The Omega Stone
is a highly linear game. There are no optional actions that can
be taken (unless you count being duped by a red herring into
exploring something pointless). Unlike the Myst series that
inspired it, there are few interesting details to be noticed.
There certainly aren't multiple ways to solve any of the
puzzles, and there's not much of a plot. There's no chance at
all, basically, of your missing anything in this game. If you
finish it, you'll have seen everything (probably multiple
times). So The Omega Stone is not a game in need of my "travel
guide" series of low-spoiler walkthroughs, which focus mostly on
broadening players' enjoyment of games by pointing them towards
interesting things they might not have thought of doing
themselves.
But there's another kind of walkthrough
that might be of great use to you, especially if you're playing
with your kids, and that's the a walkthrough that distills just
the fun parts out of this huge and difficult-to-navigate game.
It's my opinion that games shouldn't waste their players'
limited time doing things like walking back and forth over and
over again, performing useless tasks, trying to read the game
designer's mind and guess which puzzle to attempt next, and
waiting for something to happen. In the final count we all play
games for escapism, not realism; I can wait in line at my
own grocery store, and have less than no desire to simulate the
experience in a game. So here's my Non-Boring Guide to The
Omega Stone, in which I tell you exactly where all the
interesting parts of this game are and in which order to do them
to maintain the highest fun-to-tedium ratio. There are no
puzzle spoilers in this walkthrough. I tell you where the
puzzles are and whether it's possible to solve them yet, but not
how to go about it. If you're looking for the solution to a
particular The Omega Stone puzzle, I recommend the excellent
UHS
site--you can only see one hint at a time there, so you can get
the answer to one puzzle without ruining all the others for
yourself. My walkthrough, bare-boned by design, is meant to help
lead you past those sticking points that are the fault of the
interface, bad writing in the game, or just your own uncertainty
about what you're supposed to be doing next. Feel free to print
it out and use it to help lend some added direction to your
travels through The Omega Stone.
The Non-Boring Omega
Stone Walkthrough
You can travel between the first five
areas of these game at will (you'd think that the extraordinary
travel times involved would be problematic in a game whose plot
has you striving to avert doomsday before a prophesied date, but
not so, you can go back and forth just as often as you like.)
These five Ages (look, call a spade a spade, right?) can be
solved in any order, but sometimes you need to visit one to get
a puzzle piece you need for one of the others.
GIZA, EGYPT
This is where you start out, and it's
the easiest Age to complete. There is only one puzzle to solve
here and everything you need to solve it is within the Sphinx.
There are also two scrolls here. Once you have the Giza disk and
the scrolls, there is nothing else to do in Egypt. Gil's tent is
empty and useless, there is no way to find Gil again (he'll
return on his own at a predetermined plot point), and there's
nothing else in the area.
CHICHEN ITZA, MEXICO
Where are the hordes of ecotourists and
Spring Break students? Well, get used to it: all the
wonders of the world are deserted in this game, because its AI
can't handle animations or NPC interactions. Chichen Itza is a
VERY long Age that relies intensely on searching out inventory
objects in dark corners, but everything you need to solve it
can, eventually, be found somewhere in the area.
1) Do not neglect to search Humph's vehicle. This is true
throughout the game: it's not very logical, but he
happens to have brought critical objects and clues for each
location with him.
2) You can visit the archaeologists' camp. Again, it's deserted;
the case of toilet paper in the corner is amusing, but all that
you can really do here is read Gil's letter to you and the books
he left for you. Sadly, the camera is useless for taking
pictures of the Mayan hieroglyphs, because it can't fit them all
in one page. You can take a screenshot, or jot them down;
if you're curious, these are real Mayan glyphs, and I just used
a Mayan linguistics book that was sitting on my shelf (those of
you who aren't linguists in your day job may not have this as an
available option!)
3) The big ziggurat (pyramid-like structure) is not very useful
at first. The locked door at the base of it is a red herring;
you can get it open, but there's nothing behind it except
another locked door that you will never be able to open. There
is also a covert entrance into the ziggurat further up that you
can figure out how to unlock. Inside it is a puzzle, but you
won't be able to do anything with this until you have some
important inventory items from elsewhere in this area.
4) So where's the long part? Inside the Sacred Cenote dungeon.
First you have to find it and figure out how to get inside it.
This is easy and pretty neat, so I'm not going to spoil it. Once
you find it, you are in for the pixel-hunting scavenger hunt of
your life. Your general goal down here is to find the big wheel
that will yield the Chichen Itza disk, the six objects you need
to activate it, and two smaller wheels with the code for
activating it printed on them. The big wheel and each of the
smaller wheels is hidden behind an entrance that will only open
if you solve a puzzle, and the six items--as well as six OTHER
important items that are needed to solve one of the OTHER
puzzles--are scattered all throughout this dungeon, usually in
the darkest possible corners and sometimes behind secret doors
you will need to find the mechanism for. Prepare for a lot of
squinting. Oh, and though you only need six of the jade skulls,
there are eighteen of them scattered around, and the other
twelve are just there to distract you. You can probably sell
them to a museum once you're done saving the world.
