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- WAX WORKS WALK THROUGH DOCS
-
-
- This walkthrough will not tell you when to save your game, except
- for instances when there's a pre-planned, life threatening
- situation. Other than that, use common sense and save
- periodically.
-
- Also, there is no map that's included with this. Since the game
- gives experience points for each space you explore, it's best if
- you just mapped (or explored) on your own anyway. However, I do
- give general directions to make up for no maps.
-
- The game doesn't have an inventory limit, so pick up all you want.
- All items found in a waxwork immediately disappear when you
- complete the area, so there's no need to worry about carrying
- useless items from one waxwork to the next.
-
- Which waxwork you decide to tackle first is entirely up to you,
- since each is a self contained adventure, and none of your
- experience levels will go with you. For your information, the
- Cemetery is the easiest, followed by the Pyramid, Mine, and finally
- London.
-
- The Pyramid
-
- TIPS
-
- Off you go to save your beloved princess, who's conveniently held
- captive by an evil priest. You'll travel through 6 six levels to
- find her, and come across some of the best puzzles in the game.
-
- Trip Wires are barely visible, and only found in the pyramid
- waxwork. You'll need to click the wire itself, and select the
- command AVOID to avoid the trap.
-
- There are wooden supports that need to be knocked over, one for
- each of the first three levels of the pyramid. You'll need to find
- the hammer to knock the supports out, which causes a blocked
- section above to fall, allowing access to further parts in the
- level immediately above.
-
- Tiles are what you'll need to collect in order to reach the sixth
- and final level. One each is found on the first five levels.
-
- Tuning Forks are sonic devices used to destroy certain glass walls
- by their pitch. You'll find five of these throughout the pyramid.
-
- Rolling Boulder traps are usually triggered by a pressure plate on
- the ground. Fortunately, if you activate one, you can still avoid
- the boulder by ducking off to a side corridor. (Make sure you
- don't run to the end of a corridor, where the boulder will
- naturally turn)
-
- Pots -- you'll find plenty of these. For your convenience, be sure
- to pick up 5 as soon as possible. It'll save you a bit of running
- around if you do.
-
- Weapons -- you'll come across swords, daggers and spears whenever
- you kill a temple guardian. Be sure to pick up a spear right away,
- since you'll need it for a certain puzzle.
-
-
- WalkThrough
-
- ///Level 1///
-
- NOTE: The lake hides a rather large crocodile. You'll need to take
- care of this croc with items received in a later level. Leave the
- area alone for now.
-
- Find the pyramid architect and pull the knife out of his back.
- Search the room further to find a scarab, paper, papyrus, and a
- weight. You'll also need to grab the jar of oil, and the lit lamp.
-
- Next you'll need to find the two piles of fine sand on this level.
- One pile is in the south-eastern section, and another pile located
- near the center of the level.
-
- Go to the Northern section of the level to find a statue of a slave
- boy (surrounded by two fans). Grab the 440Hz tuning fork, which
- might be hidden in a pot.
-
- Along the eastern section of the level, you'll encounter a glass
- wall. Use the 440Hz tuning fork to destroy it.
-
- Just north of this wall, you'll find a treasure room with a tile,
- and another weight. Pick up both of these.
-
- Travel south past the glass wall you destroyed, and keep an eye out
- for a trip wire near the southern corridor, near the third left
- turn.
-
- Save your game, and go upstairs to face the algebraic puzzle. The
- puzzle begins a countdown immediately when you touch a tumbler, and
- if not solved before the sand runs out, you'll be killed. If you
- want to figure it out for yourself, then remember what Uncle Boris
- says: You'll need to come to an identical sum for each of the 5
- points in the star. Trial and error algebra is required, or you
- can read the answer ;)
-
-
- ANSWER (reflecting the 5 star points)
-
- 8
- 8 4
- 7 2
-
- ///Level 2///
-
- There's a statue in the northern section that hides another weight,
- and the hammer needed to knock out the supports. Grab both of
- these. But watch out, there's a wire trap in the area.
-
- Knock out the support off to the east, then proceed back to level
- 1, where you're gonna knock out the support that you had left for
- the time being. After you do that, come back to this point.
