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The OmegaFAQ Sheldon Simms Version: ---
  This is the Omega FAQ.  (That is, it attempts to answer Frequently
  Asked Questions about the roguelike game Omega.)

  Last updated: February 4, 1998

  New since last update:

  Added question #1a
  Updated answer to question #1b
  Added question #2c
  Added question #5

  Questions addressed in this FAQ:
  1.  a.  What is the latest version of Omega?
      b.  Where do I get Omega?
  2.  a.  How should I begin the game?
      b.  Which guild should I join?
      c.  Speaking of the thieves' guild, how do I find it?
      d.  What should I do after I join a guild and get equipped?
  3.  What order should I do things in?
  4.  a.  What is the Oracle?
      b.  How do I find the Oracle?
      c.  Why do I want to find the Oracle, anyway?
  5.  I've heard that one can rob the bank. How?
  6.  How do I find the Archdruid?
  7.  Where is the Archmage's Castle?
  8.  How do I become more Lawful or more Chaotic?
  9.  How do I keep from being slowed down by monsters?
  10. Some monsters ignore my attacks -- what do I do?
  11.  How do I use the Orbs?
  12. How do I find the Adept's Challenge?
  13. How do I win the Adept's Challenge?  How do I completely destroy Death?
  14. How do I enter Wizard Mode?


============================================================================

  1.  a.  What is the latest version of Omega?
  
  The lastest source code release is Omega 0.80.2. Some of the precompiled
  executables available make bugfixes and other minor changes to the game.

  1.  b.  Where do I get Omega?

  The offical Omega distribution site is the maintainer's (Erik Max Francis)
  Omega web page at http://www.alcyone.com/max/projects/omega
  
  Source code and precompiled versions for several different platforms are
  availe

  2.  a.  How should I begin the game?

  The guilds are the key to success in Omega, and joining a guild should
  be your first action upon beginning a game.  You want all of the
  experience you get to count towards advancement in your guild, so you
  should join a guild before you disarm your first trap or kill your
  first monster or go on the Oracle's first quest.

  Some guilds require that you be of a particular alignment in order to
  join, and you will need to do one or two things before joining the
  guild in order to become of the appropriate alignment.  Notice,
  though, that there is something you can do in Rampart that will make
  you slightly Lawful (Lawful enough to join any of the Lawful guilds),
  and there is something in Rampart you can do to make you slightly
  Chaotic (Chaotic enough to join any of the Chaotic guilds), so you
  needn't leave Rampart before you join a guild.

  In addition to joining a guild, you'll need to obtain some basic
  equipment, if your guild doesn't provide you with any (some guilds do,
  and some don't, so don't buy anything before you've joined your
  guild).  You should have some sort of weapon and some sort of armor --
  there's an armorer in Rampart who will sell these to you.  You should
  also have a little bit of food on hand when you leave Rampart, in case
  you need to eat on your journey -- there's a fast food restaurant in
  Rampart that will sell you food.  It's also nice to check out the pawn
  shop from time to time and see if they have anything you can't live
  without.

      b.  Which guild should I join?

  Each player has his or her own favorite guild.  The game is set up so
  that each guild gives you something good, so all of them are worthy
  (with the possible exception of being a priest of Destiny).  Which
  guild you pick really depends on what kinds of things you like to do
  and how you like to play.  And part of the fun of Omega is that you
  can join one set of guilds this time and a different set of guilds the
  next time you play, so your game doesn't get stale.

  All of the gods except Destiny give their adherents spells and will
  occasionally remove cursed items for you.  The god will also sometimes
  throw snowballs at monsters that are attacking you.  When you advance
  to the highest level, you get a holy symbol that recharges your mana.
  You must have the same alignment as your god (Lawful, Neutral, or
  Chaotic), and you must be of the right alignment every time you pray
  to your god.  Unlike the sorcerers and the paladins, though, you are
  not required to become more lawful or more chaotic in order to advance.

  The collegium magi gives you lots of spells, and every time you
  research a new spell, you get experience for it.  Unfortunately,
  sometimes spell research is unsuccessful.  You must pay tuition unless
  you have an intelligence of 18.  Alignment is unimportant.

  The sorcerers also give you spells, but not nearly as many as the
  collegium magi does.  You can join them no matter what your alignment
  is, but you must be Chaotic in order to advance, and your alignment
  must become progressively more chaotic in order to advance to higher
  levels.  There is a fee required to join the guild -- the higher your
  Power is, the lower the fee is.

  The thieves' guild requires that you be Neutral or Chaotic when you
  join, but they don't care what you are after that.  They'll identify
  stuff for you, buy stuff at better rates than the pawnshop, and give
  you an occasional spell.  You can pickpocket other creatures and open
  locks with a lockpick.  One must pay dues in order to join; the higher
  your Dexterity, the lower the dues.

