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Submitted by System on 09/03/2006, 09:50. Print file.
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Wax Works Walkthru (author unknown)

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

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

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
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  1. Wax Works solution by System on 09/03/2006, 09:50