In 2004, Exmortis took your hand and lead you deep into the woods. In 2006, the sequel, Exmortis 2, showed you mankind's darkest hour... a fate you may have had a hand in. Finally, in 2009, you're given a chance to take your revenge, provided you can live long enough to see it out. From horror maestro Ben Leffler and 3RDsense comes Exmortis 3, a ghoulish point-and-click adventure meant to be played with the lights turned out and the sound turned up.
Taking place where the previous game left off, the story has you playing Mr Hannay once more, a man with a bone to pick with the Exmortis and their ancient lord, Vlaew. He's a little more well-equipped this time around, finding himself able to wield strange new powers such as telekinesis and teleportation and a few others you'll discover. But watch your step. The path ahead is littered with traps and other dangers that could bring your quest to an untimely end. The game autosaves for you fairly frequently, but making use of the multiple save slots available from the options menu is advised.
Along with the time-honoured tradition of finding items and trying to combine them with other items (optional steps: consult walkthrough, call shenanigans on solution, throw tantrum), Exmortis 3 also features a fair amount of puzzles to solve. Some of them feel natural, such as re-wiring an electrical panel, but some of them are a little odd, such as playing a memory game with a traffic light. You heard me. If you get stuck, you can consult the full walkthrough located under the options in the menu, but doing so will penalize your final score slightly.
This is perhaps an odd thing to say about a game that features a bloody demon in a cowboy hat as its poster boy, but Exmortis 3 is very pretty. Lighting plays a big part, and not just in terms of providing darkened corners for unpleasantness to lurk in. Skies paint the landscape in tones of burnt copper and rusted rose, heavy clouds hanging overhead. You really do feel like you're in a ruined world, and the fleeting shadows and flickering lights of the lonely corridors will have you glancing over your shoulder.
Analysis: So it's been almost three years since the sequel, and you may be wondering how the game has held up, especially after its creator was picked up by Australian company 3RDsense. While the most obvious change is the addition of a price tag and a sleek new interface, but what else? The good news is, not much. Depending on whether or not you thought the originals were shining gems, the good news is also the bad news.
Some of Exmortis 3's problems aren't exactly exclusive to the title, but are rather familiar issues with the point-and-click game genre as a whole. You have situations that need to be resolved by The One Thing in a different location, when there are three objects in the room with you that would serve the same function. You may have to backtrack to meticulously hunt through scenes to find items that blend in a little too well with their surroundings.
The other good news is that the trademark Exmortis gore and spookiness are back in full force, despite being somewhat more subdued than previous titles. Well, if you consider "subdued" as translating to "less things jump out at you while the soundtrack goes screeeeeeeeee!" A lot of work has been put into establishing atmosphere that builds up and has you tensing at every fleeting shadow, every unopened door, not only with visuals, but with sound as well. Distant footsteps. The hushed whisper of the wind. The stealthy creak of a floorboard overhead.
I needed a refresher course on the story myself, but found the over-long backstory available from the main menu more confusing than helpful and wound up replaying the originals instead. Most conversations offer you the option to skip through them, and a lot of the reading is optional, but shouldn't the story serve to enhance the gameplay rather than feel like it's been awkwardly spoon-fed to the player? The game absolutely shines when it lets up on the text-heavy scenes. A little less big ancient demons and prophecies, and a little more creepy little girls in dark hallways, please.
While there's no denying Exmortis 3 looks good, sounds good, and has had a lot of love put into it, is a pretty package enough bang for your buck? If you're expecting a lengthy epic in return for your cash, you may be disappointed. While still considerably lengthier than the first two installments, Exmortis 3 still may take only a few hours to play for veterans of the genre. A very polished few hours, to be sure, but whether or not you find it worth the cost depends on how much you value quality over quantity, and whether or not the limited replayability is a potential killer.
In the end, fans of the series will find a lot to like about this third installment, and little to be disappointed by. I encourage you to give the first two games a try if you've never played the series before, and then try the demo for this latest before you make your decision. Exmortis 3 is a worthy successor despite its flaws, and may just wind up making you think twice about dismissing the things that go bump in the night.
