Developed by: Her Interactive | Published By: Her Interactive | Played: 9/19/04

+

Same as what I said for mystery #6 (the first one I played), but this time it's a whole new setting with new puzzles, characters, and a totally new mystery entirely unique from the last one. Going from a Maya museum exibit to a tumble-down cottage in the middle of the wilderness, which you discover was once the home base of a notorious gangster during prohibition, just shows how diverse and wide-ranging the settings are for this Nancy Drew series.

The pda notebook is much more effective than the computer notes from #6. This time you can take it with you and refer to it at any time, and the notes are arranged with the most recent at the top, as opposed to last time when it was vice versa.

Being able to simply choose between AM and PM and not having to manage the clock so you can be in the right place at the right time makes it more convenient.

Lots of twists and turns in the story. You can never tell whodunnit until the very end.

-

While most of the puzzles are solvable, the last one with the roman numberals for the dogs names for openning the gold safe was out there. Connecting the dots for that puzzle takes too much intuition for the average gamer.

All the other issues mentioned in #6's review, minus the problem with the inconsistent phones.