A very creepy, very scary Flash adventure game from Ben Leffler of Australia. Exmortis begins with you waking up in the woods with a lump on your head and unable to recall how you got there. All you recall are the dreams. Regaining focus, you see a house up ahead and decide that shelter there is better than freezing to death in the woods. Think of the house at the end of Blair Witch and you'll be right at home.
Turn down the lights and turn up the sound for this game. Exmortis contains some violence and is therefore not appropriate for all audiences.
Want more Exmortis? Try Exmortis 2.
(Please allow page to fully load for spoiler tags to be functional.)
You have just regained consciousness in the cold isolated woods. You have no memory of who or where you are. All you know is that you have a splitting headache, and the only way you will make it through the night without dying of exposure is by finding shelter. You are in luck though as you see an old house in a clearing. It looks aged and unoccupied, so you decide to shelter there until day break.
Click on the front door of the house and you will approach the front door.
Click on the right door to enter the house.
You're sheltered from the gale force winds inside the house, and going on looks the place doesn't look any better from the inside than it did from the outside. You think you can hear a soft dull whispering in the background, but you just put it off to the wind playing tricks. The door behind you has buckled and jammed, so you can no longer use that exit.
Click on the staircase to go to the second level.
2nd Level Hallway
You see a window with moonlight streaming through the sweeping clouds.
Click on the right of the window to turn to the right end of the hallway
The walls and roof thumps hard and dull, like someone or something is trying to bring something to your attention. You notice that there is a hatch on the roof. This might lead to an attic which could explain where the thumping is coming from.
Click on the hatch, then click on the ladder to enter the attic
You coil back in surprise and horror after entering the attic. A human torso is strung up by it's arms, literally ripped to shreds and missing it's lower extremities. Who could do such a thing? It is now that you realise that you have stumbled upon something sinister and ghastly. But this house may hold the answers to who you are and what you were doing in the woods.
You notice something smeared in blood on a wooden plank near the front of the body.
Click on the symbol written in blood to view the symbol up close
Once you have returned to the attic scene (hit the down arrow symbol) you notice something else sketched in to the right hand wall of the attic.
Click on the scrawled writings on the wall to review the PIN code
The numbers read 3489. You remember these, as they may be important later on. You return to the 2nd Level Hallway, where you entered the attic.
2nd Level Hallway
Click on the door in front of you to enter the main bedroom
Another scene that tells of the murder that stains the house. A bed that is soaked in the blood of it's victim. A roof lamp that sways in no breeze. A gramophone that is not powered, yet spins waiting for a record to be played. A painting. A painting... of a landscape familiar to you. You just can't pick why that is.
Click on the painting on the wall
You find a safe built in to the wall behind the painting. Wow - that's pretty original, don't you think? I bet you didn't see that coming!
Click on the safe
You remember the code from the attic. Maybe that will work?
Enter the code: 3489
Success! The safe swings open, and before you lies another symbol and what appears to be a human heart. I hope you're taking note of the appearance of the symbols. This could be vital later on.
Click on the book and read all that is written
The book titled "Exmortis" describes a time before man roamed the earth. When ancient beings of great ethereal power ruled it's kingdoms. It talks of their greed and lust for power - a nature which eventually lead to their downfall. It talks of the last surviving ancient - and entity named Vlaew, who's cunning saw him survive his fellow Ancients, until his physical form was taken from him by treacherous lesser demons. Now he only exists in spirit form. Over the millennia, he consolidated his power with entities banished by man to form a legion of demons in one spiritual presence. He called this consolidated terror the Exmortis, and he ruled them with promises of return to the world one day to rule and return the Earth Realm to the glory of his days before man.
The book talks of how this will become. It talks of a single man who will be "anointed" with the blood of five, be transformed in to the hand of Exmortis - the physical link between the Earth Realm and the Spirit Realm which Vlaew now resided. The hand is destined to lead the Exmortis armies and lay siege to the World of Man, returning Vlaew to his rightful place of rule.