Be sure to play the free Flash demo. Just click "Play Online Demo" on the right side of the screen!
Windows:
Download the demo
Get the full version
Mac OS X:
Not available.
Try Boot Camp or Parallels or CrossOver Games.
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
This walkthrough can be found elsewhere but I assure you it was posted there BY ME. I've removed the profanity from where I originally posted it and this walkthrough will be broken down by chapters and, in some cases, even more broken down for character limit's sake:
Chapter: Extinction
Nuclear blast
Then these words appear:
Upon the wings of fire and devastation
I return. Reborn into a world that I once knew.
Strange archaic powers, foreign
and twisted, surge through me.
How I came to be here, as more than
human, I remember not.
But I promise this - I will have my
revenge upon the ancient enemy Vlaew…
and my people will taste freedom once again.
Click Continue
Either click on P (Powers) and use Telekinesis on crane or Grab cable hanging down and hook on the ground to the right, combining them by dragging one onto the other in your Inventory list
If you chose to use the items rather than Telekinesis, on your Inventory list, click Use and tether the combined cable and hook to the pipe on the upper right of the crater's rim
Climb out of the crater
See the Broughton City sign in bad condition
Ignore the staff on the right unless you're playing the demo version. If you're playing the demo version, you'll see a preview of the Full Version. If you're playing the Full Version, clicking on the right staff will merely say "The Future Is Undetermined"
Click on the left staff
These words will appear:
I remember the endless prison.
A crimson prison without bars.
Removed from my world
and flung into limbo.
Condemned to roam
forever alone…
Click Continue
Chapter: Exile (Pt 1)
Click on the summoning totem
Click on the left summoning totem
Get the Power Cube
Click on the summoning totem
Click on the summoning totem
Middle torch is lit
Click on the right summoning totem
Click on the left summoning totem
Click on the summoning totem
Get the Hatred Cube
Click on the summoning totem
Left torch is lit
Click on the right summoning totem
Click on the right summoning totem
Get the Vengeance Cube
Click on the summoning totem
All 3 of the torches are now lit
Click on the pit
See one of the 3 cubes "unfolded" in the red light above
Click on I (Inventory), or press the I key on your keyboard, click on the cube that was "unfolded" on the list to the left and check the little red "Use" box
It will now be hovering over the left pedestal
See another cube "unfolded"
Click on I (Inventory), or press the I key on your keyboard, click on the cube that was "unfolded" on the list to the left and check the little red "Use" box
It will now be hovering over the middle pedestal
See yet another cube "unfolded"
Click on I (Inventory), or press the I key on your keyboard, click on the cube that was "unfolded" on the list to the left and check the little red "Use" box
It will now be hovering over the right pedestal
(There seems to be a bug in the game that can make the same "unfolded" cube show up sometimes. Just go with it and go to the Inventory and get which one it says…again if need be)
A portal forms and shoots chains at you
Meet Azrael
Listen, talk and ask or skip altogether
Azrael transfers his powers to you as a portal forms
The power of Telekinesis is added to your Powers (Even though we already had it in the opening sequence)
Spare him or use Telekinesis to destroy him
Back to the Broughton City sign you've come
Click on arrow to enter what's left of city
The power of Perception has now been added to your Powers
Click the far right arrow (pointing exactly right)
Click on the car
Click on the corpse and get the car keys and wallet
Click Use box for keys when you get them
Use those keys on the glove compartment and get the map
Click to the right to leave the car
The power of Teleportation has now been added to your Powers
Click on Market City (Sign on building) above car
Get the batteries off of the counter on the left
Note the cash register right of center - Needs code (We'll come to that)
Click the back of the store to leave
Click on the arrow pointing left
Click on the arrow pointing around the "5 o'clock" position
Click on the rope swinging near the right edge
On the far left is a kiln. Click on it
Get the fire poker which is leaning on the left side of the kiln
Click the bottom right skull's teeth and get the gold tooth
