Version 1.21 3/29/12 _______________________________________ | | | Destination Time: AUG 26 1931 09:00 | | Present Time: MAY 16 1986 03:03 | | Last Time Departed: NOV 05 1986 01:29 | |_______________________________________| Back to the Future: The Videogame Episode Four: Double Visions A Walkthrough by Michael Gray AKA The Lost Gamer (email@example.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. Walkthrough 003a. Escaping to the Past 003b. Model Citizen 003c. Faithful to Edna 003d. Dresses Well 003e. Endgame Sequence 004. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for Episode Four 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 firstname.lastname@example.org 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 --------------------------------------------------------- Marty McFly: A high school student who has had a series of time-travelling adventures. When the game begins, he is in Alternate 1986. Doc Brown: Marty's good friend, who built a time machine out of a car. The Doc in this game is Alternate 1986 Doc, who married Edna Strickland. Edna Stickland: A somewhat uppity woman who is very concerned about morality. She eventually becomes the tyrannical dictator of Hill Valley, in Alternate 1986. Guard: A bunch of unnamed guards work in the Citizen Plus building. Jennifer Parker: Marty's girlfriend in the normal timeline. In Alternate 1986, she is somewhat antagonistic towards him. George McFly: Marty's father, who likes to spy on people with his surveillance cameras. Lorraine McFly: Marty's mother. She has no speaking lines in this game. Biff Tannen: A mean person who has a history of abusing the McFly family. He has no speaking lines in this game. Emmett Brown: Emmett is the younger version of Doc. He is a big fan of science and Edna. Arthur McFly: Marty's grandfather. He is a timid person. Trixie Trotter: A woman who is friendly with Arthur McFly and Marty. She dislikes Edna Strickland, and Edna dislikes Trixie's somewhat shady background as an entertainer for Kid Tannen. Angry Guy: The guy who runs the Expo is the angry drunk from Episode Two. He's angry, even when he's sober. All he does is in this game is yell at Marty and Doc a few times. Cueball: A former employee of Kid Tannen. He knows about Trixie's shady past. Kid Tannen: A criminal who was arrested at the end of the second episode. He has no speaking lines in this game. Detective Parker: The police officer who arrested Kid Tannen at the end of the second episode. He has no speaking lines in this game. 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 Nathaniel. 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-Escaping to the Past --------------------------------------------------------- Our hero Marty wakes up, locked in a waiting room in the Citizen Plus facility. This room has a number of items. The window that leads to the next room shows that Jennifer is nearby. The window that leads to the hallway shows Doc. There is a security camera, a door, and two speakers in the room. Also, Marty's inventory is locked in a locker. Use the intercom to listen to Edna talk to a guard. Their conversation reveals that First Citizen Brown is currently undergoing the Citizen Plus treatment; Marty is scheduled to undergo it once Doc is finished. Use the intercom again and ask the guard about Marty's things. Ask to see them, and the guard comes inside to open the lock on the locker. Marty tries to look over the guard's shoulder to see the combination, but Marty is too short. Oh well. Click on the camera in the room. A voice then comes out of the squawk box, which is the purple intercom on the left side of the room. George McFly, conveniently, has hacked the security of the Citizen Plus building. He can look in any camera and talk through any speaker. Tell George that Marty tried to look over the guard's shoulder. George reviews his video footage, then gives the locker combination to Marty. Marty then regains all the items in his inventory. Look in the window above the Citizen Plus picture on the wall. Marty will notice that Jennifer is in the next room. That way, you can ask George to connect Marty's room to Jennifer's room, so the two of them can talk. The conversation between Jennifer and Marty doesn't go well, however. She has undergone some of the Citizen Plus program treatment, and she is now a model citizen. Marty has to get Jennifer back to normal. Use Marty's guitar on the squawk box. A good dose of rock and roll brings Jennifer back to her senses, and she decides to help Marty. First, she knocks out a guard. Then, Marty gets dressed in the guard's clothes, and they lock the guard in Jennifer's room. Fortunately, all the guards have protective masks which hide their faces, so no one is able to notice this deception. Click on the door to leave the room. Jennifer is all set to help Marty save Doc, but then a guard appears and escorts her back to her home. Oh well. Looks like Marty will have to do this on his own. Marty can now walk around the hallway. He can't enter any of the rooms, though. The various rooms that this hallway leads to are Marty's cell, Jennifer's cell, the cell holding Biff Tannen, and the room holding First Citizen Edna. The only person Marty can interact with is the guard at the control station. The