  The mercenaries give you lots of cash and not much else.  They start
  you off with a basic weapon and armor, but you don't get any niftier
  equipment upon advancement.  Money is versatile, though -- you can
  buy equipment or you can buy time at the gym to boost your stats or
  you can buy spell research at the collegium magi.  Some of us find
  money to be rather a yawn, though.

  The paladins give you equipment and a horse.  Every time you return to
  their headquarters, they feed you and cure you of any wounds or
  diseases you may have.  In older versions of the game, they also
  remove the curse on any cursed items you're carrying, but in later
  versions of the game, this feature has been removed.  At later levels,
  the paladins also give you a spell or two.  The paladins' mace of
  disruption, which you get when you advance enough in their guild, is
  one of those rare weapons that will hit even those monsters that
  aren't subject to normal weapons.  You must be Lawful to join the
  order of paladins, and you must become progressively more Lawful in
  order to advance.

  The arena gives you free time at the gym, which boosts your stats, one
  basic (not very good) weapon, and cash every time you win a fight.
  They also give you an extra maneuver (attack or defense), which is
  very useful, especially at low levels.  If you advance to the highest
  level, you win Victrix, a very nifty weapon that has a high to-hit and
  also makes you immune to fear.  You must have reasonable physical
  stats in order to join the arena, but alignment is unimportant.

  Most guilds raise one or more of your stats every time you advance.
  For example, the collegium raises your intelligence and power, the
  mercenaries raise your strength and constitution, and so forth.  The
  arena doesn't do this, but it does give you time at the gym, which
  accomplishes the same thing.

  So, if you like to cast spells, you should pray to a god or join the
  collegium magi or the sorcerers.  If you'd prefer to hack and slash,
  then you should join the mercenaries or the paladins or the arena.
  Which guild you join may be limited by what your stats are or by
  whether you can afford tuition or dues or whatever.

  If you STILL don't know which guild to join, then join the paladins.
  They take care of you, by feeding you and curing disease and whatnot,
  so they're good for a new player who doesn't yet know how to avoid
  becoming diseased or how to avoid some of the other nasty things that
  the paladins will take care of for you.  (This is especially true of
  older versions of the game, where the paladins remove curses on cursed
  items.)  But remember that you'll have to be VERY Lawful.

  It is possible to join more than one guild at once, although there are
  some guilds that don't work together.  For example, you can't belong
  to the arena or the mercenaries and also be a paladin.  You can't be a
  sorcerer and also a member of the collegium magi.  When you belong to
  more than one guild, any experience you gain is split among those
  guilds (with the exception of the arena, where you only advance by
  fighting in the arena).  This means that the more guilds you belong
  to, the more slowly you advance in all of them.  Hence, low-level
  characters should probably stick to a single guild (or a single guild
  plus the arena, if your guild accepts arena members).  Once you've
  advanced as far as you can go in your guild without completing the
  final guildquest, then it's time to join a second guild.

      c.  Speaking of the thieves' guild, how do I find it?
      
  The thieves' guild is located in Rampart. Remember that you found the
  other guilds by walking into open doors. Consider the fact that not all
  of the doors in Rampart are open when you start the game. Maybe trying
  to open some of those doors would be a good idea...

      d.  What should I do after I join a guild and get equipped?

  Now is the time for you to consult the Oracle for advice about what to
  do next.

  3.  Which order should I do things in?

  If you visit the Oracle, she will give you excellent advice about what
  order you should do things in.  The Duke, who lives in the castle,
  will also send you on quests if you present yourself to him.  His
  quests and the Oracle's advice usually overlap, but if they disagree,
  well, the Duke is just a secular authority, but the Oracle's whole job
  is being wise....

  4.  a.  What is the Oracle?

  The Oracle is a wise person who resides in Rampart and gives advice to
  adventurers.

      b.  How do I find the Oracle?

  Since the Oracle is a special and magical person, she doesn't live in
  an ordinary house in an ordinary part of town.  Seek her where Rampart
  is wilder.

      c.  Why do I want to find the Oracle, anyway?

  There are a couple of reasons for finding the Oracle.  The game is
  lots easier if you do things in the order the Oracle tells you, rather
  than just randomly wandering around.  The Oracle's initial advice is
  especially valuable, since she sends you on a quest that is not very
  dangerous but which will advance you from level one to level three.
  This means that you will have more hit points and more mana and more
  experience to take on the next, more dangerous, quest.