-
- Travel south along the eastern side of the pyramid, and you'll soon
- branch west. Hit the north corridor branch, and find a pot hiding
- another tuning fork at 261.63Hz. You should also find a pot with
- entrails inside (again, wire trap in the area).
-
- Head back to the east/west corridor, and travel west. You'll come
- across your second valuable tile piece, so be sure to pick it up.
- Travelling further west, you'll encounter hot coals. You can't
- cross this -- yet.
-
- Return to level 1 to take care of the crocodile in the lake (save
- first). Do so by dropping the entrails, then stepping back. With
- spear in hand, attack the croc. Now fill all 5 pots with water at
- the lake and proceed back to the hot coals on level 2.
-
- Dump all 5 pots on the coals, and continue along until you come to
- the stairs leading up. You'll then encounter your second puzzle,
- which happens to be a lot easier than the first one. Just turn the
- taps so the liquid logically flows to the ankh vial. You're not
- going to be able to move all the liquid into the jar, but as long
- as the ankh jar fills faster than the snake jars, you're safe.
- (Note you may have to turn a few taps to distribute liquid from a
- near full snake jar to another one).
-
-
- ///Level 3///
-
- Travel till you encounter your first glass wall for this level.
- Use the 261.63Hz tuning fork to break the wall, and travel past
- where the corridor turns left.
-
- Knock out the support, but make sure you're on the EAST side of the
- support before you do this (facing back from where you came).
-
- Along the eastern side of this level, you'll find your third tile
- in a dead-end corridor. Now head south to find the peculiar room
- with the cracked jar hanging from the ceiling. Do NOT cut the rope
- that holds the jar. Instead, place your two piles of sand to lower
- the jar, causing the southern door to open.
-
- Travel through the now open door, where you should soon find
- yourself heading west along the pyramid's southern side. You'll
- find a northern branch in the corridor that hides a pot with a
- 415.3Hz tuning fork. Grab it and get yourself back to the main
- drag.
-
- Find a rock hidden in a small alcove, and then the corridor turns
- north along the western edge. Travel north, being careful to avoid
- the wire trap in your way. You'll also notice another treasure
- room. Before you step inside, though, throw the rock into the
- room, which causes the arrow trap to activate. Now you can step
- inside and get the bow and arrow. Leave the rock; you don't need
- it anymore.
-
- Head north again to find the stairway up.
-
- ///Level 4///
-
- Just travel the linear corridor, where it'll soon turn south. When
- you finally hit the four way branch, head north to find the
- 369.99Hz tuning fork, hidden in a pot (that's again guarded by a
- wire trap).
-
- Head back to level 3, and find the glasswall I told you to leave
- alone. You guessed it! Use the 369.99Hz tuning fork to break the
- wall, and use it again on the next glass. Find a pot that hides a
- 329.63Hz tuning fork.
-
- Head back to Level four's four-way stop, and head straight west to
- come to the Stone Needle area. Fire your arrow (with bow) and a
- small stone slab should fall down, allowing further progress.
-
- Follow the corridor, and you'll encounter another glass wall. Use
- the 329.63Hz tuning fork and continue onward. Knock out the next
- support and find the Path of Life room. (save game)
-
- To cross this room, take a look at the papyrus you found on the
- dead Architect (level 1). You want to select the symbols that are
- NOT on the papyrus (remember: Anubis represents death, who happens
- to be the figure on the papyrus). You should now be safely across,
- so find walk to the stairway up. (save game)
-
- ///Level 5///
-
- Travel along the corridor, until you reach area where the gas trap
- triggers (you can't avoid this). Now immediately when the gas
- starts appearing onscreen, turn LEFT to activate the device and get
- yourself out of here.
-
- Continue westward until you reach the area with the murals (another
- wire trap along the way). Find an amulet on the dead artist, and
- examine both room's southern murals. Notice the symbol order on
- the first mural, that reflects the symbols on the five tiles you
- now have.
-
- Attack both southern murals to reveal hidden passageways. In the
- room with the tile, first drop the jar of oil on the ground, then
- click the ground to light it (you'll need the lamp in hand to do
- this). Grab the final tile, and hit the stairway up.
