Adventures of Veronica Wright:
Escape from the Present
Help our spunky, white-smiled heroine repair her great great grandfather's time machine to escape the creepy alien beings that are pursuing her—and threatening our very existence! Full of corny plot devices and lots of cheese, this part point-and-click adventure, part escape-the-room game is best played with tongue-in-cheek and a tolerance for rather clunky inventory controls. That said, if you feel your inner Marty McFly/Nancy Drew/Fox Mulder clamoring to get out, Adventures of Veronica Wright: Escape from the Present is exactly the game to do it.
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I'm finding the controls a little tricky. I got into the library a couple of times, but I'm not sure how. I *think* I
used the key on one of the doors in the corridor
, but maybe not? Also I don't know how I
turned over the painting of blue flowers to get the hammer
.
In general, I feel like the same action can work sometimes and fail sometimes, with no reason. But perhaps I'm just not understanding the way the controls work.
To get the flowers off the wall:
you have to get the hacknife saw from the door up the stairs. Once that door is open, you click on the rock between "go" and "down" in the second row
Then, it seems that you get to the library:
once you have the claw hammer from behind the painting, although I can't be sure you have to have the hammer--it might have been the hacknife
Not sure how you get BACK to the library, because I didn't have everything I needed when I went in there the first time.
Now, anyone managed to figure out
the billiard ball puzzle? I've tried every 9-ball rack I can find online with no success
This is just a bad design element - not a spoiler (I don't think). To get to the library:
When you are in the room with the blue flower painting, rather than clicking on the left arrow, click on the door below the left arrow.
As for the billiard ball puzzle:
the clue is in the basement.
The game would be OK if not for the difficulties in navigation and overall interface.
Ok, I just finished it. (Due to the interface issues/my impatience with the interface issues, I used the video walkthrough on Abroy that you get to if you click on the question mark in the game.) I revise my previous comment slightly. It would actually be a pretty good casual game with the following changes:
* Better navigation. The library door, in particular, was confusing.
* The ability to see the inventory as a whole, and select an item from it.
I actually liked the "you only see the inventory when you need to use it" system. I wouldn't want Neutral, e.g., to use that, but for a very casual game I think it works well. That said, you might as well add a changing cursor while you're at it. (Again, I actually like the fact that some designers -- e.g. Tesshi-e -- don't use one, but I think it would be fine here.)
The puzzles were logical, and I think that this might be a good intro to point-and-click for kids (of some age group or another).
As a side note,
who designs a house with the attic stairs in the basement?
@chipmunk,
Not a bug -- the last thing you pick up is to the right of the amulet. As you pick up more items, they move to the left -- an attempt to keep things organized, which is helpful for playing on a small touchscreen.
I know the controls are a bit...different. Yet the story, with the sleuthing and aliens, is just so fun!
;)
I believe I'm almost done...
I think I have the following in my inventory:
Car battery, amulet, and all seven machine pieces
although I'm not sure, since I can't look at them until I find somewhere to use something.
I figure these are the key to the combination on the machine in the cellar, but since I can't view my inventory I can't get the code. Am I on the right track? Hints?
Ok, so I've gotten everything I think I can get upstairs, including:
Machine part 1 & 5 and also the film reel, the curtain rope, brass key, hammer, music, torn card
but there are still things to be solved like most of the Nursery. How do I get to the cellar or solve the present puzzles with the stuff I've tried several times over?
This game could do with some more QA and bug fixing, but overall is alright.
Pros. Most puzzles are logical and flow well, didn't need a walkthrough. Graphic design is fine.
Cons. Sound design is very dull and a bit buggy (after beating the game the victory tune kept looping even after I restarted the game.) There is a bug with the flowers frame, the hotspot in the floor is active before you make it fall. Some gratuitous pixel hunting (f.i. to get the shovel.) Inventory cycling is rather awkward: every time you open it, it shows the amulet, which is the first item, but it is like somehow it pointed to the last item, so if you press the right arrow you go to the last item and if you press the left one you go to the next-to-last, probably a bug too, otherwise a rather counterintuitive decision. Navigation through the rooms gets a bit tiresome after a while.
@ Fhyre, to answer the question behind your spoiler:
As a side note, how awesome would it be to play "Escape from the Winchester Mystery Mansion"?
