Version 1.21 1/3/12
 _______________________________________
|                                       |
| Destination Time:   JUN 13 1931 04:00 |
| Present Time:       JUN 13 1931 11:31 |
| Last Time Departed: MAY 14 1986 07:27 |
|_______________________________________|

Back to the Future: The Videogame
Episode Two: Get Tannen!

A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2012


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001. General information
002. Characters
003. Video Walkthrough
004. Walkthrough
  004a. Save Arty!
  004b. A Brief Interlude
  004c. Officer Parker
  004d. Trixie Trotter
  004e. Endgame
005. Spoiler-Free Walkthrough
006. Credits



001-General Information
---------------------------------------------------------

This is a walkthrough for Episode Two of Back to the 
Future: The Videogame. This walkthrough is written for 
the PC version, although I'm sure it will apply to other 
versions of the game, when it is released on other 
platforms.

You can email me at ilovecartoonssomuch@yahoo.com if you 
have any comments or concerns about this guide, such as 
spelling mistakes you've noticed or if you want to 
duplicate this guide on your own website.

002-Characters
---------------------------------------------------------

(in order of appearance)

Marty McFly: A high school student who has had a series 
of time-travelling adventures. When the game begins, it 
has been six months since his last adventure, and his 
life is kind of back to normal, except for the fact that 
his friend Doc has mysteriously disappeared.

Doc Brown: An eccentric scientist who built a time 
machine out of a DeLorean. He is Marty's good friend.

Officer Danny Parker: A policeman who tries to arrest Doc 
at the start of this game. He later is seen in Kid 
Tannen's speakeasy. 

Arthur McFly: Marty's grandfather, who is an accountant 
that gets bullied by Kid Tannen.

Edna Strickland: A woman who very involved with the 
Prohibition. She has a great dislike for Kid Tannen.

Emmett Brown: The younger version of Doc Brown, who is 
good friends with Marty. He is very bold about his love 
of science.

Einstein: Doc's dog, who is good at tracking down other 
people from their scent.

Zane: One of Kid Tannen's gangsters, who works as an 
artist and a bartender.

Matches: One of Kid Tannen's gangsters. Matches appears 
to be in charge of the other two gangsters, Zane and 
Cueball.

Cueball: One of Kid Tannen's gangsters. He is easily 
identified by his bald head. Cueball plays piano.

Kid Tannen: The villain of this game, Kid Tannen is a 
gangster who wants to take over Hill Valley.

Trixie Trotter: A singer, who is Kid Tannen's girlfriend. 
She does not appear to like him very much.

George and Lorraine McFly: Marty's parents. They talk to 
Marty through a locked door, in Alternate 1985.

Biff Tannen: A villain who always seems to cause trouble 
for the McFly family.

Cliff and Riff: Biff's brothers, in Alternate 1985.

Angry Drunk: An angry drunk tries to pick a fight with 
Marty during this game.

Eunice: The girlfriend of the angry drunk.

003-Video Walkthrough
---------------------------------------------------------

Would you like to see how to beat the game, not just read
about it? Then you'll want to check out this video
walkthrough:

http://www.youtube.com/playlist?list=PL1B94151DB840B51D

It comes complete with my commentary, along with commentary
from two of my buddies, Paul and Nikola.

004-Walkthrough
---------------------------------------------------------

At any point in the game, you can press the space bar to 
pause. You can also press the escape button to adjust the 
game settings, quit playing, or save and load games. The 
game has an automatic save feature. 

The game asks if you want automatic goals. See, in the 
top/left corner of the screen, you have a goals button. 
You can click on it to learn what Marty's current goal 
is. If you select "automatic goals", the goal will 
automatically be shown onscreen anytime Marty gets a new 
goal. You can change these at any time in the game 
settings menu.

You can also right-click to skip a line of dialogue.