guard likes to drink soda. The guard refuses to let Marty touch the controls for the machine that is being used on Doc. Examine the food tray to learn that Biff hasn't taken his sedative pill. This pill makes people fall asleep, and it looks like Marty will have to get rid of this guard by slipping Biff's sedative into the guard's soda. Use the intercom outside of Biff's room to talk to him. Whenever you tell him to eat the pill, he drops it on the floor. Use the newspaper on the crack under the door, then tell Biff to eat his pill. Biff will drop it on the newspaper. Pull out the newspaper, and Marty has the pill. Use the pill on the guard's soda. The guard will then fall unconscious, and Marty gets free reign at the controls. The look similar to the controls to the speaker in Doc's lab in the original timeline, right? So maybe if Marty turns all the controls up all the way, he can blow the speaker. Turn up the controls for volume and optics all the way. Then, turn up the olfactory controls. This will break the aroma machine, and Edna goes down to check on it. Enter the room where Edna was in. The microphone is connected to the speaker, so use the guitar on the microphone. Marty jumps down to the area with Doc and lets some music fly! ...Only the speaker doesn't blow up, propelling Doc and Marty forward, out of the building, like Marty was planning. Marty is forced to improvise, but in the end, he still manages to escape with Doc. Doc and Marty hide in the recycling bins while the police search the area. Talk with Doc about everything, while Marty and Doc wait for the police to leave. While the conversation happens, Marty sees his parents get in trouble with the police, but he doesn't interfere. Doc leaves to get the time machine. He warns Marty to stay off the streets for a while. Here, just wait in place. After about forty seconds, and Edna will appear. Talk to Edna about everything, and Doc will appear in the DeLorean. He spent six months fixing the time machine, and then returned to this moment. Doc is surprised to find out that he arrived a few minutes late to pick up Marty. Maybe the time circuits need recalibrating? Marty gets in the car with Doc, and they drive out of town. Edna yells at them while they're leaving. Doc and Marty return to 1931, to the day after Kid Tannen was captured. Doc is amazed to see the old town theater again. He likes movies...but he never DID see Frankenstein. Seeing Frankenstein is what inspired Doc to become a scientist, in the original timeline. It's a good bet that getting the Emmett in this timeline to see Frankenstein will cause him to become a scientist, too. Young Emmett appears. Marty thinks it would be a bad idea if Doc ran into Young Emmett. Knowing how unpredictable Doc can be, this is probably a good idea. Go to Young Emmett and talk to him. Marty soon realizes that something is wrong here. This isn't the day after Kid Tannen was arrested. This is about two months after Kid Tannen was arrested! Return to the courthouse and click on the courthouse doors. Marty tells Doc the bad news. Since the time machine isn't working properly at the moment, it's probably not a good idea to use it again. Instead, let's figure out some way to break up Emmett and Edna today. Edna is at the Science Expo, outside the high school. Marty and Doc go there immediately. Walk to Edna, who is near the front of the school, talking to Arthur McFly. Talk to her, and pick any of the dialogue options you want. Once you finish talking to her, talk to her again. Marty will ask what she's look for in a man. She has three requirements: 1. The man is a model citizen. 2. The man is faithful to her. 3. The man dresses well. In order to break up the happy couple, Marty has to trick Edna into thinking that Emmett has broken all three requirements. You can do them in any order, and you can do them simultaneously. You will have to visit Emmett in his laboratory, as part of this challenge, so let me explain how you get to Emmett's lab. Go to the DeLorean and click on it. Doc will take it for a brief test drive, which determines that the time machine is still acting improperly. After Doc takes the car for a drive, the "Hill Valley of the Future" exhibit opens. Go to it, then take the Train of the Future. It's actually a skateboard! Edna appears and declares her intention to go see Emmett. Old Doc appears, and he distracts her by starting up a conversation. Now you can visit Emmett's Lab whenever you want, simply by clicking on the street. Leave his lab, through the exit, to return to the Expo. 004b-Model Citizen --------------------------------------------------------- Edna likes Emmett because he is a model citizen. Marty will have to find some way to prove to her that Emmett is a degenerate criminal. Fortunately, Emmett's new machine rates people on a scale of "model citizen" to "degenerate criminal", so we can use the machine to prove Emmett is a fiend. When you first go to Emmett's lab, you see Kid Tannen get a score of "degenerate criminal". You'll have to figure out how to get Emmett to have the exact same score. First though, you should figure out how the machine works. Click on the machine, which is brown and on the table with the record player. Emmet gives you a demonstration. The