Choo choo, next stop: San Francisco!
It all makes sense!
It’s a mixed bag, is what I’m saying.

I’ve maybe buried the lede on what Nancy is up to here.
I liked a bunch of them and hated a bunch of others, especially one involving a safe lock.
That’s par for the course.

Also, there is a bar in the basement.
Which doesn’t seem usual for a regular home that was not a hotel.
A note is pushed under Nancy’s door telling her to leave.

As Sudden Timed Life-Or-Death Situations go, it’s a step down from an IED in a tape player.
It’s not even really aimed at our Nance.
There are no secondary locations, and you’re just tooling around the place.

I loved that alarm clock, dammit.
The more manageable scope helps with the other, more 90s restrictions of the game.
You do have a kind of quest log this time, though!
Although it’s a briefly updated notebook you keep in your suitcase in your room.
You must manually unlock the suitcase every time, of course.
Not a turd, because it’s notterrible, but Haunted Mansion is definitely my least favourite so far.
But that’s okay, because we still have loads of these to go.