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    FAQ/Walkthrough by The Lost Gamer

    Version: 1.21 | Updated: 01/04/12 | Printable Version | Search This Guide

    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).