Combine the rope and the fire poker in your Inventory list (You'll use it later)
Click the left arrow
Click the right arrow
Click the building on the far left - apartment building
Click on the door in the center
Get the Post-It note from the right side (on the side of the shelving)
Click on the first aid box below that to open it, get the health pack (Use it or not. You shouldn't need it at this point but if you don't use it before the end of the next chapter, you lose it)
Click the center of the gaping hole in the wall to get a note to Jim which reads, "If you're alive and you're reading this, I've moved ‘the package' to room 13. We're gonna send these ****** all back to Hell! Tucker"
Get the radio on the counter to the left
Combine the batteries and the radio in your Inventory list
Get the fire extinguisher just below where the radio was
Click the left arrow to leave
Chapter: Exile (Pt 2)
If you mess up, click on the wire(s) that you messed up on or, if you've finished the puzzle, click outside of the immediate circuit board area to start over
When you're finished placing the wires, click on the black wire to plug it in
If it's done wrong, you'll get a shock. Use the health pack (or not, and if you didn't use it earlier)
If it's done right, the security gate at the counter opens revealing a room key (BA Apartments Key) - Room 23
Click the arrow at the "10 o'clock" position to go up the stairs
Click the arrow that continues up the stairs. You can't move the door to level 1, even with Telekinesis, so don't bother
Click on the door on level 2
Click on Inventory and Use the BA Apartments Key
Click on the door to Room 23
Click on the curtains in the center of the room for some light
Click on the wooden cupboard on the upper left to get letters to Michael. Read them or not. (Click on Use to do so)
Click on the paper in the dot matrix printer. (Read it or not)
Click on the pencil in the center of the table and click Use
Click on tablet just to the lower right of where pencil was
Click and hold to drag the pencil to reveal a code: 2670 (This code never changes)
Hmmmmm. What needed a code?
Click outside the paper area to put it down. It's then added to your Inventory
Use the fire extinguisher in your Inventory, or you can use Telekinesis, on the window to break it
Use the rope and fire poker you combined earlier to anchor to the window frame. We're gonna swing down to room 13 which is right below us.
Surprise! Room 13, but…what's that beeping?
Click on the roll of wire (center right - in front of some kind of case)
Click on the plunger/detonator (back left corner)
Click on the explosive pack (between the boxes left of center and down a bit)
Click on the case that the wire was sitting in front of, to open it. Uh oooooooh!! That's what that beeping was!
Depending on time left, (clock will count down in upper left of screen) click on the door to the right
Click on the rifle & Scope and click on the right cable holding the corpse up, off to the right. It cuts it.
Either Go out through that door to go down the stairs or, if time allows, click on Powers and use Teleportation to go to Market City (map will appear). Click on Market City then click on the white portal that forms) and click on the sign again to enter the market
Use the code you got from the tablet (2670) on the cash register and get a gold Rolex
If time still allows it, go off into the distance away from you to the marina area
Click on Inventory and Use rifle & scope
Click on the tall building to the left
Hear bullets whizzing by you?
The sniper is in the upper right balcony area of the building
See Vlaew on top of the building (the building sniper is shooting from) and hear Vlaew's evil laugh
The sniper's below him a few floors
Muzzle flashes give the sniper's location away
Aiming is somewhat slow and cumbersome (Due to old, outdated rifle and scope?)
Shoot the sniper
If you miss and still have some time left, try again. Don't take too long here. You'll need some time for the next task
Win or lose, get out of there
Use the health kit you got earlier if you got shot (and didn't use it earlier)
Go to the Subway on the right
Click on Inventory and Use the explosive pack - Place it on the gate (Telekinesis can be used but doesn't work. Just shakes the gate)
Click on Inventory and Use the fuse wire coil
Click on arrow pointing at 7 o'clock to back up once (Ya don't wanna be right there when it blows)
Click on Inventory and Use the plunger/detonator
Click on the detonator to detonate the explosive pack, blowing the subway gate
Click to go back to the right after the debris lands…and fast!