machine on the right has two parts you can interact with. First is the power button that turns it on. The second is the slide advancer that goes through all the various pictures. The helmet that Emmett is wearing has three colors: red, yellow and green. It's red when Emmett is upset, and it's green when he is happy. The rest of the time, it's usually yellow. You can make Emmett happy by using the record player, or by lifting the lid of the pot of soup. You can make him unhappy by using the generator (the electric crank from the first episode), or by turning the handle on the bacteria tank. If you got some algae cakes from Cueball, you can use them on Emmett to make him unhappy. Think you understand everything? Let's get started. Turn on the machine by hitting the switch, and you see a picture of Edna. A degenerate criminal dislikes Edna, so turn Emmett's helmet to red, either by using the generator or the valve on the bacteria tank. Use the slide advancer to get to the next slide. It's a picture of John Wilkes Booth. A degenerate criminal likes murderers, so turn Emmett's helmet to green, either by using the record player or the pot of soup. Use the slide advancer to get to the next slide. It's a picture of Officer Parker. A degenerate criminal dislikes policemen, so turn Emmett's helmet to red, either by using the generator or the valve on the bacteria tank. Use the slide advancer to get to the next slide. It's a picture of a Tannen. A degenerate criminal likes Tannens, so turn Emmett's helmet to green, either by using the record player or the pot of soup. Use the slide advancer to get to the next slide. It's a picture of Edna's brother. A degenerate criminal dislikes small children, so turn Emmett's helmet to red, either by using the generator or the valve on the bacteria tank. Use the slide advancer to get to the next slide. It's a picture of Trixie Trotter. A degenerate criminal likes Trixie, so turn Emmett's helmet to green, either by using the record player or the pot of soup. Use the slide advancer. That was the last slide, so the mind map printer gives you an analysis of Emmett. Use the mind map on the mental alignment meter. If you did it correctly, the mental alignment reader gives you a reading of "degenerate criminal". Use the mind map on Emmett's mind map, on the wall. Marty switches Emmett's original mind map with the "degenerate criminal" mind map. Now, when Emmett uses the machine at the Expo, it will show he's a degenerate criminal, so Edna will want to break up with him! 004c-Faithful to Edna --------------------------------------------------------- Edna likes Emmett because he is faithful to her. If he was cheating on her with another woman, however... Well, of course, Emmett isn't going to cheat on Edna. Marty is just going to make it seem like he has, by convincing Trixie Trotter to pretend that she is Emmett's secret girlfriend. Trixie is open to the idea of breaking up Emmett and Edna, because she strongly dislikes Edna. However, Trixie doesn't want to create a scene, and she doesn't dislike Edna THAT much. So first, we have to get Trixie mad at Edna. Once you talk to Trixie for the first time, ask her to help make Edna jealous. She refuses. Then, talk to Edna about Trixie. Talking to Edna about Trixie makes a character appears near the truck, in the upper/right of the Expo area. It's Cueball, one of Kid Tannen's former employees. He knows about Trixie, because he's worked with her in the past. Talk to Cueball about Trixie three times in a row. He will give Marty a postcard of Trixie wearing an inappropriate outfit. Edna's not going to like this picture at all... Use the picture on Edna. Edna takes the postcard and uses it to get Trixie fired from her job. Trixie is now so mad at Edna that she is willing to ruin Edna's relationship with Emmett. Talk to Trixie. She was in a play, where they did a scene similar to this. She figures it'd be easy to reenact the scene, but she needs three props: furs, a diamond, and Emmett's photo album. The diamond is in the Hill Valley of the Future exhibit. If this exhibit isn't open, click on the DeLorean. The third button (from the left) makes a rainstorm appear, and the fourth button makes the diamond-shaped prism appear. Press the third and fourth buttons in quick succession, and the diamond-shaped prism falls down. To get the furs and the photo album, you have to go to Emmett's Lab. In the lab, go to the pot of soup. Next to it is an easel. Examine it, and tell Emmett that the picture is bad. Emmett takes out a photo album. That's how you get the photo album. To get the furs, you need the cleaning fluid, which is the main part of the "dresses well" puzzle. Take the can of motor oil, which is near the bacteria tank in the lab, and use it on Emmett. He reveals an invention which cleans things. Examine the shower cleaner, then take the small bottle of cleaner. Return to the expo and examine the Hill Valley of the Past exhibit. Use the cleaner on the caveman to get the furs. Once you have the diamond, furs and photo album, give them all to Trixie. Now, she's ready to make it seem like Emmett has been cheating on Edna. 004d-Dresses Well --------------------------------------------------------- Edna like Emmett because he dresses well. We need to find