  Another reason for finding the Oracle is that there is a place that
  you will eventually need to visit that is only reachable via the
  Oracle.  She will send you to this place when you are ready.

  5.  I've heard that one can rob the bank. How?
  
  Part of the fun of Omega is figuring out things like this for yourself.
  But a hint might be helpful. The bank is an ATM machine - maybe its
  program isn't entirely stable. Try typing things that the bank doesn't
  expect.

  6.  How do I find the Archdruid?

  The Archdruid is in a temple north of the city.  Follow the road
  northeast until you come to a village.  (You don't need to enter the
  village; it's just a landmark.)  Explore the forest northwest of the
  village, and you should find the temple, which is denoted by an X.
  Once inside the temple, you'll need to explore it rather thoroughly in
  order to find the Archdruid.  Search some likely-looking areas....

  7.  Where is the Archmage's Castle?

  The Archmage's Castle lies to the far northwest.  You'll have to
  search for it once you're in the right area, just as you did to find
  the Goblin Caves.  (Um, you HAVE gone to the Goblin Caves already,
  haven't you?  You're probably not ready for the Archmage's Castle
  unless you have.)

  8.  How do I become more Lawful or more Chaotic?

  There is at least one place in Rampart that will give you the
  opportunity to become more Lawful, and there is at least one place in
  Rampart that will give you the opportunity to become more Chaotic.
  Look at the places in Rampart -- what would a good person do?  What
  would a bad person do?

  Once you've left Rampart, you'll have ample opportunities to alter
  your alignment.  It's easy, in these sorts of games, to fall into the
  mindset that monsters are for killing, but think about it for a second
  -- does a Lawful person really attack anything that hasn't attacked
  him or her first?  What other things might a Lawful person do -- might
  they not try to reform the monsters somehow?  As for a Chaotic person,
  it's easy to see that they would kill anything that moves, if it would
  be to their advantage, without regard for whether the monster was
  hostile or not.  But there's another, even more Chaotic thing that you
  can do with monsters.  Think of something sneaky that you could do to
  betray a monster....

  The Archdruid will conduct the ritual of neutralization if you ask him
  to.  If you are a Druid, this makes your alignment completely neutral.
  If you are not a Druid, the effect is somewhat different.  In the most
  recent version of the game, the ritual will bring your alignment back
  TOWARDS Neutral -- the less experienced you are, the more nearly
  Neutral you become.  If you are a very advanced character, it doesn't
  work at all.  In previous versions of the game, the ritual always
  accomplished complete neutralization, so if you're used to the older
  version, be aware that it doesn't work that way anymore....

  9.  How do I keep from being slowed by monsters?

  Some monsters will reduce your speed, so that you get fewer attacks
  and move more slowly in general.  Goblin shamans (found in the lower
  levels of the Goblin Cave) often do this, and necromancers (found
  around levels 3-5 of the Archmage's Castle) do it, too.  Preventing
  slowness is much easier than curing slowness, though both can be done.
  To keep from being slowed, you need immunity to slowness, which will
  show up on your stats (when you use a ring of knowledge or look in the
  Oracle's mirror) as "Hasted."  You get hasted by taking a stimtab or
  by casting the spell of haste on yourself or by wearing boots of
  speed.  Doing these things won't CURE slowness -- they'll only PREVENT
  slowness, so you have to do them before you start fighting the goblin
  shamans or the necromancers or whatever.  To cure slowness, you can
  either wait a really long time, or you can rent a condo for a week of
  rest and relaxation.

  10.  Some monsters ignore my attack -- what do I do?

  There are several possible strategies for fighting monsters that are
  invulnerable to normal damage:

  a.  Some weapons will hit monsters that are invulnerable to attack by
  normal weapons, and some weapons do more than just physical damage. A
  mace of disruption (which the paladins will give you if you advance
  far enough in their guild, and which you can sometimes find just lying
  around) will hit any creature, even the ones that normal weapons won't
  touch.  A lightsabre, an acid whip, and Demonblade will also hit
  invulnerable monsters.  (Be careful of Demonblade, though -- it's
  cursed, and it makes you berserk.)  A firestar won't *hit*
  invulnerable monsters, but it will blast them with a fireball, which
  usually damages them.  There are some weapons that are special and
  LOOK as if they'd hit invulnerable monsters but do not actually do so.
  The vorpal sword, Victrix, Defender, Goblin's Hewer, scythe of
  slicing, and giant club all fall into this category -- they look
  special, and some of them do special things, but they do NOT hit
  invulnerable monsters.

  b.  Use a wand or scroll or spell of dispell -- it'll make the
  critters vulnerable to normal physical damage, and then you can hit
  them with your regular weapons.

  c.  Attack them with wands or spells of fire or cold or whatever.
  Most monsters that can't be hit with a normal weapon are vulnerable to
  wand or spell damage.  If fire doesn't work, try cold.  If cold
  doesn't work, try disruption.  Many monsters are invulnerable to one
  thing, like cold, but not invulnerable to other stuff, like fire or
  disruption.  Another advantage to this method is that you can attack
  from  a distance, so you can kill that astral vampire when you first
  detect him, before he has time to drain all your mana.