One particular passage here seems crucial to remember. It reads: "Devoured the crimson life of five, marks of Vlaew given to thee. Mirrored below the soul survive, what was, what is and what will be."
Return to the Main Bedroom scene.
Click on the door on the far wall to enter the Ensuite
The bathroom is splattered with blood and the bathtub is filled with the thick viscous liquid as well. There is not much here to help, but closer examination of the sink could prove fruitful.
Click on the wash basin to retrieve a key
There is nothing left to do at the moment on the 2nd Level of the house. Return to the Main Entrance.
You now want to explore the rest of the house to see what else you can find that will help explain your presence here.
Click on the hallway shrouded in the shadows to enter the Dark Hallway
You enter the dark hallway, and pause for a moment to gain your confidence. Suddenly out of nowhere, and apparition screams in to existence at the end of the hall - disappearing as quickly as it came to be. Could this have been a hallucination? Or perhaps it is a warning of some sort? In any case, you decide to press onwards despite being confronted by this unsettling sight.
Click on the end of the hallway to enter the Ground Floor Hall
Ground Floor Hall
You are presented with a junction point, split by an old grandfather clock ticking away the hours. There is something strange about the face of this clock.
Click on the clock face to view it closer
(Take note of the numbers on the face of the clock. Pay particular note to the roman numeral VI - specifically the V. This is a symbol/character which will pop up in the next room.)
Click on the door to the right to enter the Kitchen
You enter the kitchen, and the first thing you notice is all the blood. It stains the floor trailing under the door, as well as forming a pool on the bench top immediately under the microwave oven. What's more disturbing is that blood is dripping from under the closed door of the microwave. With a deep breath you decide to examine it closely.
Click on the microwave door to open it
You find a severed head within, and there seems to be something smeared on the forehead.
Click on the severed head to get a closer view
Upon closer examination of the severed head, you find a familiar symbol smeared on the forehead. It is exactly the same symbol as the character V from the clock face in the Ground Floor Hall. You can't stand to look at the remains of the poor soul, so you close the door and search the kitchen further.
Click on the top cupboard second from the left
All the cupboards are empty with the exception of the cupboard second from the left. You find a bloodied knife within. While it seems like a worthy weapon against whoever is committing these heinous atrocities, you decide to leave it and look for a larger weapon.
After not finding anything else within the kitchen, you decide to push forward past the door that the blood stains trail under.
Click on the door in front of you to enter the Loungeroom
More blood in this room. It seems that this is where two people were murdered, as blood stains as many chairs. The only thing that you feel is worthy of examination in this room is the diary sitting on the dining table.
Click on the diary to read it's contents
The diary tells a tale of a hunter who stumbled across the house, and after some time he found himself somehow drawn back to it. This man found the book from the safe upstairs and read the passages within. The diary continues to tell the tale of how the Exmortis entities held him a prisoner in the house for years, draining him of his sanity and humanity. Before long, this man was brainwashed in to believing that he would become "more than human" by partaking in a ritualistic sacrifice of five approaching campers, marking them each with a special symbol. So far you have found three of the symbols.
A question burns your mind. Could you be one of the surviving campers? Could you have escaped this house of horrors, only to inadvertently return with no memory of what you were running from? If that is the case, you have to get out of there even if it means braving the freezing conditions outside.
You decide to return to the Ground Floor Hall and explore the adjacent room.
Ground Floor Hall
Click on the door to use the key to enter the left to enter the Library
Another murder committed in this room built to be a tome of knowledge. A severed arm rests upon the desk to the right, and you notice that it too has a symbol smeared in blood on the desk at it's fingertips.
Click on the symbol near the fingertips of the arm to get a closer look
A bust sits above the old smoky fireplace, and you swear to yourself that it's eyes move and follow you closely around the room. Beside it the mirror has been stained in the blood of this victim. Spelt upon the surface is the word "remember." Is it meant for you? Or someone else?
