I ran the first two trials with the lights on and without bothering to name the figures, because I went into “potato chip munching” mode where I was more eager to get the ball (of wax) rolling than I was in setting any mood. For the third run, I remembered my candles and set the proper mood. For the record, you never want to tussle with Woody Allen and Marilyn Monroe when they team together.
Three tourists and the security guard (solo by me) against 8 wax figures. I allowed the wax figures to move directly towards the nearest player during their activations, and I assumed that the blinking light relocation would not trigger In Sight (Matter of fact, I completely forgot to take In Sight into account in this scenario from the outset.).
The first game was a slaughter against the players. I consistently rolled 3-4 successes for the wax figures vs. 0-2 successes for the players, so it wasn’t pretty. That was fun, because if they aren’t going to get shocked by the front door, then I don’t mind them taking a wax bath.
The second game was neat, because two figures went OOF, and the other two players carried them towards Room 8. The rules indicate that the players win automatically if the clock strikes 8:00, but I went ahead and attempted to exit anyway. I think the game’s more fun if you force the players to run through the museum instead of camping in Room 9, though I think in theory (didn’t test this) that camping would easily backfire due to all the figures eventually reaching the room to overwhelm the players. This second game was a nail biter, because it was 6:00 when they reached Room 8, and it’s usually 8:00 by the time they reach it (and often before they reach it). The win at 8:00 automatically rule can be thematic as well, representing the wax figures only being alive at night.
Now for the third game and Lights Out -- Everybody: “It… is… later… than… you… think….” (My nod to Old Time Radio, an Arch Oboler series)
One figure knocked OOF by the tag team of Monroe and Allen in a massive melee featuring all four players and five wax figures in the center of Room 4!!! Other participants: King Arthur, Paul Bunyan, and I forget the modern character. My mind blanked on historical figures, but I felt fictional characters were fair game. The characters were able to rescue their fallen guard and haul him out to Room 8 while the clock once again was ticking more slowly than in prior games. By the time one of the figures reached Room 8 and the shaking players, the clock chimed 8. I rolled activation, the players got the jump and were able to exit.
I didn’t use my room mods where Rooms 2-5 and 5-8 didn’t connect, and the change didn’t make that much difference in the trials. It will make a difference, though, if there are figures in Room 2 or 5 when the players reach Room 8, and I think that works fine. Even though it didn’t happen in my games, I assumed in tonight's games that the blinking lights allowed wax figures to move diagonally towards the players’ section if necessary, even though I play each section as a separate room.
Giving the wax figures the one-handed weapon bonus (thematic to represent the toughness of the figures, which is bound to hurt like heck when they wallop you) gives them the proper difficulty, I think. In my original runs of the games with my mods, I used the ATZ melee modifiers where unarmed is a -1 penalty and Improvised is +0. That had a nice level of difficulty. During the weekend while running a few more games, I switched to Chain Reaction and had the wax figures with +0 for no melee weapons, which was 3 dice (Rep) vs. the 5-6 dice they faced against the players using your search rules. That made the game too easy, though melee against that many figures is always scary. Your version balances this back to a level I prefer in this scenario. I also think allowing wax figures OOF/OD to be replaced in a random room without any stunned effect keeps the difficulty at a good level as well.
Final verdict: I’m very happy with the way your revised version plays.
P.S.: Did you ever see the Doctor Who episode “Blink.” That was one of the scariest episodes ever, which is why your blinking lights rules are so creepy.