004a-Save Arty!
---------------------------------------------------------

The game begins right where the first game left off: Doc 
and Marty are by the DeLorean, getting ready to leave 
1931. But suddenly, Marty starts to fade out of 
existence!

With the help of the next day's newspaper, Doc quickly 
realizes that Arthur McFly, Marty's grandfather, has been 
killed by Kid Tannen. That's because Arthur answered the 
subpoena he was given in the previous game.

The solution is obvious: Marty and Doc have to go back in 
time and find a way to prevent Arthur McFly from being 
killed.

A policeman then shows up and attempts to arrest Doc. A 
puzzle then begins. How can Marty get inside the DeLorean 
while a policeman is nearby?

To solve this puzzle, you want to go around the car in a 
counter-clockwise fashion. That way, you'll always be at 
the police officer's back. The way to do this is to go to 
the passenger's side, then the front bumper, then the 
driver's side, and then the rear bumper. If the police 
officer is ever in the way, wait for a moment, and then 
he'll move. 

First, go the front bumper. When this happens, Doc will 
drop the keys to the Delorean on the ground. Circle 
around to the back bumper, then pick them up. Then circle 
around to the passenger's side and get in the driver's 
seat.

Marty jumps in the car and drives away. It looks like Doc 
won't be able to join us on this trip, but don't worry, 
we'll see him again soon. Marty goes back in time about 
eight hours, to the moment when he last saw Arthur McFly: 
at the town courthouse. 

Marty finds Arty pretty easily, but then he gets cornered 
by Edna Strickland. Pick any of the dialogue options to 
get rid of her.

Marty then sees the other Marty, along with Emmett and 
Einstein, on the courthouse steps. Einstein smells Marty 
and runs towards him. Pick a dialogue option, but no 
matter which one you pick, Einstein runs up with a stick 
in his mouth. Other Marty follows shortly.

Great, so now Other Marty is literally a few feet away 
from Marty. We'll have to figure out some way to avoid 
getting seen!

You can use the mouse or the arrow keys to move the 
camera around at this point. Pick up the stick and throw 
it at Edna Strickland (who is all the way to the right). 
If you throw it in any other direction, Einstein fetches 
it and brings it back to Marty.

Einstein starts barking at Edna, and she makes such a big 
fuss that she gets the attention of Other Marty. Hooray!

Marty then heads to the courthouse, but he gets 
interrupted by Emmett. Pick any dialogue option in the 
two conversations with Emmett. Fortunately, Other Marty 
shows up and distracts Emmett before the conversation 
takes too long.

Other Marty and Emmett leave, giving us clear access to 
the courthouse. Click on the courthouse doors to go 
inside.

Marty meets up with Arthur, but it's too late! Two of Kid 
Tannen's gangsters--Zane and Matches--are there, waiting 
to capture him. Arty runs away, and Marty is attacked 
from behind before he can interfere.

By the time Marty gets back up, there is no sign of 
Arthur or the gangsters...except for Zane, who is going 
inside a soup kitchen. Walk over to that area.

Marty sees the gangsters inside the alley behind the soup 
kitchen. Here, the gangsters bring Arthur to meet with 
Kid Tannen. Kid tells his girlfriend Trixie to leave for 
a bit, then he speaks with Arthur and his gangsters. 
After some discussion, Arthur is knocked unconscious with 
chloroform. Kid Tannen orders the gangsters to 
interrogate Arthur, then kill him. Uh oh!

The last thing Kid Tannen does is yell at his gangsters 
for not bringing some crates inside the building. Then, 
you regain control of Marty.

Okay, so it looks like Marty has to find some way to 
sneak inside the building, then save Arty. The key to 
solving this puzzle is Kid Tannen's not-so-subtle hint 
about the crates.

Examine the medium crate. Marty opens it up and breaks 
the statue that's inside. He then throws it away.

Examine the medium crate again, and Marty hides inside 
it. Cueball then comes outside and takes the crate in the 
building. All right, Marty's inside!

