MIMESIS Beginner Guide Wiki – Location, Items, Mobs

MIMESIS is a cooperative survival horror game built around tension, mistrust, and smart teamwork. One to four players head out into contaminated zones to gather scrap, repair a tram, and escape before the worsening weather and shapeshifting enemies overwhelm them. The catch is that the most dangerous threat often looks exactly like your friend standing next to you.

This guide walks you through every core mechanic, the maps, hazards, shop items, and enemies so you can survive longer, avoid common beginner mistakes, and build strong habits for every run.

MIMESIS Beginner Guide Wiki – Location, Items, Mobs

MIMESIS blends resource management, social deduction, and escalating survival pressure. Instead of relying solely on jumpscares or hordes of monsters, the game creates tension by forcing players to question whether the person with them is truly a teammate or an impersonator.

Your main objectives in every run are:

  1. Collect scrap and valuable items across zones
  2. Deliver them back to the tram
  3. Repair and upgrade the tram
  4. Survive long enough to complete all major repairs and escape

After each successful outing, danger increases, contamination spreads faster, and clones grow more aggressive.

How a Run Progresses

Starting at the Safe Base

You begin at the repair base with a small budget of funds that must be spent immediately. Any leftover money disappears once a destination is chosen, so plan your shopping deliberately.

Early purchases usually focus on visibility and navigation. A flashlight for each player is a priority, as most areas are dark enough to become disorienting without one.

Choosing a Location

Three primary zones exist:

  • Factory
  • Metro
  • Abandoned Building

Only the Factory is available on your first trip. More options unlock after your first tram repair.

When choosing a zone, balance two factors:

  1. Resource Density – Some maps offer more scrap and items, meaning faster progress.
  2. Contamination Levels – Heavy contamination forces more detox usage and limits exploration time.

If in doubt, start with the location most likely to yield high scrap, even if contamination is slightly higher. Running out of resources later is a common cause of failed runs.

Looting and Extraction

Your first goal is to reach a specific scrap value, usually around 190 for beginners. Scrap must be physically carried back and thrown into the tram using the drop key. You can extract alone, but only items physically returned to the tram count.

A full run cycles through three collection trips, followed by a forced tram repair. After the third outing, the tram automatically proceeds to the repair depot. You cannot go to the depot early or skip runs.

Difficulty Increase

Each stage ramps up the pressure:

  • Clone behavior becomes more convincing and aggressive
  • Contamination rises faster
  • Weather events become harsher
  • Repair costs increase

Eventually, when resources run thin and repairs can no longer be afforded, your team enters a final route. The tram breaks down, you crash, and a last stand begins. Survive this assault to win and receive a random cosmetic hat.

Map Features, Hazards, and Special Rooms

Each location contains interactive or environmental effects that can help or hinder your run. Learning to read these rooms correctly saves lives.

Detox Juice Vending Machines

Two machines appear on every map, one outside and one near the main indoor exit. You can trade any found item to receive a detox drink. These reduce radiation buildup and are vital on highly contaminated maps. Items bought from the store cannot be traded.

A smart strategy is to leave detox drinks at known bottleneck areas for later use rather than drinking them early.

Power Outlets

Outlets appear in the tram and in certain rooms. They recharge equipment. They are marked by a red glow, making them easy to spot. Always top up flashlight batteries or tool charges while passing through.

Toxic Rain

Polluted rain occasionally falls, increasing contamination rapidly and reducing visibility. If warned that rain is approaching, retreat indoors or to the tram. If caught outside, plan to detox later rather than risk staying exposed.

Contaminated Sprayers

Some rooms mist highly contaminated water, raising your meter quickly. If you must cross, sprint through without hesitation.

Voice-Changing Gas

A harmless fog alters players’ voices to high or low tones. The only risk here is psychological—hearing distorted voices can cause panic or confusion. No need to rush out unless clones are nearby.

Lever Corridor (Secret Tunnel)

A hidden room with a lever that opens a shortcut or alternate path. The door only stays open if someone holds the lever continuously. Useful for ambushes: lure an enemy into the tunnel and release the lever to trap or kill them.

Weighted Corridor

Entry is restricted unless the player is carrying enough weight, as indicated by a sign. Entering without the requirement triggers automated turrets that inflict lethal damage. Confirm your current carried weight before stepping inside.

Store and Items

Your purchases determine whether a run is smooth or chaotic. Every slot matters, so pick items that complement your role and playstyle.

Flashlight

Absolutely essential. Without a light source, navigation becomes extremely risky. Recharge often and avoid fully draining it.

Compass

Points toward the map exit. It consumes a valuable slot, so only one teammate should carry it if needed. Most useful in multi-floor or maze-like maps such as Metro or the Abandoned Building.

Detector

Identifies whether another player is real or a clone. Its concept is useful, but in practice its cost and slot requirement make it impractical early on. Teams often avoid it in favor of verbal checks, codes, or planned call-and-response phrases.

Bear Bat

A reliable early melee weapon. Good for fending off clones in the opening trips.

Electric Swatter

Delivers a brief stun. Especially effective on fast or clingy enemies. Requires charging at outlets.

Shotgun

Strong, long-range, and decisive, but limited to one shell at a time. Best used mid to late run. Ammunition consumes full inventory slots, so plan storage carefully.

Shotgun Shells

Lightweight in value but heavy in slot usage. A good tactic is to stage shells near exits so they can be grabbed quickly when a threat appears.

Paint Marker

Marks floors to track paths. Fades over time, so most effective for marking short loops, branching paths, or exits.

Toy Puppy

One of the most valuable navigation tools in the game. Each drop emits a sound when it hits the ground, helping retrace paths. Leave one at key crossroads, high-loot rooms, or exits so your team can regroup easily.

Enemies and Threats

Mimesis (Clone)

The signature threat. They mimic players’ appearance, voice, and movement patterns. They often behave unnaturally—staying silent, wandering alone, or copying actions strangely. Use agreed-upon verification methods because hesitation or panic gives clones the upper hand.

Monkey

Non-lethal creature that grabs players and drags them elsewhere before releasing them unharmed. Can accidentally help you if it takes you closer to the exit, but often disrupts coordination.

Troll

Carries a speaker and wanders peacefully unless provoked. Avoid blocking or disturbing it.

Owl

Stationary but dangerous if approached too closely. Starts spinning and deals damage. Simply keep distance and walk around it.

Squirrel

Leaps onto players’ faces, blocking sight. Shake it off quickly to avoid chain hits.

Magician Goose

Pursues players at above-average speed, dealing low damage and causing stuns. Stamina management is key to escaping it.

Mutant Hare

Hits hard and can kill in two strikes. Slow, but persistent and can locate players easily. Shotguns work well if escape isn’t possible.

Humanoid Heron

Fast and lethal, capable of killing with a single hit. Withdraw immediately if spotted.

MIMESIS thrives on trust, tension, and communication. Mechanical skill alone won’t guarantee survival. Pay attention to voices, behavior, coordination, and how teammates respond under pressure. A strange movement or wrong response to a pre-agreed phrase is often the difference between life and death.

The more your group communicates, shares items, plans routes, and stays calm, the more consistently you’ll reach late-game stages.