a way to make Emmett look like a slob. That should be easy enough! There is a can of oil near the bacteria tank in Emmett's lab. Grab the oil and use it on Emmett to ruin his suit. Emmett reveals one of his inventions: a suit cleaner. This compound instantly cleans any surface in seconds, including clothing. The downside is that, after twelve hours, the cleaning fluid becomes too powerful, and it will start to dissolve clothing, not clean it. Examine the cleanser shower, and Emmett takes out a perfume bottle full of cleanser, just in case there are any mishaps at the expo. Take the cleanser spray bottle, then return to the expo. When Marty tries to leave after spilling oil on Emmett, Emmett will decide to propose to Edna, after the Expo. In twelve hours, the cleanser will destroy Emmett's suit instead of cleaning it. Let's age the cleanser by using the time machine. Use the spray bottle on the time machine, and Marty puts it inside. Go near the DeLorean and click on the spray bottle, and Marty will take it out of the car. Once you use the spray cleaner on the caveman in the Hill Valley of the Past exhibit (as part of the "faithful to Edna" puzzle), the light in the DeLorean turns green, which means it's safe for Doc to take it on a test drive. Put the spray cleaner in the time machine, and click on the time machine so Marty knows that the light is green. Tell Doc about the green light. Doc takes the time machine for a test drive, and this ages the spray cleaner by nine hours. Go to Emmett's lab, then return to the expo. The light in the time machine is green again. Examine it, and tell Doc the light is green. He takes the car on another trip. Doc returns in a short amount of time. The good news is that the cleanser has now been aged to the point where it will dissolve Emmett's suit instead of cleaning it, should Emmett use the cleanser. The bad news is that Edna has left the expo to go see Emmett. Marty picks up the cleanser, then goes to the lab where he sees Emmett and Edna kissing each other. Tell Edna that Carl Sagan wants to talk to her, and tell her that it's about the speakeasy arsonist. She decides to leave. Give the bottle of cleanser to Emmett. Now, when he uses it, it will destroy his suit! 004e-Endgame Sequence --------------------------------------------------------- Once Marty gets all three things ready, (or when he's very close to doing so, if he does the "faithful to Edna" puzzle last) he returns to the Expo. Marty talks with Doc. After talking to Edna for a long time, Doc isn't sure that he wants to ruin the relationship between her and Young Emmett. After all, Young Edna is a lot better than Old Edna. Tell Doc that Edna ends up alone and miserable in the original timeline. That convinces Doc. He doesn't want to go through with the plan which will break Edna's heart and ruin her future. Instead, Doc wants to find a third way, one which will result in a happier timeline for everyone, even Edna. Doc leaves, upset. Once all three puzzles are solved, Emmett appears at the Expo. Use the can of oil on him. He uses the cleanser to clean the suit, but because we aged the cleanser by about seventeen hours, it dissolves the suit. Edna is shocked that Emmett ruined her grandfather's suit. Trixie then appears and acts out her scene, which makes it seem like she and Emmett had a secret relationship. Edna becomes furious, and Emmett tries to prove that he is still the same old Emmett, by using the Mental Alignment Meter. Bad move, Emmett. It shows that he is a degenerate criminal, thanks to Marty's meddling with the mind map cards. Emmett leaves, upset. Marty finds him on top of the courthouse. Talk to Emmett for a while, and it becomes obvious that Emmett is very disillusioned. Right now, the mind map helmet rates him as yellow, which means "apathetic". Stir up Emmett's emotions by saying "you care about me". Emmett becomes upset at Marty, because Marty has ruined Emmett's life. Tell Emmett that Marty's name is really Marty. Tell Emmett that you ruined his life, just for the hell of it. Then tell Emmett that he's delusional. Emmett gets very upset, but in a short period of time, he returns to his normal, science-loving self. Hooray! Then an accident happens, and Emmett is now hanging upside-down from the courthouse, off of a statue. That's not good! Talk to Emmett and ask if he has anything useful. He does! It's the can of cleanser, which dissolves things. Go through the hatch or climb down the rope to reach the ground. Pick up the bottle of cleanser. Then, go to the statue which is on the courthouse steps. Use the cleanser on the rope to get it loose. Go through the courthouse doors and climb down the rope which is now loose. Click on the left and right buttons to make Marty swing on the rope. Swing fast and far enough so the rope can reach Emmett, then click on Emmett. Emmett's foot is still stuck. Use the cleanser on his foot to free it from the grips of the statue. Marty and Emmett then leave to go prepare Emmett's other scientific invention for the Expo. Meanwhile, on the outskirts of town, Old Doc picks up Edna in his car. He comforts her for a bit, then the two of them drive off. To be concluded... ...in Episode Five: OUTTATIME! 005-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).