-
- ///Level 6///
-
- Find the western alcove, where you'll notice another pot that hides
- another weight. Continue north into the room with the sarcophagus.
- Place the beetle brooch (scarab from level 1) into the slot, and
- look inside to save your gal and find the final weight.
-
- In the same room, place all the weights on the scale until both
- sides are equally balanced. If done, a corridor should reveal
- itself to your left, heading southward. Enter to kill the priest
- (he's not hard at all), and encounter the final puzzle.
-
- Walk to the statue and insert the amulet from the dead artist.
- Then click DOWN and push the statue. Ta-dah! You're all done!
-
- Victorian Era London
-
- TIPS
-
- Watch our for the bobbies, who patrol certain sections of the city.
- If they catch you, you're dead. At the same time, keep an eye out
- for the angry mob. They're after Jack, and will pounce anyone they
- come across, including you. Be extra careful, though, since the
- mob moves -fast-, and can surprise you right quick.
-
- Another thing: You can't fight in this waxwork, so the only way
- you'll build up your experience is by exploring each space on the
- map. Since your final showdown with Jack is the only fight scene,
- you might want to do some experience exploring on your own to
- prepare yourself for the fight.
-
- London at the close of the 19th century. Not the prettiest place
- on earth; not by a long shot. But it is home to all manner of
- folk. Even to mass murderers like Jack the Ripper, who just
- happens to be your evil twin brother. Take him out and you'll make
- London a safer place to live.
-
- WalkThrough
-
- You first appear at a murder site. You can examine the dead girl,
- but be quick about it; the bobbies are on their way. Make sure to
- grab the purse that's lying right next to the poor girl, and get
- out of the area QUICK.
-
- Open the purse to find a diary and some small change. Read the
- diary, but notice how part of the final paragraph is missing.
- You'll need to fix that later.
-
- Due south of the dead girl is a long east/west street that's dotted
- with numerous shops. Make your way to the street that runs
- parallel to this one, but on the southern side.
-
- Along the length of this street, you'll find 3 opened doors; two
- with barrels, and one with a ladder going up (there's a third
- barrel out in the street -- this isn't the one you want). Examine
- the barrels and take their contents (a rope in one, animal guts in
- the other). Leave the ladder alone for now.
-
- Head all the way south, till you reach the docks. It's an area
- with three doors, two of which are padlocked for now. The door
- furthest west is not locked, however, and you'll want to enter to
- find the loose plank that's on the jetty.
-
- Head back to the door with the ladder. Climb up and place the rope
- on the chimney, and drop the plank to close the gap between the two
- buildings.
-
- Shimmy down the rope, and enter the tailor's shop. Grab some items
- of clothing, and wear them. This will allow you entrance into the
- Black Bull Tavern (located on the same street as the small shops).
- You'll also want to grab the pencil laying on the counter.
-
- Head back to the roof and cross the placed plank. Enter the
- building through its window, and enter a lawyer's office. Find the
- letter with the key, and grab the map out of the filing tray.
-
- Head downstairs into the locksmith's shop. Grab both keys off the
- key rack (a skeleton and security key). You can leave everything
- else.
-
- Look at your diary. Go ahead and use your pencil to reveal the
- rest of the entry. Climb back down the ladder.
-
- With skeleton key in hand, head to due east till you come to a four
- way stop, and head north until you can only go east or west. Head
- east into the doorway, and open the locked door with your skeleton
- key. Enter and grab bottle of sleeping pills. Now lace the animal
- guts with 'em.
-
- Head the barrel that was sitting in the street, near the opened
- doorway that hid the barrel with rope. Click the barrel and climb
- on to it. Drop the animal guts on to the dog. Unlatch the bolt
- and enter the doorway.
-
- Grab the police whistle and gentleman's sword cane. Move the
- clothing that's hanging, and open the safe with your security key.
- Take the gold pocketwatch and leave.