Click the doorway that has now been revealed to the subway
Phew! You made it! (Or did you?)
Witness a nuclear explosion
Chapter: Exposure (Pt 1)
Click on the escalator to go down
You hear a little girl crying. Sounds like your daughter! :o(
Click on "jerry can" (gas can, for us American folks) just left of the blood trail, lying on its side
Click on the green rubber hose on the soda machine up and to the left (after security gates)
Click on the door at the end of the concourse - the Ticketmaster's Office
Click on the dead dude to get a fan belt (I know. Why does some corpse have a fan belt, right?)
Click on the upper left of map and get the key to the Maintenance room
Note the computers to the left. One is beyond help, the other has no power.
Click the left arrow to go back out to the concourse
Click on Inventory and Use the Maintenance Key on the door to right
That's your daughter!
Click on her
Things go haywire and she pixelates into oblivion (Bye, sweetie! Don't forget to pray for daddy!)
When that's all over, click on the door at the end of the corridor - the Systems Room
Click around and you'll see that there's two generators and a switch
The generator on the left (Active Main) is empty of fuel
The generator on the right (Inactive Reserve) is full
The lever on the circuit cabinet to the right does nothing but reset when you click on it
Click on Inventory and Use jerry can/fuel can
Click between the two generators to place it - Can be touchy - Click just to the right of the closest end of the left generator. Eventually, it will set down
Click on Inventory and Use the green rubber hose
Click on the top of the jerry can/fuel can, and the hose connects and you hear liquid moving (provided you have sound)
The can is now full. Click on it to add that full can to your Inventory then click Use
Click on the left generator (Active Main), the far end on the top of it, to fill it with the fuel
Click on the switch on the circuit cabinet on the right to power it up
Alriiiiiiiiight! Power! B-b-but why's the light red?
*Sigh* It has to be configured (rerouted)
Click on the handle below the lever you flipped
A puzzle to solve. The goal to this puzzle is to use the levers around the edges to drag the O rings around until each of the 10 O rings is hovering over a LIT light. (This puzzle changes light locations each time, unfortunately) What I do is draw a quick sketch of 20 circles on a piece of paper, put an X over each light that DOESN'T light and leave the lights that DO light, alone. After you've figured out which lights light and which don't, you won't waste as much time. You can just concentrate on moving the O rings to the correct places.
Once you solve it, the light on the circuit cabinet turns green. The power has been configured/rerouted correctly.
Click the right arrow to leave the Systems Room
Click the left door to go back out to the main concourse
Go ahead to the Ticketmaster's Office again
Click on the computer just below the bottom left of the map
Click on the power button (The power button for the computer, not to use powers)
Eureka! We've got power!