I can't possibly list every location where you can find an
object down here, but I'm going to at least give you a list of
rooms you're going to have to have visited before you can solve
this Age. If you're stuck, be sure that you've been to all of
these, and if you already have, these are the main locations to
spend your time revisiting:
* The central room with four dark corners and three exits
leading out of it. (Pay careful attention to the floor in here.)
* The Cenote itself (that's the big underground pool with light
streaming down on it; you can dive into this pool, and
stay underwater as long as you like with no fear of drowning.
Explore carefully as there are many objects hidden down here.)
* The room with the rotating skull puzzle.
* The large room with the button puzzle on the floor.
* The room off the passageway that slopes up from the ceiling.
* The room with the impaled skeletons in it.
* The room with the big statue you can manipulate in it, and the
niche behind the locked door in that room.
* There are also two hallways that feature large painted slabs
of rock (one black, one red). These are important clues.
Note: You cannot die in this Age, but be sure to save
just before ringing the bells; unless you're already
familiar with Mayan glyphs, you will probably need to reload and
watch the animation once or twice more to accurately jot down
the vision you get.
EASTER ISLAND
Nobody home at this popular vacation
spot either. This is a short Age but a very dangerous one.
Everything you need to solve it can be found right here;
there's an additional clue Gil has left for you on a memory
chip, but it's an oddly pointless clue that only suggests to you
that you use an inventory item any competent gamer would
certainly have found and thought to use anyway. If you get
stuck, the device for reading this memory chip can be found at
Stonehenge and may give you the hint you need. There are three
distinct ways to die on this island, so save frequently--in
fact, some of the deaths are kind of cool looking, so even if
you've figured out the correct solution to a puzzle, you may
want to save before solving it and try messing it up just to see
what happens to you.
1) There are only three useful areas in this Age, and only two
of them can be reached at first. One is Gil's tent. Save before
exploring anything in here. There are two important objects in
this tent and some important reading material on the desk and
also on the floor. Gil is asking you to do something on Easter
Island that is highly illegal, unethical, and dangerous. If
you've played Riddle of the Sphinx,
you probably do not trust this manipulative SOB further than you
can throw him, but in fact, obeying Gil here really is the only
way to progress in this game and save the world. (Not that I
doubt for a minute that I'll be the one who gets to go to jail
for this afterwards while Gil claims plausible deniability, but
maybe I can at least beat him over the head with the Ark of the
Covenant first. But I digress.)
2) The second place is the row of Moai (stone statues). There's
a puzzle to be solved here; solve carefully.
3) Once you've solved that puzzle you will get a new location to
explore. It's fairly small, containing only one (very nifty)
puzzle to be solved and the clues necessary to solve it. When
you have the disk you can leave again. The police will not catch
up to you no matter how often you return here, so don't worry
about what you've done for the time being.
STONEHENGE, ENGLAND
The English Antiquities Trust has
arbitrarily closed Stonehenge, so you once again get free run of
the place. This Age cannot be solved without an object from
Chichen Itza.
1) First, thoroughly explore Humph's RV. Gil has left two
ridiculously arcane clues in here for you, and you can also play
with his music box (though it won't open without an additional
item) and amuse yourself by reading the labels on his coffee
container and on Troy's medication. Save before leaving the RV.
It is possible to die in Stonehenge.
2) There are four other locations it is important to visit in
this Age: the Stonehenge ruins themselves, the fenced-in
excavation site to the side of the ruins, the ramp leading under
the ruins, and the nearby motorway. The mysterious subplot about
Troy will never be resolved, so don't become invested in it;
and the story about Shelley is fiction (and not very good
fiction at that), so you'll never learn what happened to her.
Your goal is to get into the fenced-in building, for which
you'll need a key and a code.
3) Once you recover the one important object from the excavation
site behind the fence, you are actually done with this Age.
There is no disk here. The copious reading material scattered
around this Age is mostly extraneous. Troy's two journals and
the letter from his mom are long, boring, useless filler, and
you will lose nothing just skipping them if you feel your eyes
beginning to glaze over. The letters to Troy from Snelling are
of some interest (particularly when compared against what Gil
tells you Snelling said about Troy), but this subplot
disappointingly lacks a satisfying resolution of any sort, so
it's moot. The two books about Stonehenge are useless. The
set-up about the amusement park and the protestors never goes
anywhere. The coins hidden under the hat are useless. You can't
pick up or do anything else with the videotape the woman left
for you in the RV. The beeping thing on top of the RV is a red
herring and it makes no difference whether you turn it off or
not.