Marty is dropped off behind a bar. From his vantage 
point, Marty can see Matches trying to interrogate Arthur 
McFly, with little success. Cueball is playing piano, and 
Zane is drawing a picture, although he has a cold right 
now, so he's not doing such a good job.

Marty's goal is to get rid of all three gangsters, then 
save Arthur McFly.

Let's start with the gangster who is closest to us: Zane. 
Zane is painting a picture, and he's keeping his paint 
brush very close to his nose. It's kind of hard to see 
this from the angle Marty is at, though.

Look over the counter. On the right side of the counter, 
there is a piece of paper which is a clue for a puzzle 
later in the game. On the left side of the counter, 
there's a bottle of chloroform. Grab the bottle of 
chloroform from on top of the bar, then use it on the ink 
bottle. Zane then dips his paint brush into the ink 
bottle, and when he holds the paint brush close to his 
nose, he smells the chloroform fumes.

Zane then passes out, but the other gangsters figure this 
is due to his cold. One gangster down, two to go.

Left of the bar, past Zane, you can see a sign that says 
"El Kid". Earlier, Matches said the sign should be turned 
off. The switch for the sign is on the floor. Flip the 
switch and the sign turns on.

The sign then blows a fuse. Cueball goes upstairs to fix 
it. Great! Two gangsters down, one to go.

Hit the panic button, on the underside of the bar. This 
will cause Matches to go to the bar. He gropes around for 
the panic button for a while before he presses it.

The first time that Matches presses the panic button, a 
bottle of whiskey falls to the ground. Grab this bottle, 
then press the panic button again. Use the bottle on 
Matches to smash it over his head. Matches is knocked 
unconscious.

Hooray, it looks like Marty has saved the future! Arthur 
McFly isn't going to be killed, which means Marty is no 
longer in danger of fading out of existence. Good job!

004b-A Brief Interlude
---------------------------------------------------------

Marty takes Arthur out of town, and then he rescues Doc 
from the policeman we saw at the start of the game.

Doc and Marty warn Arthur to stay out of Hill Valley 
until Kid Tannen is arrested, and they advise Arthur to 
meet Sylvia (Marty's grandmother). Arthur misinterprets 
the situation, and he figures that Doc and Marty are 
government agents on some kind of secret mission. He 
agrees to help them.

Marty expresses some doubts about Arthur, but 
fortunately, it won't be too long until Kid Tannen gets 
arrested. After all, today is June 13th and Kid gets 
arrested on August 25th. Arthur should be able to stay 
out of trouble until then, right?

Marty and Doc return to 1986. Doc drops Marty off at his 
house, then promises to return in an hour. Go inside 
Marty's house by clicking the front door and...uh oh.

The door is locked, and George McFly says that Marty has 
been run out of town. That doesn't sound good.

Pick any of the dialogue options while talking to Marty's 
parents through the front door. Eventually, Marty 
convinces his parents that he really is there, and they 
open the door to let him inside.

Marty gets a brief glimpse of his father, when Biff 
Tannen appears, with his brothers, Cliff and Riff.

A puzzle sequence begins. During this time, you can talk 
to the Tannens as much as you want, and you can always 
dodge left or right to avoid getting hurt.

The idea of this puzzle is to get the milk crate to the 
front of the house (the part that is closest to the 
door). They way to do this is rather simple: jump when 
you're on top of the milk crate, and the Tannens will 
move the milk crate to a new location. Do this twice in a 
row, and the crate will be at the front of the house.

Once you get the milk crate at the front of the house, 
you can duck. Biff will hit the electric light with his 
baseball bat. He and his brothers will get electrocuted, 
Marty will pick up Biff's cigarette lighter, and Kid 
Tannen appears.

Before Kid Tannen kills Marty, Doc shows up. He saves 
Marty and explains the situation: for some reason, their 
actions in 1931 resulted in Kid Tannen NOT getting 
arrested. As a result, the Tannens have been running wild 
in Hill Valley for over 50 years.