Switch the Forced Radio Broadcast to Yes
Switch the Platform Lighting to On
Switch the Ticket Security Gate Status to Open
None of the other systems will stay switched
Click the power button on the computer to turn it off and return to the main view
Click the left arrow to leave the Ticketmaster's Office
Chapter: Exposure (Pt 2)
The security gates on the left are now open
Click on the turn styles there to head to the platforms
You'll see a few signs: From left to right, we have a sign with an arrow above some stairs (to platform 2), a sign with an arrow and a 1 (to platform 1) and two symbols representing Mens and Womens restrooms
Click on the Mens restroom sign
Click the slowly-blinking red light on the left side to turn the light on
A big scary man comes outta the mirror for a moment then goes away (If you're jumpy, we'll ALL wait for you to go change your pants)
Click on the paper towel dispenser
Click on the paper towel to add it to your Inventory
Do this two more times until you have a total of 3 paper towels in your inventory
Click on Inventory and Use the 3 paper towels on the drain for the sink on the right
Click on the top of the faucet and turn the water on
It overflows
Click on the right arrow and see where the water has gone into a drain and caused its contents to float to the surface
Click on the Magnetic Key Card to add it to your Inventory
Click on your daughter, Steph's, toddler shoes hanging in the stall
Click the left arrow to head back to the sink view
Be a rebel and leave the water running and the light on (No reason…you can turn ‘em off if ya wanna. Neither way has any effect on the game)
Click on the door to leave the Mens restroom
Click on the sign to enter the Womens restroom
Note one stall with an open door and one stall with a closed door
Note the strings above the stall door on the right. Click on the string on the left to cut it or you'll get a severe case of heartburn when you open that stall door
Click on the crowbar BUT, BE CAREFUL: You MUST click on the bottom left of the crowbar to pick it up. Clicking on the upper right will set off the arrows resulting in severe dread
Click on the right arrow to leave the Womens restroom
Click on the center of the screen with the red arrow streaming off into the distance to continue on to Platform 1
Nothing of significance on this next screen except a link to a game
Click on the red arrow to continue onward into the darkness. (Don't worry. I'll hold your hand)
Click the arrow to go up the stairs
Click the opening between the brick columns just left of center
You're now on the tracks, you brave soul you
Note the green light meaning track is active/unlocked and the room off to the right with a sign saying Signal Box
Also note the wire running across the track just ahead. Click on this wire to cut it. (I click on the right end of it, personally. Not sure it makes any difference where ya cut it)
The first time I played this game I didn't cut it and didn't stop going forward either. I was extremely unhappy with the result
Click on Inventory and Use the magnetic key card on the slot just to the right of the Signal Box room
Click on the door to enter
Click on the near side of the box that is now in front of you
Click on Inventory and Use the fan belt the corpse so generously provided for us back in the Ticketmaster's Office
Click on the wheels
Click on the lever furthest from you until it's toward the right
If you did this correctly, the lights on the panel above will display 2 green lights on the right
Click on the right arrow to go back out into the tunnel
Click on the left arrow to leave this area
Click on the stairs at the far right
Click in the dark area on the right
Click the left side to go back to the main concourse
Click the arrow to head up the stairs to Platform 2
Chapter: Exposure (Pt 3)
You're now looking at a train
The left doors on the train ahead are locked tight
The right doors on the train ahead "appear slightly ajar" and "can be pried apart fairly easily using something as a lever"
or you "can use your powers"
You can click on Inventory and Use the crowbar on the doors or click on Powers and use Telekinesis to open them
Click the open doorway
You're now on the train
Note the four corpses all smiling at you
Click on the corpses leaning on each other (the left of the two) to get a coin pouch
Click on the red arrow in the aisle to continue on to the driver's compartment
None of the pretty lights and buttons do anything except for two…but only one for now: The center control labeled "Speed/braking"
Click on it
You're now driving a train!
Note the "Big Red Button" which is the emergency brake, just left of center
Aaaaaaaand we're driving down the traaaaaaaaacks
Longer ride than ya thought, huh?
What's that sound?? (If you have sound. If not, read the screen! It ain't sayin your coffee's ready!!)
The tunnel's caved in ahead! Hit the BRAAAAAAAAKES!
Phew!
Click on the right arrow to leave the driver's compartment and return to the first train car
Click on the left arrow to leave the train altogether
You can't go forward so you'll have to go left
You see a door with a "strange color-coded keypad", a Don't Walk sign and some graffiti.
Click on the "strange color-coded keypad"
A light lit up (and a sound played)
If you're my age, or thereabouts, you likely remember an electronic game called Simon. If not, it was a game where you had to mimic the color/sound pattern the game did. First the game does it, then you. Once you get it right on one step, it adds a step. It continues to do so until it reaches 10 steps. This puzzle is like that. Watch and listen to the lights and sounds, mimic them on the colored keypad and try and keep up until you've solved it completely. (What I sometimes do here, because it's just easier, is write down what each one is on a piece of paper. For example: R for Red, G for Green, Y for Yellow and B for Blue. The game gets up to 10 tones (steadily increasing speed) before being complete and one can lose track. If you do it my way, you end up with something like GYBBRYYRGG. Get it? Hope so. Unfortunately, this game does NOT use the same pattern every time you play. (Hence why I started doing it my way) You can enter these patterns as fast or as slow as you want. If you get the puzzle wrong 3 times, you fall to your death in a pit of spikes.