Important note: Unlike any of the other Ages in this
game, you will need to return to Stonehenge multiple times
regardless of whether you've finished the Age or not. Why?
Because people keep leaving mail for you on the armrest of the
RV. You will need to leave and return twice, to be precise, and
each time there will be a critical object in one of the letters
(one that you need to solve the Devil's Triangle Age, and one
that you need to be able to travel to a new location.)
DEVIL'S TRIANGLE, MIDDLE OF THE OCEAN
This Age cannot be solved until you've
brought Gil's memory chip back to Stonehenge to put it into his
computer and extract a clue from it. Extremely annoying, but
time is of no matter in this game, so pick up the chip, go to
Stonehenge, translate the clue and come back.
Then save your game. It is possible to die here.
1) Well, there are actually only two non-empty locations in this
Age, the ship (which contains nothing but the memory chip and a
map that enables you to move the boat) and one underwater
location (which contains one plot object.) The puzzle is
figuring out where the underwater location is. Once you've got
the disk you're done here.
ENDGAME
Wait a minute, now what? You
don't have an access card for Atlantis. So where are you
supposed to go next? If you're asking this question, let me save
you a headache: go back to Stonehenge again. Another
letter from Gil will set the endgame sequence in motion. It's
linear from here:
1) Get Humph to take you to Bathelwaite Manor. Lord Bathelwaite
will make you solve a series of puzzles, including the
obligatory hedge maze, before you can continue on your path.
Search his mansion carefully. You'll be able to come back here
if you've forgotten anything, but it will be an immense waste of
time and you'll already have to backtrack once for plot
purposes, so you can save yourself a lot of hassle if you don't
leave without first acquiring A) another disk, B) two more
scrolls, C) a measuring spoon, D) one other object with skull
decorations on it, and E) the information contained in a very
important book (you'll have to copy it down, as you can't bring
the book with you). There are a few other objects you need here,
but it's impossible to leave without them (they're either needed
for Bathelwaite's puzzles, or else Humph won't leave without
them). The leaving sequence is actually rather annoying:first you have to talk to Humph, then give him
both objects he requires, one after the other. He will claim
that one of them is useless when you show it to him, but he's
wrong; unless you give him both, you can't leave.
2) Get Humph to take you to the Super Sekrit Knights Templar
swamp. It is very dark and hard to see the paths here. The
important locations are a lake with mechanical trees in it, six
sets of ogham stones (write down their configurations), a hut
with a roaring fire inside, a big spooky tower, and a graveyard
(with the obligatory tombstones of the game design team within).
The first time you climb this tower, a bearded NPC may appear to
rant at you whenever you knock at the door to the topmost level.
His significance is unclear, and he doesn't always appear. You
can keep knocking as much as you want, he will never carry out
the threats he utters (eventually if you pester him enough,
instead of intoning "Begone or SUFFER!" "Begone or DIE!" and so
on, he will intone "You have the wrong ADDRESS! He lives next
DOOR!", which is pretty amusing. (-: ) The second time you enter
the tower, this guy will be gone and you can explore his room in
peace. There are actually two optional sequences in this tower,
though neither of them makes any sense: you can ring the
bell (to no effect), and you can look out the telescope to see
the bearded guy skulking around behind the stones (who he is or
what he's doing is never explained). Make sure you copy down all
the pages from the book on top of the tower, because you're
already going to have to climb all the way up here twice more
and you don't want to have to do it over and over just to keep
reading the book (God knows why you couldn't have just brought
the thing with you). Now just solve all the puzzles in order
until you find yourself at an impasse, with five skulls and six
slots to put skulls in. The sixth is back at Bathelwaite Manor,
but you can't get it without bringing an item from this compound
back with you. That item is a stone sword. If you haven't yet
found a sword, you need to keep solving puzzles in the tower.
3) Go back to Bathelwaite Manor and use the stone sword on an
appropriate object to open a secret door and find the last skull
and a final piece of instructions. Don't bother trying to talk
to Bathelwaite again, he'll just repeat his previous monologue.
4) Back again to the Super Sekrit Knights Templar swamp to solve
the big complicated alchemy puzzle in the hut. This is a really
cool puzzle (too bad that the interface makes it such a pain to
execute). Don't pull the lever on the grate when the mixture is
ready, since all that does is empty it and let you start over;
light it on fire instead. Save first, of course. Sometimes you
die if you use the incorrect mixture and other times nothing
happens and you just have to start over; I was unable to
figure out what governs this.
5) Once you have all six disks, return to Giza for a letter and
an important item.
6) Now you can go to Atlantis and save the world.
Actually, save your game first, do it wrong, and watch the Earth
get destroyed. It's kind of cool looking. Gotta give props to a
game you can lose that badly. Then save the world, and
listen to Gil blather on unintelligibly for a long time. Maybe
in the next sequel, the Toblers will figure out how to end a
game on a less anticlimactic note. :-)