It's up to Marty and Doc to get history back to the way 
it should be!

004c-Officer Parker 
---------------------------------------------------------

Marty and Doc return to 1931, on August 25th. Doc 
explains that, on this night, Trixie Trotter is supposed 
to betray Kid Tannen. As a consequence, he is arrested by 
Officer Danny Parker, who just happens to be the 
grandfather of Marty's girlfriend Jennifer.

Marty gets disguised as a 1931 speakeasy patron, complete 
with a suit, hat and mustache. Doc will be at the 
Majestic Arms Inn, and you can go there at any time in 
order to talk to him.

As Doc explains, Marty has two main tasks:

1. Convince Officer Parker to do his job.
2. Convince Trixie to betray Kid.

You can do these two things in either order, but in this 
guide, I describe how to motivate Officer Parker first.

Of course, before we can do either of those things, we 
have to find the speakeasy itself. The entrance to the 
speakeasy is the alleyway we were in earlier. Walk over 
in that direction.

Edna Strickland talks to Marty, and she tries to play a 
song for him. The song is interrupted by Young Emmett, 
who is conducting an experiment with a rocket-powered 
machine and Einstein the dog.

Emmett recognizes Marty, which causes Edna to remember 
him. Fortunately for Marty, she is convinced that he is 
still working on the side of justice and truth, so she's 
not going to harass him unduly.

Continue going to the alleyway that hides the speakeasy. 
Marty has to figure out how to get past Matches, the 
bouncer. Fortunately, Marty overhears someone entering 
the speakeasy, and if you picked up the piece of paper 
from the bar earlier, he has a clue. The paper looks like 
this:

What do I spy with my little EYE?
I spy a dry guy.

Do you know what's down beLOW?
LOWlifes and vermin.

Why should I let you IN?
IN case I get thirsty.

Do you see the pattern? The last syllable of the question 
is the same as the first syllable of the answer.

Go to the door. Matches will ask you three questions. 
Pick your response from the list, and make sure to pick 
the response whose first syllable is the same the last 
syllable of the question Matches asked. The questions are 
randomly determined.

When you answer three questions in a row, Matches lets 
you in. The speakeasy is running in full swing now, with 
Trixie Trotter singing songs, and Zane working the bar.

Officer Parker comes inside at this point, and he goes to 
the bar. Now that we've found him, we just need to 
convince him to arrest Kid Tannen. Go over to Officer 
Parker and talk to him.

What you have to do here is make friends with Officer 
Parker. Ask about his troubles. He starts to tell you, 
but he gets distracted by the happy song.

Looks like we'll have to change the mood in this place. 
Move towards Cue Ball on the piano, where you can see a 
box with many songs in it. Click on the box, then pick a 
sad song.

Return to Officer Parker and talk to him about his 
troubles. Now that he's sad, he's more than willing to 
talk about his problems. He says he got demoted and lost 
his girlfriend, thanks to Doc Brown escaping right before 
the interlude in Alternate 1985. Aw, poor Officer Parker!

Officer Parker has a secret, but he's not willing to tell 
you about it. Return to the sheet music and pick the 
secret song. Sure enough, once he hears the secret music, 
he's willing to tell his secret.

What is his secret? He is being bribed by Kid Tannen! 
That way, Tannen has an easier time sneaking alcohol into 
the speakeasy and covering up his various crimes.

Pick the dialogue options you want here. No matter what 
you say, Officer Parker becomes depressed and needs 
cheering up. Unfortunately, there is no motivational song 
inside the speakeasy...but Edna Strickland has one! You 
have to go back to Edna to get the song.

The first time you try to leave the speakeasy, Kid Tannen 
interrupts Marty. Kid wonders who Marty is, and he 
suspects that Marty is with the Valenti gang. By amazing 
coincidence, Marty has a cigarette lighter from Don 
Valenti in Alternate 1985. Use it on Kid Tannen, and 
Tannen lets you leave.