  11.  What do I do with the Orbs?

  You'll sometimes find an Orb lying around in the goblin caves or the
  sewers or the Archmage's castle, but the usual place to find the Orbs
  is on the Astral Plane.  When you go to the Astral Plane, you should
  get FIVE Orbs: the Orb of Water, the Orb of Earth, the Orb of Air, the
  Orb of Fire, and the Orb of Mastery.  It's kinda hard to get back to
  the Astral Plane once you've left, so make sure you pick up all five
  of them while you're there.  If you find an Orb somewhere not on the
  Astral Plane, it's probably okay to activate it.  If you find an Orb
  in the Astral Plane, though, you should hang onto it.  The reason for
  this is that you can only activate the Orb of Mastery if you have the
  other four Orbs (on your person, not in your backpack).  Activating
  the Orb of Mastery will burn out all four of the other Orbs.

  Orbs are artifacts and are activated in the same way that you would
  activate any other artifact.  After you've activated it, you will be
  asked to choose an action from a list -- which action you should
  choose will be obvious.  Then you will be asked for a target.
  Whatever you choose is about to get blasted, so you shouldn't choose
  the square where you're standing!

  Oh, and you might want to show the Orb of Mastery to the Duke before
  you activate it....

  While we're talking about the Astral Plane, please note that there is
  a bug in the game such that if you save the game while you're on the
  Astral Plane and then restore it, the Star Gem will be gone.  This
  means that you should only go to the Astral Plane when you have enough
  time to play all six levels in one sitting.
  
  (Note: This bug has been fixed in the Macintosh graphical version and
  possible some other precompiled versions)

  12.  How do I find the Adept's Challenge?

  If you are a member of the collegium magi or have acquired the spell
  of ritual magic in some other way, you can reach the Adept's Challenge
  by casting ritual magic in the appropriate room.  Which room LOOKS
  like it would send you to the Adept's Challenge if you cast ritual
  magic there?

  If you have the spell of wishing, you can wish for Location and then
  ask to be transported to the Temple of Destiny.

  If you have the Amulet of the Planes, you can use it to transport you
  to the Temple of Destiny.

  If you don't have any of these things, you might not be ready to try
  the Adept's Challenge after all.  If you want to do it anyway, then
  you'll have to hoof it to the Temple of Destiny, which is in a rather
  inaccessible location....

  13.  How do I win the Adept's Challenge?  How do I completely destroy
  Death?

  The game itself gives you three hints about the Adept's Challenge,
  which are all that should be necessary for you to figure out what to
  do and how to win.  To get these three hints, make sure you step on
  every square of the area where the Challenge takes place (except the
  ones that have stuff on them).  The area where the Challenge takes
  place isn't all that big, so it doesn't take too long to explore it
  completely.  Step on every square and listen to the three things it
  tells you.

  As it turns out, it isn't necessary to completely destroy Death to win
  the Adept's Challenge.  If you've been waiting to finish up until you
  completely destroy Death, you'll wait a loooong time.  You only have
  to kill Death once, to get the item he carries, and then you're ready.
  Of course, killing Death is good experience, so you might enjoy just
  hanging out and killing him over and over again, but once is all
  that's necessary.

  14.  How do I enter Wizard mode?

  Go to the northwest corner of Rampart and bash the wall.  You'll feel
  like a cheater. :-)  Entering Wizard mode will invalidate your score
  but will enable you to wish for anything you want (including specific
  objects, unlike the spell of wishing).  This enables you to test out
  spells or objects or strategies.  Be careful, though -- having
  infinite power with no limits actually gets stale awfully fast, so
  Wizard mode isn't fun for very long.  And after you've been in Wizard
  mode, it's hard to get used to regular Omega again.  I'd recommend
  that you not enter Wizard mode without a specific reason.  If all you
  want to do is try something out without getting your character killed,
  just copy the file....

  Good luck, and have fun!


============================================================================
  
  Copyright 1995 by Cory L. Kerens
  
  updated 1998 by Sheldon Simms - sheldon@atlcom.net

  This FAQ can be e-mailed or archived, as long as
  1) You don't charge anybody for it.
  2) The copyright notice is left intact.
© Copyright 2001 Steve Register.