When you solve it, the Don't Walk sign changes to Walk
Click on the door to enter
You're now in a room with body parts on hooks and on the table, a knife rack, a headless corpse sitting at the table, a large, black metallic door, a cast iron oven and a guy sharpening a knife
You've gotta take care of this guy sharpening the knife in order to move on. There's only one way to do so and that's Telekinesis
This will then lift him by the neck and make him curse your existence
Question/speak with him to get the information you need
Decide to either spare or kill him
The power of Destruction is now added to your Powers
Click on the arm hanging on the hook, off to the left a bit, and take the pocket watch
Click on the large, black metallic door to continue
Click on the bright light at the end of the tunnel
Click on the red arrow on the tracks
Chapter: Exodus (Pt 1)
You see two stone pillars with a sign saying Hobbs Junction
Note that on the left pillar, a letter R circled in red. If you've read notes and letters you'd know that this means The Resistance is associated with this place
Click the red arrow to enter Hobbs Junction
You'll come to a path with a large tree on the left
Click on the limb at the base of the large tree to reveal a 4-digit numerical code there (7249) Remember it or write it down (This code never changes)
Continue down the path
You come to an elevated walkway with a guard walking left and right, back and forth
As you've seen, it's foggy out so you're able to be as close as you are without being seen (Ironic, seeing as how we can see him!)
A building is on the right and a "skip-bin" (dumpster, for us American folks) is on the left
Ya don't wanna be spotted so you've got to find a way to distract the guard
Click on the furthest door on the skip-bin/dumpster to open it
Click inside and a sandstone rock is added to your inventory
Click Use for that sandstone
Aim at the center under the walkway and click. This will throw the sandstone rock, thus distracting the guard
When the guard turns to face where the sound came from, click on the rusted and corrugated sheet of metal
This will lay it over and reveal a broken window
Through the break in that window you will see a red button
Click on that button
This sets off an alarm which makes the radio traffic go wild and the guard run off to assist
Click the path to continue past the elevated walkway
Click on the door in the center of the screen
Upon hovering your cursor over the door and parts of it, you can see that the fortified iron door has "stakes" and "notches"
Clicking on these stakes moves them one notch further
When hovering over the stakes, the text at the bottom tells you "this stake is currently at notch number" and a number between 1 and 9 is given
Here's where the code we found etched into the tree trunk comes in
To solve the door puzzle, do the following:
Click the 2nd stake until the 1st stake is in notch 7
Click the 3rd stake until the 2nd stake is in notch 2
Click the 4th stake until it is in notch 9
Click the 2nd stake until the 3rd stake is in notch 4
Click the 1st notch until it is in notch 7
Voila! The door opens!
You're now standing in a dark place with a darkened light bulb dangling in front of you, as well as a string
Pull the string to turn the light on
Immediately a sign saying "Gas masks to be worn at all times" stares back at you (NOW ya tell me!)