-
- Head to the Black Bull tavern and talk to the landlord. Get him to
- tell you about the Pimp and the map (he should end with a warning
- about the pickpocket sitting at the bar). Talk to the pimp, who
- will ask for 2 pounds in return for an address book. Since you
- can't afford it, talk to the pickpocket and propose to him a job.
- Give him the gold pocketwatch, and you'll soon have a key and
- address book.
-
- Examine the address book and notice where Molly lives. Using the
- map you got from the office, find your way over to her house.
- Enter and grab the letter from the dead girl. Go ahead and read
- it.
-
- Now head to the Ship tavern, located along at the south of London,
- along the river Thames (save). Enter and talk to the landlord.
- Tell him you're looking for entertainment, and then ask about Molly
- Parkin. Talk to him again, and tell him you've got something he
- needs to see. Accept his mission to save his tea and leave (he'll
- give you a crowbar at this time).
-
- You'll notice there's a group of thugs located at the two exit
- streets that lead out of the area, and another bobbie at the final
- exit. Face the western most thugs, but don't step into the
- alleyway. Now facing due west, blow your police whistle and run to
- the dead end. Wait till you see the message about feet shuffling.
- Now the thugs are gone, so you can make your way to the docks along
- the south-eastern edge of London. Again, along the river Thames.
-
- Enter the middle padlocked door (your key from the lawyer's office
- will open it). Find the crate that's barely open (located in the
- western part of the room, along the bottom row). Open it, now that
- you have the crowbar and grab the tea.
-
- Head back to the Ship tavern and talk to the landlord. Get the key
- for the final padlocked door, next to the tea warehouse.
-
- Save the game, then enter to talk to Molly. Tell her you want to
- kill Jack and step on to the jetty for the final encounter with
- Jack the Ripper.
-
- Jack's a little tough; he requires lots of swings, and he blocks
- exceptionally well. Trying clicking your attack along the left
- side of the screen, and when you manage to hit him, he'll take a
- step backward. Attack again and you should automatically step
- forward to meet him. Keep it up, and Jack will soon get a taste of
- his own medicine. Hurrah! You won!!
-
- The Mines
-
- TIPS
-
- Your brother has mutated into a Cthulhu-ish monstrosity, and he
- needs to be stopped. The only way you're gonna do this is with the
- help of a few NPCs in this waxwork.
-
- Fights in this Waxwork are _tough_. Fortunately, there's an easy
- method to knock out the man-plants that like to walk around,
- scratching or shooting spooge on you. Otherwise, a fight with a
- regular weapon will be quite difficult.
-
- Weapons you'll find are a screwdriver, shovel, pickax, and iron
- piece. If you insist with fighting melee, then my experience leads
- me to believe the screwdriver is the most effective weapon (which
- really isn't saying much in the first place).
-
- Pods and vines are the organic traps in this waxwork. To get rid
- of them, you'll have to use some weedkiller (or fuel); it's the
- only way to be sure ;)
-
- WalkThrough
-
- You start out in a mine elevator. Check out the injured guy right
- next to you (no, he's not dead!). Grab the screwdriver and lighter
- from him. Step back one square, look back at him, and grab the
- canister of weed killer. This is your best weapon for this
- waxwork; it'll make short work of the monsters and traps in the
- area. Unfortunately, it only has 12 charges, but you can refill it
- at a special place.
-
- Head due east, where you'll find your first plant-man encounter.
- Go ahead and use the spray can to take 'im out quick. Follow the
- cart tracks till you reach your first branch heading north, where
- you'll find, in a small alcove, a pickax. Grab it. A little to
- your west, there's a corridor that heads south, then turns hard
- left to a dead end. Here, you'll find a gas bottle and welding
- mask. Go ahead and take 'em.
-
- Leave the dead end passage and head west, and then north. You'll
- eventually find yourself at the north side of the mine, travelling
- along an east/west passageway. The first southern alcove will hold
- a shovel, which you might as well take. Immediately after this
- alcove, keep a close eye on the right wall; there's a burnt pit
- prop right close, and you'll need to scrape some of the charcoal
- off. Do this twice so you have two pieces of charcoal.