In the bookshelf to the left, you find a volume of encyclopaedias.
Click on a certain shelf on the left to view closely
You look at the spines of these books closely. They are catalogued alphabetically and upwards from A. The A looks familiar (it actually looks like the symbol left at the fingertips of the severed arm.) This could have some significance.
Stepping back from that particular shelf, you turn your attention to the shelves on the right. A particular book stands out here, so you examine it closely.
Click on the marked shelf of books on the right to view Xavier Rehayem's diary
The diary recounts the tale of the author's daughter Gwen Rehayem, who was taken possession of by the mighty entities of the Exmortis. It continues to tell of how Xavier made the ultimate sacrifice, attempting to save his only daughter by taking her life in the second bedroom upstairs.
Leaving the Library, you return to the Dark Hallway.
You decide to check out the Cellar purely out of interest, not really necessity.
Click on the door on the left wall to enter the Cellar Entrance
There is nothing in here except rubble and waste. But there is a door however.
Click on the door to get a message from the spirits
You hear whispers from all around you. "You must first remember, only then shall you pass" they advise you. Remember? That's the second time you've been instructed to remember. What do you have to do with this house? What should you remember? Then it hits you - there is someone who may be able to help. The apparition of Gwen Rehayem.
Go back up to the second level, but instead of turning right to go to the main bedroom, turn left and you will be at the door of Gwen Rehayem's old room. If you have read Xavier's diary, then at this point you will hear a ghostly sob at the door (which is now ajar)
2nd Level Hallway
Click on the ajar door to enter Gwen's Bedroom
You enter Gwen's Bedroom, and suddenly your heart thumps heavily as another apparition stands before you. Just as Xavier Rehayem described in his journal, the ghostly apparition of his daughter stands in the corner watching silently over you. You look at the bed, still wet and stained with her 100 year old blood - and you think 'how is this possible?' But really, everything you have experienced in this house so far defies explanation - why should this room be any different?
You decide to try and talk to the ghostly form of Gwen to see if she can shed some light on what you should be remembering.
Click on Gwen to interact with her
She steps forwards, and her face distorts grotesquely as a shrill scream echoes past her ghostly lips. The sound bounces of the walls of your skull, as your brain struggles to cope with the sensory overload. Your vision distorts, and before you can escape the room you black out.
Suddenly you snap back in to consciousness, or were you brought back? You decide it might be time to get out of the house, but the front door is no longer accessible. That means the only way out of this place is via the cellar - as per the tattered diary you read earlier.
You return to the Cellar Entrance only to find that this time the door can be opened. What ever force that was holding it closed before, is now allowing your passage through this area.
Click on the door to enter the Cellar
You enter the cellar, but suddenly the door behind you slams shut and locks! It seems that something is leading you down here, and what ever it is - you can almost feel it breathing down your neck.
In the cellar, you see an old air filtration unit, but oddly the piping leads away from the house above and in to a wall surrounded by makeshift boarding. Against the wall to the right, you see a bloodied axe. This could be a good opportunity to arm yourself against the resident maniac of the house.
Click on the axe to arm yourself with it
Now the only problem remaining is getting out of the cellar. The door has locked tightly behind you, so it seems that you will have to break through the boarding. Using the axe, you tear in to the wooden planks.
Click on the wooden boards three times to create a hole big enough to pass through
Behind where the boards had been, you notice a stairwell leading further down. It seems that this is the only exit, and you decide to take it.
A tunnel system under such a rural house? This seems highly unusual. Admittedly these tunnels seem very very old, and were probably here before the house was. A strong gust blows back through the doorway, which means there must be an exit down here somewhere. You push on forward.
Click the exit ahead to move forward
You enter another tunnel, but this one has an exit ahead and to the left. Unfortunately, the exit on the left is a dead end if you don't have a key to unlock the door, so it is best that you explore further ahead to see if you can locate this key.