There are two vents on the left and right of the wall facing you and they're now belching forth some kind of gas into the room with you. You cough, gasp and black out. (There's no way to get past this. Just roll with it)
You wake up in front of a house. It's YOUR house
Click on the mailbox
Click on the front door
Click either the left door or the right door. The center door won't do anything. For purposes of following along with me, click on the left door
You see 3 grids on the wall in front of you, one on the floor and hear a little girl crying and screaming
Try to see a pattern from one grid to the next from left to right. (This puzzle never changes)
Chapter: Exodus (Pt 2)
The pattern is this: The arrow-shaped symbol moves down and to the right one space as well as rotating once clockwise. The round symbol moves down and to the right one space and then starts again at the top and repeats. Therefore, to complete the puzzle, do the following:
Hover over the the arrow-shaped symbol on the floor until you see arrows going around it and the text at the bottom of the screen saying Click to Rotate. Click on it until its point is aimed upward. Then click on the center of it (when circling arrows are not present) and then click on the far right bottom square (4th over, 4th down) to place that tile there. Next, click on the tile with the round symbol on it and place it two squares above the other (4th over, 2nd down)
When done correctly, the room will shake and a symbol written "in the language of the Ancients" meaning Offspring, will appear
Click on the right side of the screen to go back out into the area you were before
Click on the right door to enter that room
Here we have another puzzle as well as the sounds of a woman crying
The purpose of this puzzle is to rotate the discs until you have connected all the lines in some way. You will notice there are one to several light areas on the edge(s) of the puzzle. Each of these will need a line connected to it as well. Each disc rotates clockwise a quarter of a turn every time you click on it. Some will need clicked upon multiple times. I don't believe this puzzle is always the same but I reserve the right to be incorrect here
When solved, the room will shake like the last one did and a symbol written "in the language of the Ancients" meaning Lover, will appear
Click the left side of the room on the red arrow that appears to go back into the previous area
When you arrive in the previous room, you hear an evil laugh (Vlaew's) and the room shakes. It then falls apart and reveals what is, in all likelihood, Hell
The room comes back together but is a different room now
In the center hangs a portrait or mirror with a once-human "Reader" in/on it who begins speaking to you. Follow along and ask/speak with him. You'll learn that Lord Vlaew "bestowed the power to alter reality as he sees fit" upon him
When you are finished speaking with him/it, you will be left with a choice. Forget that choice…there's more. (I played this game twice before I realized there was an option after the ugly dude spoke)
Click on the curtains just to his left
Click on the curtain rod
It will be added to your inventory
Click Use
Click on the Reader to impale him!
When the screen comes back, click on the letter and file in front of you
On the far right there's a glass of water. Drink it. It replenishes you a bit
There's nothing more for you here. Teleport at the window
You're now on the outside. Ahhhhh. The fresh air!
Well, it would have been fresh if not for the bodies stinkin' it up!
Click on the broken window to the left
Click the keys on the wall. Jeep keys! Woot!
Click the document on the table and read it (or not). I always like to read everything in case it gives a subtle hint for something later. That or it makes something make sense….possibly….sometimes.
Click on the rolled up map
Click to the right to go back outside
Click forward
Click on the sniper rifle on the ground. (NOW we're talkin'!)
Click on your Inventory and Use the Jeep keys then click on the Jeep
Chapter: Execution (Pt 1)
Click on the bell tower to the right
You'll see some guard towers in the distance
Click on your Inventory and Use your new sniper rifle
There are 2 guards you need to kill on the left guard tower
They are apparently wearing body armor or can take a shot really, really well. Aim for their heads. (You get 500 points for head shots too)
If you fail to kill these 2 guards now, you will regret it later
Once they're dead, click on Powers and then on Teleportation. Teleport to the church
Click on the church's door to enter
In the lower left corner there is a sledge hammer, click on it to add it to your Inventory
(Note: From a few places I've read, there's supposed to be a preacher's diary on the floor to click on as well. Having played the game twice [after learning to kill the reader and move further in the game], there has been no such diary. A glitch? Perhaps. Perhaps it will show up on a later playing-of-the-game for me)
Click the rope that is running from the ceiling, over a hook and down the left wall
This will drop what was covering a window up above on the back wall
If it isn't too late (one of my attempts was too late for this part because of taking too long looking for the diary), notice the moon shines through the window at the top center and shines on the floor
Click where it hits and a previously-hidden door will open
Click in the opened doorway
Click on the Kriss Blade (wavy sword) to add it to your Inventory
Click on Inventory and Use the sledgehammer on the wall
Click on the hole in the wall
If you need it, the water running down the middle of the screen will be clickable. Click on it to replenish a bit. If it isn't needed, then it's not clickable
Click ahead
Use the sledgehammer on the lock
Click on the winding path to the right
A new puzzle! Oh goody!