@ Fhyre, to answer the question behind your spoiler:
As a side note, how awesome would it be to play "Escape from the Winchester Mystery Mansion"?
Well I Googled and found the VDO walk through. I needed help with where the basement door code was, where to use the shovel, and once I got all the machine pieces - ?? I would have never figured out the order to place them nor the order to spin the buttons.
It was a nice game even with the frustration and the navigation that I did get accustomed to. But without that VDO, I would have never finished it.
Thanks for the help I found here too. That was a toughie.
Adventures of Veronica Wright:
Escape from the Present walkthrough
General Info
-
Navigation is a little odd. Clicking on either arrows or doors will take you to a new screen. Sometimes it looks as though an arrow should take you through a door (like in the Corridor), but in fact the arrow and door each take you to different scenes.
-
Often when you click on objects in a scene, you will zoom in on that object. Click somewhere on the object to use an inventory item or otherwise interact, or click the X to dismiss.
-
Your inventory window will come up whenever you click somewhere where an inventory item can be used.
-
Your Amulet is always the first item to come up in your inventory.
-
Clicking the right arrow will cycle to the most recent item you picked up.
-
Clicking the left arrow will cycle through your other items.
-
To use an item from the inventory, just click the "Use [item name]" text.
-
There is no changing cursor, so be prepared for some pixel hunting.
Exploration
Kitchen/Conservatory
-
Click the pile of wood in the lower left corner to get Logs of Wood.
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Take the Strainer from the open lower cupboard. Click the flour canister in the open upper cupboard and use the Strainer to find a Brass Key. Click to take the key.
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Click the note on the refrigerator. Note the numbers that aren't crossed out.
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There is a scale on the counter, but it can't be used yet. Instead, click the left arrow to go to the Conservatory.
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Click the second hanging flower basket from the right to find a Shovel.
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Click the left arrow, then the right arrow to enter the Nursery.
Nursery/Game Room
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Click the Black Ball in the cradle to take it.
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You can take a look at many of the toys in the room, but you can't use them left. Instead, go right to the Game Room.
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Click the pool table and use the Black Pool Ball. You can click the balls to swap their positions, but you don't know the proper pattern yet.
-
Take the Door Knob near the game table and the Matches under the cue rack.
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Click the game table. Click the king of diamonds to take the Torn Card. Note the two distinct symbols on the back of the cards.
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Click the right arrow to enter the Drawing Room.
Drawing Room
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Click the coat of arms to take a Sword.
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Click the piano, then click the paper on the music stand to take the Parchment.
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Click the fire place. Use the Logs of Wood (from the Kitchen), then the Matches (from the Game Room) to build a fire. Then use the Parchment on the fire to reveal Music Notes.
-
Click the right arrow to enter the Corridor.
Corridor
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Click the door at the top of the stairs. Use the Doorknob (from the Game Room) on its spot, then click to open the door.
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Read the clue for where to go next (it looks scrambled, but just read from left to right, and it will make sense).
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Click the blank stone in the middle and take the Hacksaw Blade.
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Zoom out, click the picture frame, and use the Hacksaw Blade.
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Click on the fallen frame and click to take the Claw Hammer. Read the note for a clue.
Library/Machine Part One
Library
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From the Corridor, click the open door on the left to enter the Library.
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Click the flower pot in the windowsill and use the Shovel to find a Copper Key. Click to take it.
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Use the Sword (from the Drawing Room) on the curtains to make a Rope Made from Curtains.
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Click the upper left corner of the rug, then take the Film Reel.
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Click the rightmost bookcase. You need to click the books in the proper order.
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Use the note on the fridge in the Kitchen to learn the proper order.
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Click to take the Silver Scale Weights.
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Click the left arrow five time to go to the kitchen.
XXVII (27)
V (5)
XXIX (29)
LXII (62)
Scale Puzzle
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Click the scale on the counter, then use the Weights in the tray on top.
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You must get the scale to balance. Click weights to move them into the scale, or back to the tray. The solution:
-
Then click the red container and click the dials to enter the balanced weight.
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Take the Machine Part One.
425 + 175
600, which is 425 + 175.