The first time Marty leaves the speakeasy, he sees Arthur 
McFly on a bus. So Arthur is in town tonight! That's 
convenient.

Leave the alleyway and go see Edna. Compliment her song, 
and she'll attempt to play it again for you. Choose 
either yes or no, then ask her for a copy of the lyrics.

Return to the speakeasy. In case you haven't noticed, 
Trixie has a copy of the lyrics for "I Don't Care" on the 
table near her. Use Edna's lyrics on Trixie's lyrics, and 
Marty will switch the two.

Then, go to the sheet music and pick the music for "I 
Don't Care". Trixie will sing the song, with the "You 
Should Care" lyrics. Officer Parker then becomes 
motivated to arrest Kid Tannen and save the day!

Okay, so Officer Parker is ready to arrest Kid Tannen. 
Now we just need to figure out how to get Trixie ready to 
betray Kid Tannen.

004d-Trixie Trotter 
---------------------------------------------------------

Marty needs to convince Trixie Trotter to betray Kid 
Tannen. You can do this before or after convincing 
Officer Parker to arrest Tannen. You can even do both 
things at the same time, but just to make this guide more 
organized, I separated the Trixie puzzles from the 
Officer Parker puzzles.

Trixie is inside the speakeasy. If you haven't been 
inside the speakeasy yet, it's in the alleyway that Marty 
was inside, earlier in the game. Go there to start a 
puzzle.

In this puzzle, Marty has to figure out how to get past 
Matches, the bouncer. Fortunately, Marty overhears 
someone entering the speakeasy, and if you picked up the 
piece of paper from the bar earlier, he has a clue. The 
paper looks like this:

What do I spy with my little EYE?
I spy a dry guy.

Do you know what's down beLOW?
LOWlifes and vermin.

Why should I let you IN?
IN case I get thirsty.

Do you see the pattern? The last syllable of the question 
is the same as the first syllable of the answer.

Go to the door. Matches will ask you three questions. 
Pick your response from the list, and make sure to pick 
the response whose first syllable is the same the last 
syllable of the question Matches asked. The questions are 
randomly determined.

When you answer three questions in a row, Matches lets 
you in the speakeasy. Trixie is the girl who's onstage, 
singing. Eventually, she stops singing and stands near 
the entrance to the speakeasy.

When this happens, talk to her. Ask her what a nice girl 
like her is doing with a jerk like Kid Tannen. Kid 
interrupts at this point, and he upsets Trixie. Continue 
the conversation and ask why she stays with Kid.

Trixie wants to break up with Kid, but that's not so easy 
to do, because he's a gangster. She needs a back-up plan, 
something to protect her from Kid Tannen. She calls this 
her "insurance policy".

Ask about her insurance policy. She refuses to tell Marty 
about it. In fact, the only person she trusts with her 
secrets is Arthur McFly. She's really impressed with the 
fact that Arthur is so smart. He even has his own pipe!

Well, it appears that Trixie and Arthur have a secret 
plan to get rid of Kid Tannen. It looks like we'll have 
to find a way to get Arthur to talk to Trixie, so she can 
work up the courage to turn on Kid Tannen. Arthur isn't 
inside the speakeasy at the moment, so we'll have to go 
outside.

The first time you try to leave the speakeasy, Kid Tannen 
interrupts Marty. Kid wonders who Marty is, and he 
suspects that Marty is with the Valenti gang. By amazing 
coincidence, Marty has a cigarette lighter from Don 
Valenti in Alternate 1985. Use it on Kid Tannen, and 
Tannen lets you leave.

The first time Marty leaves the speakeasy, he sees Arthur 
McFly on a bus. So Arthur is in town tonight! That's 
convenient.