-
- Continue heading east, where you'll find a gas generator in a
- niche. This is where you'll refill your weed canister with fuel in
- place of weed killer. To refill, face the generator and take the
- lower cap off. Quickly drag your canister on to the flowing
- gasoline, then recap it. NOTE: Do NOT refill unless you're running
- low on charges with the canister (remember, it's got 12 shots when
- you first find it).
-
- Continue east until the passage turns south. Notice the locked
- door. You can't get in yet, so continue wrap around till you're
- heading back west. Continue onward, where the passage will turn
- south. Keep going and you'll pass another locked door with
- prisoners inside. Again, you can't get in -- yet. Continue past,
- but take out the vines and the pod that guard your way to the cart
- tracks ahead. Now's probably a good time to refill your canister
- with fuel, so tread back and take care of it, then come back to
- this point.
-
- Now head west, back from where you came, along the tracks and take
- the first left you come to. This is a straightforward passage, but
- watch out for the pod in the area. You'll come across another
- plantman or two, but you should find a pit prop in the area. If
- you travel further along the passage, you'll eventually find
- another locked door. Since you've got the fallen pit prop, head
- back to the cart tracks.
-
- Now head east along the tracks, but stop as soon as you find your
- first right turn (it heads south). Enter this southern passage,
- and knock out the pods in your way. You'll soon hit a branch,
- where you can go either left or right. First hit right, taking out
- the vine further in. Grab BOTH broken cables that hang on the
- southern wall, and return to the branch.
-
- Heading in the direction you didn't go at the branch, you'll come
- to another left/right decision. Take the right again. You'll
- notice you're entering a part of the mine that's progressively
- getting darker. Watch for the pod (it's kinda hard to see) and
- proceed to the end of this short tunnel. There's a dead guy here,
- so grab his drill, and face the southern wall. Feel around for a
- hole, then click on FEEL to find a drill bit. Exit back out to
- that second branch and again, head in the direction you didn't go.
- Here you'll find a welding torch in a north/south passage, a pod
- (kill it!), and a dead engineer who hides a toolkit and
- handkerchief (search him to find this item).
-
- Head back out to the cart track and head back westward. Count
- three steps and drop the pit prop on the ground (right before a
- left turning passage). Now head back east, travelling SLOWLY till
- you notice a cart heading right for you. Get the hell out of the
- way!! (Duck into a side passage). Find the cart where you dropped
- the pit prop, and look inside. Take the iron piece. Noticed how
- those pesky programmers decided to block your way with the cart?
- Well, that's why we stopped it right here; so you're not blocked
- off to any part of the mine. Okay, so you'll have to do a little
- walking, but hey!
-
- Head back east from where the cart came rolling in from. You'll
- notice a small passage that branches left, guarded by a pod. Kill
- it, then kill the vine right behind it. Notice the dead guy?
- Okay, take his medical kit and key, then search him for your second
- handkerchief.
-
- Now that you have the welding mask, gas bottle, and welding torch,
- you can proceed to burn the locks off those three doors you
- encountered. Go to the prisoners, and talk to all but the one
- furthest left. Great! We've got a demolitions expert, but he
- needs some equipment. No problem, I'll tell you where they are :)
- Talk to the doctor, but don't let her join you just yet. She can
- heal your wounds, but don't use up the medical supplies from the
- med kit, or she won't have enough for the injured man you met at
- the start of the mine.
-
- Okay, so you need 8 sticks of dynamite, a detonator, a drill (hole
- borer), and some protection for him against the big monster (a
- protective suit and gasmask). You can find all these items in the
- two other locked doors, and then some. When you're all done, you
- want these items: Detonator, dynamite (12 sticks, just to be sure),
- 2 protective suits, 3 gas masks, 2 Molotov's, and 2 glass bottles.
-
- After you find these items, you'll have to manually give them to
- the explosives expert. But before you can hand him a gasmask,
- you'll need to place a filter inside. Wrap the two pieces of
- charcoal with the two handkerchiefs. Put one in each mask (you'll
- have a third mask, but you won't have enough filters). Now give
- the guy everything, and while you're at it, wear the gas mask (with
- the filter) and the protective suit. Talk to him again so he'll
- join you in destroying the mine.