There are 4 plaques with options for either a solid circle or the outline of one. Your task, should you wish to accept it (and move on), is to guess which should be which to get through. Click on a plaque to change it.
Once you've done what you think the solution is, click on the lever to the right. This will either open the gate or reveal a number.
This number reveals how many you have correct. I've gotten lucky and gotten it on my 2nd attempt every time so far. The code for me was outlined, solid, outlined, outlined. This changes each game. My 2nd time doing it was solid, outlined, solid, solid
You get 4 chances to get the code right or it resets
Once the gate has opened, click on the barely-visible corpse just to the right and get the C4 pack
Click ahead
You can either use Telekinesis or the C4 pack to blow the gate that is now in front of you. It will also take out the guards that are there
After you do, a pistol comes sliding out of the carnage. Click on it to add it to your Inventory. (A Glock! SWEET!)
When you click on it and it's added to your Inventory, note that it says hitting the G key on your keyboard will arm the gun. (It will also put it away so you can continue without shooting at directional arrows)
Click ahead
Hit the G key on your keyboard now or prepare to use Telekinesis
Take out the 3 guards. (Remember: Headshots if using the Glock)
Click on the stairs
Take out the 2 guards there
Go to the lift (elevator, for us American folks)
Click on the button to the left and either press G now or prepare to use Telekinesis
Take out the guard that comes down with the lift/elevator
Click in the lift/elevator
Chapter: Execution (Pt 2)
When the doors open, a pretty cool building is in front of us
Just off to the right there is a stone thing. Click on that
Click on Inventory and Use the Kriss Blade/wavy sword on it
Click outside of it to return to the previous view
Click on the big, scary doors
Nothing happens in this view. Click ahead
Click on the door at the end of the hallway and take a deep breath
There sits Vlaew on his throne. (If you've done any amount of reading in the first 2 versions of Exmortis, or read around in this game, you'll know who this is). He's not known for his gentle demeanor
Click on Vlaew to have a chat
He's giving you the first shot. Use it wisely
Click on Powers and use either Telekinesis or Destruction on him. (Note: Using Destruction is a little bit harder simply because the red area you have to catch the slider in is much smaller than you've been used to)
Vlaew will go flying out of the window behind him
Where did he go?
Either click on Powers and use Teleportation to go outside or click and go back the way you came. (I give all of these choices but I tend to try not to use powers when the chance is given [and there's another option], because using powers lowers health)
Click on the ladder to go down
Ah! Theeeeeeere he is! He's using some kind of force field to protect him. (Hey! Where's OURS?!?)
Yet another chat
The quicker you do these next steps, the better for your health. Remember, for speed's sake, you can hit the 1 and 5 keys on your keyboard to switch between Telekinesis and Destruction Powers
Use Telekinesis on the orange spots at the tops of either side of the force field. It will drop momentarily
(If he gets a stone thrown at you, Use Telekinesis on those as well)
When the force field drops, hit the 5 key on your keyboard to switch to Destruction and use it on him
Repeat the above steps until, finally, Vlaew (again) flies through the wall behind him
Click where the fella just flew through
He's on his knees now. (Weakening?)
Another chat starts
After the chat ends (Which you'll know because you clicked on End Conversation or clicked on Skip because you've been there, done that already), prepare for more battle
Use Telekinesis(1) to lift him up
After you click on him and he drops back down, Use Destruction(5) on him (and his balls of fire, as needed)
Repeat until he, yet again, flies through the wall. (Awful flighty, isn't he?)
Click on the hole he created to go ahead
He is now baaaaaaaaarely dragging himself forward…away from you
He opens a portal
Once again, Use Telekinesis to pick him up
He speaks
When he's done…Destroy him!!
Click on the portal
Congratulations! You've just finished the game!
[Merged comments and added tags. Thanks so much! ~Kero]
Posted by: CliffyTX | October 22, 2009 11:18 PM