If you played the first game, you know that the easiest 
way to find Arthur McFly is by using Einstein the dog. 
However, Emmett is taking care of Einstein right now. Go 
to the gazebo and talk to Emmett.

When you talk to Emmett about all three things, he shows 
off his latest experiment: a flying car. Einstein is 
test-driving it right now. The car crashes into a 
billboard, and Einstein gets stranded on the courthouse 
roof.

At the end of this cutscene, Marty takes a look at Old 
Doc, in the Majestic Arms Inn. That's your clue to go see 
Old Doc in order to save Einstein.

Click on the flophouse door, and Marty goes inside. Talk 
to Doc about his younger self, and then tell him to save 
Einstein. Doc agrees to save Einstein, as soon as you 
distract Emmett.

Go back outside. The best way to distract Emmett is by 
starting a fight between him and Edna. In case you 
haven't noticed, the two of them fight a lot.

Go to Edna, and tell her you have a new story for her 
newspaper: "Would-Be Inventor Strands Dog on Courthouse". 
When she sees that Emmett has, in fact, stranded Einstein 
on top of the courthouse, she goes over and starts 
arguing with him. While the two are distracted, Doc saves 
Einstein.

Einstein is now in the park, near the tree. Use Arthur 
McFly's pipe on Einstein, and he will find Arthur at the 
movies.

Arthur and Doc go to the Majestic Arms. Follow them 
there, then tell Doc to send Arthur to see Trixie. After 
some discussion, Arthur goes with Marty to the speakeasy. 
Arthur can't risk being seen by Kid Tannen, so he hides 
in the alleyways outside.

Go inside the speakeasy and tell Trixie that Arthur is 
waiting for her outside. She tells Cue Ball that she's 
leaving for a smoke break, but Kid Tannen seems 
suspicious.

Marty attempts to follow them, but an angry drunk tries 
to start a fight with him. The drunk aims a punch at 
Marty's head, but he misses and ends up falling over. Cue 
Ball decides that this would be a good time to eject the 
drunk from the bar.

At this time, two gunshots are heard. Trixie and Kid 
Tannen return to the speakeasy. Gee, what happened 
outside?

Go outside. There's a puddle of blood on the ground! 
Examine it, and Kid Tannen shows up. Kid says that he saw 
Arthur, and he was going to kill him, but then Arthur got 
a nosebleed and Trixie begged Kid to spare his life.

Kid agreed not to kill Arthur. Well, that's good. But now 
Trixie is too scared to turn on Kid Tannen. That's not 
good.

Return to the speakeasy. Matches shows Kid Tannen a stick 
of dynamite, saying that the speakeasy arsonist is about 
to strike. Obviously, it would be a bad thing if the 
arsonist blew up the speakeasy while Marty and everyone 
else is inside. Kid leaves to go investigate.

If you haven't already, talk to Zane. Ask him about the 
pictures on the wall. He drew all of them, and they are 
caricatures of people that Kid Tannen has killed. 
Interesting...

It might seem cruel, but we can take advantage of this 
fact to make Trixie think that Arthur McFly is dead. Give 
the photo of George McFly to Zane. Zane will draw a 
picture of him. The picture looks sort of like Arthur, 
doesn't it?

Use the caricature of George on the empty space on the 
wall (which is behind Officer Parker). Marty will hang 
the picture on the wall. That way, it looks like Arthur 
is the newest addition to Kid Tannen's wall of victims. 

Go to Trixie and tell her that Arthur is now on the Wall 
of Fame. She becomes upset with Kid Tannen, because he 
broke his promise to not kill Arthur. She then decides to 
turn on Tannen.

004e-Endgame Sequence 
---------------------------------------------------------

Once you convince Officer Parker to arrest Kid Tannen, 
and you convince Trixie to turn on Kid Tanner, Trixie and 
Officer Parker will get together.

Officer Parker orders everyone to leave the speakeasy. 
Matches turns to Marty and asks if the Valenti gang is 
willing to help with the situation.

