Nancy Drew: Message in a Haunted Mansion

2000 Her Interactive
Designed by Robert Riedl, Cate Riedl
There are some stand-alone puzzles, but they are given very good excuses by
the story and setting: the treasure has to be hidden, but yet remain attainable
to the right people with a few clues. It's a well-worn excuse, but it's also
a good one.
*) tangram
*) bannister
*) computer maze
*) zodiac tiles
*) tetrahedron box, tile flipping
*) tetrahedron box, slider
(The usual suspects! At least there was no tone matching or follow-the-leader.)

I found one instance of mysterious number-code clues (which were all over the
place in the earlier games), but this time it was fit into the setting. It
didn't feel like some mysterious benefactor was leaving me clues, so it didn't
intrude on the story. There may have been more, but, if so, they were also
disguised as valid parts of the setting.

*) fire -- very generous, if you've explored properly earlier on
*) stopping the thief -- he gets away if you do something wrong, regardless of
   time; I'm not really sure there was a time limit, but it sounded like there
   was, and, if so, it was generous enough if you know what to do

No gameplay problems. Storywise, some of the stand-alone puzzles didn't seem
physically plausible, but that's a minor issue.

*) music roll -- a good challenge, but possibly made more difficult than it
   really was since you couldn't inspect the roll after picking it up
*) stopping the thief -- a good way to end the game

What was the chess knight business all about? There were hints that you would
be faced with some such thing, but it never happened. Maybe they pulled or
changed a puzzle at the last minute?