Machine Part Five/Secret Passages
Conservatory
-
From the Kitchen, click the left arrow 5x to return to the Conservatory.
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Click the cabinet and use the Brass Key (from the Library) to open it. Take Machine Part Five.
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Recall the clue from the picture frame in the Corridor.
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Use the Claw Hammer from the Corridor on the end of the floorboard to reveal a secret passage. Click it to enter the Cellar.
Click the floorboards near the blue flowers on the left.
Cellar
-
Click the wine rack. Note the patterns of colors on the wine bottles.
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Click the torn cards. Use your Torn Card (from the Game Room).
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Click the queen that matches your king, according to the tear patterns. You will get a Weird Card.
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Click the device on the door to the right. Click the dials to enter the proper symbols in the box.
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When you enter the correct symbols, a slot opens up. Use the Weird Card, and the door will open.
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Before entering, click the right arrow to check out the other side of the Cellar.
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Click the schematic to look at it. Note the direction and distance between each point.
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You can also zoom in on the number pad on the machine, but you don't know the code yet. Instead, click the left arrow, then the doorway to enter the Attic.
It's the leftmost queen of hearts, in the twelve o'clock position.
Recall the symbols on the back of the cards in the Game Room.
Attic/Garage
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In the Attic, click the music stand and use the Music Notes. Take the Silver Key from where the cat was sitting.
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Click the window and use the Rope Made from Curtain (from the Library). Click the window again to enter the Garage.
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Take the Screwdriver from on top of the boxes under the workbench.
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Click the row of tools above the workbench to get the Garden Shears.
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Click the hood of the car, then click the engine to get the Car Battery.
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Click the left arrow 3x to return to the Conservatory.
Machine Parts Three and Four
Pool Ball Puzzle
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In the Conservatory, click the blue flowers and use the Garden Shears (from the Garage) to get the Flowers.
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Click the left arrow, then the right arrow 3x to return to the Game Room.
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Click the pool balls. Use the Black Pool Ball from the Nursery if you haven't yet.
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Click the balls to swap them. You need to put them in the proper order.
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Recall the colors of the wine bottles in the wine rack in the Cellar.
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The leftmost column should be the single blue ball.
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The next column should be maroon then yellow, from top to bottom.
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The next column should be white, then orange, then purple.
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The next should be red, then black.
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The last should be the single green ball.
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Take the Nine Colored Jewel.
Bedroom
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From the Game Room, click the right arrow 2x to return to the Corridor. Click the rightmost door and use the Silver Key (from the Attic) to enter the Bedroom.
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Click the portrait. Click the tiles to swap their places and unscramble the portrait.
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Click the diamond-shaped slot in the portrait and use the Nine Colored Jewel (from the Pool Puzzle in the Game Room). Take Machine Part Four.
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Click the foot locker and use the Brass Key (from the Kitchen).
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Take the Stuffed Head and notice the silhouettes and dates on the card.
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Click the left arrow 2x to return to the Drawing Room.
Drawing Room/Trophy Puzzle
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Click the vase and use the blue Flowers (from the Conservatory, obtained with the Garden Shears) to reveal the Car Key. Click to take it.
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Click the trophy wall and use the Stuffed Head (from the bedroom).
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Click the heads to swap them and place them on the proper plaques. Recall the card from the bedroom for how the match the heads with the dates.
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Take Machine Part Three.
Goat - 1911
Bear - 1914
Ox - 1917
Stag - 1903
Machine Part Seven/Car Puzzle
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Go back to the Garage, via the Cellar and Attic.
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Click the door to the car and use the Car Key (from the vase in the Drawing Room).
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Take the Doll hanging from the rearview mirror.
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Click the dials behind the steering wheel. You need to set the dials in the proper order.
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Recall the schematic in the Cellar to figure out how to set the dials.
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Each line of the schematic tells you a direction from one point to the next, plus the distance between them.
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In the car, click a dial to set it. The left dial represents the direction, while the right represents the distance. Enter a direction, then a distance, and so on.
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When you enter a direction and distance correctly, a number will appear in the right dial.
-
The solution:
-
Note the digital number that appears in the right dial.
-
Zoom out, re-enter the car, and take Machine Part Seven from the open glove compartment.