Pick either answer, and Matches discovers that Marty 
isn't really a gangster. Matches also mentions that Kid 
Tannen has caught the speakeasy arsonist. Wait, he 
doesn't mean Doc, does he?

The game skips to several minutes later, when all the 
gangsters in the speakeasy have been arrested. Officer 
Parker tells Marty that the police have set up a 
blockade, so they can catch Kid Tannen if he tries to 
escape.

Marty wants Kid Tannen arrested as soon as possible, so 
he decides to help out. Look around for clues.

There is a flask against the wall, behind the trash cans. 
It belongs to Kid Tannen! Pick it up, then use it on 
Einstein. Einstein barks at a poster. Underneath the 
poster is a hidden button.

Press the button. A door flips open, revealing Kid Tannen 
with Edna. Kid is going to kill her, because he thinks 
she is the speakeasy arsonist. Edna denies this.

Officer Parker comes in to arrest Kid Tannen, but Tannen 
pulls out a gun and starts firing.

It looks like Marty is in a tough situation now. Kid 
Tannen is firing his gun freely, yet Edna is still tied 
up.

First, Marty wants to get as close as possible to Edna. 
This requires going to the trash cans, and then to the 
barrels. Talk to Kid Tannen from this position, and he 
will shoot a barrel.

Grab the leaky barrel and use it on the gap under Kid 
Tannen. Marty will roll it into the garage.

Here, go back to the trash cans, then to the police car. 
When this happens, Edna will try to escape. Distract Kid 
Tannen by talking to him three times, and Edna will 
escape...sort of. At least she's out of the building now.

Head to the trash cans, then to the barrels. Use the 
cigarette lighter on the trail of alcohol which leads to 
the building Kid Tannen is in. The building catches on 
fire, and Kid Tannen leaves.

Marty goes to Edna and helps untie her. Somehow, Kid 
Tannen slips by both of them and Officer Parker, and he 
climbs the roof of a nearby building...the building that 
Emmett is currently on top of.

Kid pulls out a gun and proceeds to hold Emmett hostage. 
Old Doc, communicating to Marty through a radio, quickly 
comes up with a plan: find a way to get Kid Tannen into 
the rocket-controlled car. Good plan, but how do we do 
that?

Kid notices Marty. Emmett uses this distraction to steal 
Kid's gun and throw it away. Kid pushes Emmett off the 
building, and he pulls out a knife.

Fortunately, Emmett isn't dead. He's just hanging off the 
side of the building.

Kid Tannen then attempts to kill Marty. This is the final 
puzzle of the game. You want to use the harness of the 
car that is in between Kid and Marty. The harness is the 
top of the car. Just use good timing in order to capture 
Kid. You might have to circle around the car once or 
twice--by dodging left and right--before this works.

Eventually, Marty slams the harness down on top of Kid 
Tannen. Doc starts the controls for the flying car, and 
Tannen lands in a manure truck.

The ending of the game begins, and as you might expect, 
it's a happy ending for all of our heroes. Kid Tannen is 
arrested, and Officer Parker becomes a hero. Trixie 
Trotter is reunited with Arthur McFly. Even Emmett and 
Edna decide to stop their constant fighting, and they go 
see a movie together.

It's the end of the game, so it's time for the 
cliffhanger which introduces the next game. Doc becomes 
upset that his younger self is going to the movies with 
Edna, and he cries that this must be stopped!

But it's too late. Marty returns to 1986. Doc disappears 
from existence, and Marty crashes into a billboard which 
reads "Hill Valley. Relax. We've got everything under 
control."

Looks like we've landed in an Alternate 1986 where Doc 
rules Hill Valley with an iron fist.

005-Spoiler-Free Walkthrough
---------------------------------------------------------

For those of you who don't want spoilers about the plot 
or anything like that, here's a spoiler-free walkthrough 
that tells you what to do in as few words as possible.

