The first film involves a wax museum owner, played by David Warner, who has collected artifacts from the "18 most evil people who ever lived." He invites people to the wax museum to get sucked into the exhibits and thus lose their souls to the various evil individuals, thus granting power to the museum owner. But I'm more intrigued by the hypothesis, raised in the comments section of my first entry, that the game began as a licensed tie-in to the 1988 film Waxwork and its 1992 sequel, Waxwork II: Lost in Time. I see what he means: Elvira II also had several discrete "scenarios," culminating in a ritual that required you to do several things in a precise order. The game is notable for its gruesome death scenes, of which there are several dozen.ĭeimar felt that the plot followed Elvira II too closely ("if you were to change the twin brother to Elvira, the plot would be basically the same"). The driving game element here is inventory-based puzzle solving. Combat difficulty is extremely erratic and really only applies to two scenarios anyway. The character gains experience and max hit points as he explores and fights, but he loses it all between scenarios. While the graphics have been improved from Elvira and Elvira II, the RPG elements have been lessened. The game uses the same engine that HorrorSoft built for three previous titles, including the two Elvira games (19). In each scenario, he inhabits the body of a "good" twin who must stop his evil brother the culmination of his efforts will end a witch's ancient curse on the protagonist's family. The protagonist enters his late uncle's wax museum and must travel through time via four exhibits: an ancient Egyptian pyramid, a zombie-infested graveyard in 15th-century Wallachia, 19th-century London on the night of Jack the Ripper's latest murder, and a 20th-century mine taken over by a malevolent plant. Waxworks is a first-person adventure game with some RPG elements.
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