East, 20
South, 10
East, 15
North, 25
West, 40
South, 10
L51086, though you may already notice that this can't be right.
Machine Parts Two and Six
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From the Garage, click the left arrow 4x, then the right arrow to return to the Nursery.
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Click the toy soldier in the toy basket, then click the drum, then the screw. Use the Screwdriver from the Garage and take the Winding Handle.
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Click the green toy box under the window, then click the socket on the right side. Use the Winding Handle and take Machine Part Two.
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Click the toy on the bench to the right, then click the spot on the right. Use the Doll from the car in the Garage, then take the Gramophone Needle.
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Go back to the Attic, via the Cellar.
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Click the gramophone and use the Gramophone Needle, then take Machine Part Six.
The Machine
The Code
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From the Attic, click the left arrow to return to the Cellar, then click the Right arrow.
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Click the number pad on the machine. We got the code from the dial on the car in the Garage, but it's not quite right.
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Enter the code, then enter the machine.
L51086 can't be entered in the keypad. How can we make sense of this?
Flip the code upside-down. L51086 becomes 980157.
Machine Part Puzzle
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Click each slot and use the proper numbered Machine Part to install it.
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The Machine Parts will not be in numerical order, but the dials they are connected to are. Trace the wires and install the Parts so that Part One is connected to the leftmost dial, Part Two to the second, and so on.
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From left to right, the top row should contain Machine Parts Seven, One, and Five.
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The bottom row should contain Machine Parts Four, Three, Six, and Two.
Activating the Machine
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Exit the machine and click the left arrow.
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Click the film projector in the bottom left corner, then use the Film Reel (from under the rug in the Library) and the Car Battery (from the car in the Garage).
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Note the order of the symbols, which correspond to the Machine Parts in the machine.
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Click the right arrow and go back inside the machine. Flick the dials to activate the Machine Parts in the order shown in the film.
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Click the slot that appears and use your Amulet.
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Click the arrows to watch the cutscene for the cliffhanger finale.
From left to right, flick dials 2, 4, 6, 7, 1, 5, and 3.
Here's what I mean about the inventory. I have three items: the amulet, the strainer, and the logs.
The inventory opens on the amulet. I click left and see the strainer. I click right and see the logs.
The inventory opens on the amulet. I click right and see the logs. I click left and see the strainer. I click left again and see the amulet. I click left again and nothing happens.
Then I pick up the black pool ball:
The inventory opens on the amulet. Left to logs. Left to strainer. Left to amulet. Left and nothing happens. Where's the black pool ball?
The inventory opens on the amulet. Right to black pool ball. Right and nothing happens. Left to logs.
This is a terrible interface. The behavior of the arrows when looking at a particular inventory item changes depending on how I got to that inventory item. If it's not a bug, but by design*, I guess that explains why the rest of the game's interface is so bad as well.
For me, this was not worth the trade off.
(* A simple circular inventory would have kept things nicely organized, without confusing the player.)
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Walkthrough Guide
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Adventures of Veronica Wright:
Escape from the Present walkthrough
General Info
Navigation is a little odd. Clicking on either arrows or doors will take you to a new screen. Sometimes it looks as though an arrow should take you through a door (like in the Corridor), but in fact the arrow and door each take you to different scenes.
Often when you click on objects in a scene, you will zoom in on that object. Click somewhere on the object to use an inventory item or otherwise interact, or click the X to dismiss.
Your inventory window will come up whenever you click somewhere where an inventory item can be used.
Your Amulet is always the first item to come up in your inventory.
Clicking the right arrow will cycle to the most recent item you picked up.
Clicking the left arrow will cycle through your other items.
To use an item from the inventory, just click the "Use [item name]" text.
There is no changing cursor, so be prepared for some pixel hunting.
Exploration
Kitchen/Conservatory
Click the pile of wood in the lower left corner to get Logs of Wood.
Take the Strainer from the open lower cupboard. Click the flour canister in the open upper cupboard and use the Strainer to find a Brass Key. Click to take the key.
Click the note on the refrigerator. Note the numbers that aren't crossed out.
There is a scale on the counter, but it can't be used yet. Instead, click the left arrow to go to the Conservatory.