Click the exit ahead to move forward
A rocky tunnel, but ahead you see a faint flickering glare. You press forward to investigate.
Click the exit ahead to move forward
Out of the darkness, you hear a voice "I'll kill you, you son-of-a-bitch!" Gripping on to the axe, you realise that this could be the murdering bastard you've been expecting to pop up. Suddenly he lets out a blood curdling scream as he rushes at you with knife in hand. But a knife is no match for the reach of an axe. Just as he is in striking distance you lash out at his jugular.
Click on the attacker when he is in range
(If you die, you can try again by restarting at the first Underground Tunnel in the above sequence.)
You time your swing perfectly, and just as he is in mid leap, your axe blade slices his head off cleanly. His crumpled body falls to your feet, but the force of the blow sees his head fly backwards down the tunnel until it comes to rest on the ground in front of you. You take a closer look at the head to see if you can recognise him, when suddenly a symbol appears on his forehead.
But that must mean that this was the fifth victim and this can not be the murdering fiend. Staggering back, you realise the implications this has for you and your sanity. "Then who am I?" you ask yourself, but you already realise what the answer to that is. The first main question has been answered. You now know that the murdering fiend is actually you. You are not the victim, nor were you ever one of the campers. You are the person who stumbled across this house way back in 1997, only to be kept prisoner by demonic forces. Spending year after year here, losing your sanity and always clinging on to the last thread of humanity.
So how did you get outside? How did you lose all your memory and regain some semblance of rationale? Too many questions and not enough answers. You push forward knowing that the answer lies behind one last locked door.
Click exit ahead to move forward
You come to a dead end in the tunnel, but you spot a small hole in the stone wall.
Click on hole to find a key
This must be the key for the locked door. You go back to the locked entrance to try out the key. You notice that there is a sign on the top of the archway "Temple of Exmortis" This would explain why there is a house built out in this wilderness. It seems that this used to be the site of worship for the recluse Cult of Exmortis which died out so long ago. Buried beneath the earth for many centuries, it has been kept from intruders and the light of day in wait of the rising of Exmortis once again. In wait for you to become the link between them and the world.
Click on the door to use the key and enter the Temple
The door closes and locks behind you. It seems that here will be the place where you face your destiny. A ghostly face materializes in front of you. The face of Vlaew. "Welcome back child. You have served us well up until this point. Now serve us again. Become the hand of Exmortis!"
You look ahead and find a pentagram imprinted on the brick pillar. The five symbols listed below it.
This is where you choose your destiny. Do you become the hand of Exmortis by solving the puzzle, or do you run for your life by taking the exit to the left of your view?
So you have decided to succumb to the Exmortis and sit at the right hand of Lord Vlaew.
The key to this puzzle is the passage in the book of Exmortis. The passage is recited one more time when you approach the pillar. "Devoured the crimson life of five, marks of Vlaew given to thee. Mirrored below the soul survive, what was, what is and what will be."
The keys here are the phrases "Marks of VLAEW" and "Mirrored below". Taking the symbols you have collected and placing a mirror below them you will see that they look very similar to the letters L, W, A, V and E. All of these are letters used in the name of the Ancient, Vlaew. Clues to this are in the clock face from the house - the roman numeral "V" was the same as one of the symbols turned upside down. The encyclopaedia volumes from the library also used the symbols representing A and E in a mirrored capacity.
So now we know that the order of the symbols collected are V, L, A, E and W respectively. But the puzzle isn't going to be this straight forward. The painting on the wall in the Dark Hallway had a picture of a pentagram with numbers at each point. You must place the appropriate symbol at the appropriate point on the pentagram starting at the top left circle and moving around the circles in a clockwise direction.
Essentially, the sequence you will need to click on the symbols to place them appropriately is V, E, L, W, and finally A.