Opening Puzzle
--------------
Move to the passenger's side.
Move to the front bumper.
Move to the driver's side.
Move to the back bumper.
Pick up the keys.
Move to the passenger's side.
Move to the front bumper.
Move to the driver's side.
Get in the driver's seat.

Saving Arty
-----------
Pick any dialogue option.
Pick any dialogue option.
Pick up the stick.
Use the stick on Edna.
Pick any dialogue option.
Pick any dialogue option.
Click on the courthouse doors.
Walk to the soup kitchen.
Examine the medium crate.
Examine the medium crate.
Look over the bar.
Get the chloroform.
Use the chloroform on the ink bottle.
Flip the sign switch.
Press the panic button.
Grab the bottle.
Press the panic button.
Use the bottle on Matches.

A Brief Interlude
-----------------

Use the front door.
Pick any dialogue option.
Pick any dialogue option.
Pick any dialogue option.
Pick any dialogue option.
Pick any dialogue option.
Dodge right.
Pick any dialogue option.
Jump.
Pick any dialogue option.
Dodge left.
Pick any dialogue option.
Jump.
Pick any dialogue option.
Dodge left.
Pick any dialogue option.
Duck.

Officer Parker
--------------
Walk to the alleyway.
Pick any dialogue option.
Pick any dialogue option.
Go in the alleyway.
Go to the door.
Answer three of Matches' questions. The last syllable of 
his question must be the same as the first syllable of 
your response.
Talk to Officer Parker.
Ask about his troubles.
Go to the sheet music.
Pick the sad song.
Talk to Officer Parker.
Ask him about his troubles.
Go to the sheet music.
Pick the secret song.
Go to Officer Parker.
Ask him about his secret.
Pick any dialogue option.
Pick any dialogue option.
Leave the speakeasy.
Pick any dialogue option.
Pick any dialogue option.
Show the cigarette lighter to Kid Tannen.
Leave the speakeasy.
Talk to Edna.
Say, "Nice song."
Pick any dialogue option.
Ask for a copy of the lyrics to her song.
Return to the speakeasy.
Use Edna's lyrics on the lyrics for "I Don't Care".
Go to the sheet music.
Pick "You Should Care".

Trixie Trotter
--------------

Talk to Trixie.
Ask her "What's a nice..."
Ask her "Why do you..."
Ask her, "'Insurance Policy'?"
Leave the speakeasy.
Go to Emmett (in the gazebo in the courtyard).
Talk to him about all three things.
Enter the Majestic Arms Inn.
Say, "You're in the Park"
Say, "Save Einstein!"
Go to Edna.
Say, "I've got a..."
Say, ""Would-be Inventor..."
Use Arthur's pipe on Einstein.
Enter the Majestic Arms Inn.
Say, "Send Artie to..."
Go to the speakeasy.
Talk to Trixie.
Tell her, "Arthur's waiting outside!"
Go outside.
Examine the puddle of blood.
Go inside the speakeasy.
Ask Zane about the caricatures on the walls.
Use the photo of George McFly on Zane.
Use the caricature of George McFly on the empty frame on 
the wall (near Officer Parker)
Tell Trixie, "Look who made..."

Endgame Sequence
----------------

Pick any dialogue option.
Pick any dialogue option.
Pick up the flask behind the trash cans.
Use the flask on Einstein.
Use the button.
Move behind the trash cans.
Move behind the barrels.
Talk to Kid Tannen.
Pick up the leaky barrel.
Use the leaky barrel on the gap.
Move behind the trash cans.
Move behind the police car.
Talk to Kid Tannen.
Talk to Kid Tannen.
Talk to Kid Tannen.
Move behind the trash cans.
Move behind the barrels.
Use the lighter on the hooch trail.
Use the harness on Kid Tannen. (You may have to circle 
around the car a few times first)

006-Credits
---------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2012.  If you 
want to use any part of this FAQ, ask me first 
(instructions under general information).