Click the second hanging flower basket from the right to find a Shovel.
Click the left arrow, then the right arrow to enter the Nursery.
Nursery/Game Room
Click the Black Ball in the cradle to take it.
You can take a look at many of the toys in the room, but you can't use them left. Instead, go right to the Game Room.
Click the pool table and use the Black Pool Ball. You can click the balls to swap their positions, but you don't know the proper pattern yet.
Take the Door Knob near the game table and the Matches under the cue rack.
Click the game table. Click the king of diamonds to take the Torn Card. Note the two distinct symbols on the back of the cards.
Click the right arrow to enter the Drawing Room.
Drawing Room
Click the coat of arms to take a Sword.
Click the piano, then click the paper on the music stand to take the Parchment.
Click the fire place. Use the Logs of Wood (from the Kitchen), then the Matches (from the Game Room) to build a fire. Then use the Parchment on the fire to reveal Music Notes.
Click the right arrow to enter the Corridor.
Corridor
Click the door at the top of the stairs. Use the Doorknob (from the Game Room) on its spot, then click to open the door.
Read the clue for where to go next (it looks scrambled, but just read from left to right, and it will make sense).
Click the blank stone in the middle and take the Hacksaw Blade.
Zoom out, click the picture frame, and use the Hacksaw Blade.
Click on the fallen frame and click to take the Claw Hammer. Read the note for a clue.
Library/Machine Part One
Library
From the Corridor, click the open door on the left to enter the Library.
Click the flower pot in the windowsill and use the Shovel to find a Copper Key. Click to take it.
Use the Sword (from the Drawing Room) on the curtains to make a Rope Made from Curtains.
Click the upper left corner of the rug, then take the Film Reel.
Click the rightmost bookcase. You need to click the books in the proper order.
Use the note on the fridge in the Kitchen to learn the proper order.
XXVII (27)
V (5)
XXIX (29)
LXII (62)
Click to take the Silver Scale Weights.
Click the left arrow five time to go to the kitchen.
Scale Puzzle
Click the scale on the counter, then use the Weights in the tray on top.
You must get the scale to balance. Click weights to move them into the scale, or back to the tray. The solution:
425 + 175
Then click the red container and click the dials to enter the balanced weight.
600, which is 425 + 175.
Take the Machine Part One.
Machine Part Five/Secret Passages
Conservatory
From the Kitchen, click the left arrow 5x to return to the Conservatory.
Click the cabinet and use the Brass Key (from the Library) to open it. Take Machine Part Five.
Recall the clue from the picture frame in the Corridor.
Click the floorboards near the blue flowers on the left.
Use the Claw Hammer from the Corridor on the end of the floorboard to reveal a secret passage. Click it to enter the Cellar.
Cellar
Click the wine rack. Note the patterns of colors on the wine bottles.
Click the torn cards. Use your Torn Card (from the Game Room).
Click the queen that matches your king, according to the tear patterns. You will get a Weird Card.
It's the leftmost queen of hearts, in the twelve o'clock position.
Click the device on the door to the right. Click the dials to enter the proper symbols in the box.
Recall the symbols on the back of the cards in the Game Room.
When you enter the correct symbols, a slot opens up. Use the Weird Card, and the door will open.
Before entering, click the right arrow to check out the other side of the Cellar.
Click the schematic to look at it. Note the direction and distance between each point.
You can also zoom in on the number pad on the machine, but you don't know the code yet. Instead, click the left arrow, then the doorway to enter the Attic.
Attic/Garage
In the Attic, click the music stand and use the Music Notes. Take the Silver Key from where the cat was sitting.
Click the window and use the Rope Made from Curtain (from the Library). Click the window again to enter the Garage.
Take the Screwdriver from on top of the boxes under the workbench.
Click the row of tools above the workbench to get the Garden Shears.
Click the hood of the car, then click the engine to get the Car Battery.
Click the left arrow 3x to return to the Conservatory.
Machine Parts Three and Four
Pool Ball Puzzle
In the Conservatory, click the blue flowers and use the Garden Shears (from the Garage) to get the Flowers.
Click the left arrow, then the right arrow 3x to return to the Game Room.
Click the pool balls. Use the Black Pool Ball from the Nursery if you haven't yet.