Suddenly the end of the dark temple passage lights up. It's blinding intensity finally captures and engulfs you. You feel your last remaining humanity slip away, but the power of many surges through your veins. So this is what immortality feels like. You arch your back, scream and then it's all over. You black out - your transformation from slave to conqueror is over. You have become the hand of Exmortis. The end of the game flashes with your evil triumph. First the Cult of Exmortis gained strength from luring many followers. And then it crushed all human rule - returning Lord Vlaew to his rightful throne of the Earth Realm.
Congratulations, you have finished the game. If you want to see the other possible ending, click "Play again for alternate ending"
Running For Your Life!
Making a run for the forest - now that's a bold move. One that the demons of the Exmortis will not like one little bit. You've taken the doorway to your left of the temple, and a booming voice filled with rage and malevolence fills the tunnel. "Foolish man! You will pay for your defiance!"
You listen, and off in the distance you hear a roar. Screams. Terror! And it's getting louder - it seems the Exmortis is coming for you. It invested too many years preparing you to become their link to let you deny them when the time was at hand. If you know what's good for you, you'll make a beeline for the Woods, and you'll make it snappy before they catch up to you!
Click the exit to the right of the tunnel
Another tunnel - but from here it should be easy. Just keep clicking the exits to get out of there. You'll eventually reach a door.
Click the door to exit in to the Woods
Congratulations - you've escaped the tunnels, the only place the Exmortis has any physical influence on your human form. Now all that's left for you is to make your way back to civilisation. That's if you can survive the freezing conditions outside long enough. You see a makeshift track wind out in front of you.
Click the track to follow it forward
You continue on the track, noting that an eerie mist settles over the surrounding forest.
Click the track to follow it forward
The path narrows, but continues onward.
Click the track to follow it forward
Finally, you've come across a larger track that seems to be well used. You are certain that following it will lead you back to civilisation.
Click the track to finish the game
Suddenly you fall backwards as something jumps out in front of you. Losing your footing, you slip and hit the ground hard knocking yourself unconscious in the process.
The dreams haunt your unconscious state. Suddenly you snap out of it. Not knowing where you are, or why you are there - you realise how cold you are. All you can remember are the dreams (or are they memories?) It is dark, and you don't think you'll make it through the night unless you can find shelter. Wait - up ahead in the clearing you spot a house. You decide to shelter there for the night - anything is better than freezing to death in the woods...
Thanks for playing Exmortis - I hope you enjoyed playing it as much as I enjoyed making it!
Posted by: Ben Leffler | March 15, 2005 3:51 AM
This will be the longest walkthrough you'll ever see.
I don't want to see anymore "I can't find the key..." or "The room is still locked.." because it's all in here. I promise.
If you till can't figure it out after reading this, I pity you. No offense. Have fun.
(Ex means "previous"
and Mortis means "death
"previously dead" like "undead"
and there is only one zombie in this whole flick. I'm suing for false advertisment)
Anyway, here we go
Go into house, go upstairs, go into the room on the right (not the attic) click the picture, click the safe "3489" and you're in. read The Exmortis, look at symbol, leave, go to the bathroom in the room, click sink, take library key, go back into the room (you won't have to go back in here) click on the ceiling, click on the symbol, you might not be able to see, it's by the body. The other thing is the number "3489". sound familiar? Leave attic. We are done with "hallway 1"
Go to the main entrance, now head down the hallway, wait a second then look down the hallway, That freaked me out the first time. Clik on the picture, anther hallucination should happen. You might need this info later so study well. Go into cellar room to your left. Check it out and leave. Hear the voices? now head down the hallway. Go into the door on your right and look in the microwave. TV dinner? Maybe for Hannibal Lector. Check out that sweet tatoo on his forehead, it's important. Go into second door and read the diary. Leave this room and the kitchen before it. Click on grandfather clock. Go to the library. check out everything. Most importantly the line of books on the left side of the fireplace and Xaviers book on the right. In order to enter Gwens room, you must read this. check out the symbol by the severed arm. Leave and go back upstairs. Congrats, you've finished the main Hallway!
