inside F10N4 will attempt to talk to us. Mistaking us for Edwin

A DARING ESCAPE

When the lift reaches the bottom floor, exit. Make your way around this next room and down the steps to a red button. Activate the button and watch the carts on the track smack into a dead end wall. The Mimic will also drop down from the floor above. The chase is back on!

When the barrier next to you lowers, immediately, proceed to run down the tunnel to the left. The Mimic is hot on our tail. Quickly duck under the fallen rubble and proceed to the area past it. There will be a gate to the left and a lever to the right. Activate the lever to raise the gate and proceed through. Enter the door at the end.

THE RUN TO THE FINISH LINE

We cannot relax just yet. Whilst in this next room we will encounter yet another closed gate. However, just like before we have a lever we can use. Sitting next to the various computer terminals. Activate it and head through the, now, open gate. Here we will encounter new minions. Smaller but also terrifying ones.

Head through the open doorway on the immediate right. Follow the stairs up and ignore the doorway to the left. Going through here will likely give us a Game Over screen as the smaller minions continue to join the chase. Instead take the second doorway on the left. This, should, lead to more stairs.

Head right and, then, take an immediate left to find a metal bridge. Sitting above molten lava and fire. Continue on and keep following the stairs up. It will lead to a closed door. We still cannot rest. So quickly locate the nearest lever and activate it to unlock the door.

Here the Mimic will drop down in front of us. However, we cannot escape as the door will lock behind us. We are in another, seemingly, dead end. Well it seems that way until the rubble from above begins to collapse. Giving us a chance to make a run for it.

Head on up and through and under the rubble. Continuing on. Almost there. At the end of this set of fallen rubble will be Mr Helpful on another cart. Quickly hop on and begin to ride into the next area. We are now safe.. Mr Helpful will proceed to give us a farewell speech.

THE ENDING

We have finally reached the ending. All that is left is to sit and listen to Mr Helpful before, then, hopping off the cart once it comes to an inevitable stop. From there head on up the stairs and follow the linear path, which takes us outside. Its been a while since we have seen the outdoors. We will also find our van parked ready for us. Once you begin to drive away from the building the ending cinematic will trigger. Well done you have managed to complete FNAF Secret Of The Mimic

Selphie1999Gaming

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