-
- Head south to the cart track, and head all the way east. Enter the
- room with the monster (save), and use your iron piece as a weapon.
- Thrust, and you'll poke out all its eyes, at which time, you'll
- place explosives into all 8 wall pieces in this small room (to
- place, just face the wall). Your mate will give you the go if it's
- all placed.
-
- Head back and get the doctor to join you. Now travel back to the
- injured miner at the elevator, and have the doctor heal. You'll
- have to leave your spray canister so she'll feel safe. Wait a bit,
- then talk to the injured guy. He says a lot, but end with your
- telling him that the mine is rigged to blow. He should give you an
- antidote to heal the third guy in the prison, who just happens to
- be the only one who can repair the elevator. Head back to heal him
- up. But before you do, go ahead and grab the canister. The doctor
- will end up following you, but that's okay; she did her job.
-
- Give the antidote to the sick electrician, and he'll join you.
- Head back to the elevator, and turn around. Unlock the elevator
- safety door (click at the top of the screen), and close it. Go
- ahead and save your game, then turn around and click the control
- panel to bring it up. Use your detonator, then immediately press
- the upper button on the control panel. There, you're all finished!
-
- The Graveyard
-
- TIPS
-
- Well this particular waxwork looks like a Night of The Living Dead
- remake. Here you'll be fighting Zombies, which aren't too bad;
- just hack their limbs off, and follow through with a decapitation.
- But you'll ultimately have to find your Necromancer brother,
- Vladimir, and dispose of him properly.
-
- WalkThrough
-
- Head due east and find the dead gardener. Grab the sickle; it'll
- serve as your only weapon in this waxwork. Head north while
- keeping yourself close to the eastern fence. You should find a
- piece of Iron Railing sticking out from the fence somewhere along
- here, so grab it when you see it (it's kinda tricky to catch).
-
- Find the Ancestor's Tomb located in the North-Eastern area of the
- cemetery and the Iron Railing to open it. Open the coffins and
- talk to the dead, but avoid the one on the far right. Buy hey,
- check it out if you'd like to see another death sequence.
-
- Okay, you just learned from Druec you'll need a spell to take care
- of Vlad. Talk to Uncle Boris about it, or read on to save yourself
- some work (heh heh).
-
- Head to the center of the cemetery, where there's a dead femme
- laying on the ground. Pull out her heart -- she won't be needing
- it anymore. When you're running low on HPs, talk to Uncle B, who
- can then use the fresh heart to heal you to maximum. Be careful,
- you only have one heart, so make it count.
-
- Travel to the western side of the cemetery, and then northward to
- find a wooden stake. Grab the stake and sharpen it with your handy
- sickle. Then enter the small church where you'll encounter Vlad's
- vampiric bodyguard. Use the stake on the poor sucker, then grab
- the plate with the consecrated bread. You can leave the candles
- and chalice alone.
-
- Talk to Uncle Boris about making that spell Druec mentioned. With
- the bread in your inventory, no problem! But don't forget to
- examine the statue in the church, especially its neck. Turn it to
- de-active the forcefield that guards the door near the entrance.
-
- Before you enter the doorway, make sure you un-equip your sickle in
- place of your fists (remember, Uncle B's spell requires you to
- touch Vlad with flesh to take effect). Enter and punch the
- unnatural sap. Ta-dah! You won!!
-
-
- ---==FINALE==---
-
- Listen to Uncle Boris, and notice your items. Head to the witch
- waxwork and save your game. Wear the amulet, then enter the
- waxwork.
-
- First thing upon entering, throw the vial at the witch. Now
- quickly grab the crossbow on the tree stump towards the lefthand
- side of the screen. Wait for dear old daddy to cut off the witch's
- hand.
-
- When the with appears, grabbing her stumpy arm, use the crossbow to
- pierce her eyeball. She'll fall to the ground, where you should
- immediately use the knife and stick it in her throat.
-
- Now that the witch is dead, you're back in Uncle B's house. Listen
- to his little message, then face your brother, who's slumped in a
- corner. Look at him, then use the ring. There you go! Game over,
- man!
-
-