You've read all the books. You've seen two important pictures, Four symbols (A= Head, e= Guy in attic, F= Heart, U= Severed Arm), and had three freaky hallucinations.
Let's go back upstairs. It get's pretty easy from here but twice as freaky. Go left this time. Hear that giggle? Open the door. gwen is hanging out by the bed and she get's pissed if you poke her with your finger. So poke her, it's nescessary. A freaky voice tells you to wake up and you want to leave now. Go back to that room where someone is blocking the door, it's open now. Go inside, take the ax on the right side of your screen and chop away at the boards at left side.
Go down the tunnel, and you should come upon a room with two doors. One is pretty hard to see, it's on the left side of the room. You don't have to enter, nothing happens, Now continue down the tunnel, and about the fifth or fourth segment, crazy zombie guy attacks you and all you gotta do is click his freaky little head. It goes flying off and now you have seen the last symbol. (M) go down the rest of the way and click on the hole in the wall. Take the key from inside and go back into the room where there were two doors. Click on the second door. enter the next door and a big ol' white guy appears. Is you read The Exmortis than you know who this is, all others can call him satan, or stan for short. Decision time.
you can either decide to run or figure out the puzzle. Lucky for you, I have enough free time to have done both for you.
If you chicken out and run: In the room where you solve the puzzle, take the door on the left side of the room, Stan gets mad and starts chasing you. You have the option of two doors. The one in front is a dead end and takes up valuable time, the one one the right leads you outside. take that one and click everything that comes along. If you don't do it fast enough, or you took the dead end, then you die (stan sounds like R2D2 when he get's shot in star Wars) Once you're outside, click on the "path". Once at the end, just click the final part and you're done, by the way, the thing at the end made me jump.(does that make me a wuss?)
If you butch it out and solve the puzzle: It is really easy when you don't over think it. they look like letters in the Alphabet (ABC...) and match them up with their corresponding letter, put in alphabetical order, and you won and brought a manical crazy guy into power,(AEFMU, I've been reading up on it and the M is a W, the U is an A, and the A is a U. Confused? So was I.) good job.
I don't know about a third ending, I've only beaten it like these two.
Partially useful info.
Okay, check every room, read everybook (you don't really haveto, just click through it) unless you want story elements. Check all the symbols. The order of the symbols looks like alphabet symbols.
1. Microwave head is A
(I never really understood why there was microwave in a house who's died a hundred years ago)
2.Guy in the attic is an E
3.The one by the heart is F
4. The zombie at the end is an M
5. Severed Arm is U
To win the pentagram thing, just put them in alphabetical order. I don't know the use of most of the pictures, or the clock. I don't know the third ending.
TO GET INTO THE BASEMENT. GO ON YOUR LITTLE ACID TRIP WITH GWENS GHOST AND THE DOOR IS NOW OPEN, GRAB THE AX AND CHOP AWAY AT THE BOARDED UP DOOR. GO DOWN THE HALLWAY AND KILL THE ZOMBIE DUDE. GO A BIT FURTHER, REACH INTO THE LITTLE HOLE AND GRAB THE KEY, HEAD BACK, GO INTO THE LOCKED ROOM, LISTEN TO SATAN AND EITHER SOLVE THE PUZZLE OR RUN AWAY.
Nothing too scary, the ghost at the end of the hallway when you find the library key freaked me out a bit.
Various Useful Info...
*The number to the safe is 3489
*Library Key is in the sink
*Satan room Key is in the hole at the end of the tunnel
*Can only enter Gwen's Room after you've read Xaviers book
*Read ALL the books (diary, Xavier's book, and the Exmortis)
*Look at all the symbols (AEMFU)
*Look at all the pictures
*When running away don't take the room right in front of you, take the room to the right. The one in front is a dead end.
Hope you had fun. See you...
Posted by: Popeye | July 18, 2005 4:21 AM