Click the balls to swap them. You need to put them in the proper order.
Recall the colors of the wine bottles in the wine rack in the Cellar.
The leftmost column should be the single blue ball.
The next column should be maroon then yellow, from top to bottom.
The next column should be white, then orange, then purple.
The next should be red, then black.
The last should be the single green ball.
Take the Nine Colored Jewel.
Bedroom
From the Game Room, click the right arrow 2x to return to the Corridor. Click the rightmost door and use the Silver Key (from the Attic) to enter the Bedroom.
Click the portrait. Click the tiles to swap their places and unscramble the portrait.
Click the diamond-shaped slot in the portrait and use the Nine Colored Jewel (from the Pool Puzzle in the Game Room). Take Machine Part Four.
Click the foot locker and use the Brass Key (from the Kitchen).
Take the Stuffed Head and notice the silhouettes and dates on the card.
Click the left arrow 2x to return to the Drawing Room.
Drawing Room/Trophy Puzzle
Click the vase and use the blue Flowers (from the Conservatory, obtained with the Garden Shears) to reveal the Car Key. Click to take it.
Click the trophy wall and use the Stuffed Head (from the bedroom).
Click the heads to swap them and place them on the proper plaques. Recall the card from the bedroom for how the match the heads with the dates.
Goat - 1911
Bear - 1914
Ox - 1917
Stag - 1903
Take Machine Part Three.
Machine Part Seven/Car Puzzle
Go back to the Garage, via the Cellar and Attic.
Click the door to the car and use the Car Key (from the vase in the Drawing Room).
Take the Doll hanging from the rearview mirror.
Click the dials behind the steering wheel. You need to set the dials in the proper order.
Recall the schematic in the Cellar to figure out how to set the dials.
Each line of the schematic tells you a direction from one point to the next, plus the distance between them.
In the car, click a dial to set it. The left dial represents the direction, while the right represents the distance. Enter a direction, then a distance, and so on.
When you enter a direction and distance correctly, a number will appear in the right dial.
The solution:
East, 20
South, 10
East, 15
North, 25
West, 40
South, 10
Note the digital number that appears in the right dial.
L51086, though you may already notice that this can't be right.
Zoom out, re-enter the car, and take Machine Part Seven from the open glove compartment.
Machine Parts Two and Six
From the Garage, click the left arrow 4x, then the right arrow to return to the Nursery.
Click the toy soldier in the toy basket, then click the drum, then the screw. Use the Screwdriver from the Garage and take the Winding Handle.
Click the green toy box under the window, then click the socket on the right side. Use the Winding Handle and take Machine Part Two.
Click the toy on the bench to the right, then click the spot on the right. Use the Doll from the car in the Garage, then take the Gramophone Needle.
Go back to the Attic, via the Cellar.
Click the gramophone and use the Gramophone Needle, then take Machine Part Six.
The Machine
The Code
From the Attic, click the left arrow to return to the Cellar, then click the Right arrow.
Click the number pad on the machine. We got the code from the dial on the car in the Garage, but it's not quite right.
L51086 can't be entered in the keypad. How can we make sense of this?
Flip the code upside-down. L51086 becomes 980157.
Enter the code, then enter the machine.
Machine Part Puzzle
Click each slot and use the proper numbered Machine Part to install it.
The Machine Parts will not be in numerical order, but the dials they are connected to are. Trace the wires and install the Parts so that Part One is connected to the leftmost dial, Part Two to the second, and so on.
From left to right, the top row should contain Machine Parts Seven, One, and Five.
The bottom row should contain Machine Parts Four, Three, Six, and Two.
Activating the Machine
Exit the machine and click the left arrow.
Click the film projector in the bottom left corner, then use the Film Reel (from under the rug in the Library) and the Car Battery (from the car in the Garage).
Note the order of the symbols, which correspond to the Machine Parts in the machine.
Click the right arrow and go back inside the machine. Flick the dials to activate the Machine Parts in the order shown in the film.
From left to right, flick dials 2, 4, 6, 7, 1, 5, and 3.
Click the slot that appears and use your Amulet.
Click the arrows to watch the cutscene for the cliffhanger finale.
Posted by: Mike | January 25, 2012 9:44 PM