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    FAQ/Walkthrough by The Lost Gamer

    Version: 1.21 | Updated: 07/03/11 | Search Guide | Bookmark Guide

    Version 1.21 7/3/11
    |                                       |
    | Destination Time:   MAY 15 1986 15:30 |
    | Present Time:       OCT 13 1931 22:00 |
    | Last Time Departed: JUL 17 1876 02:30 |
    Back to the Future: The Videogame
    Episode Five: OUTATIME
    A Walkthrough by Michael Gray
    AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
    Copyright 2012
    For a list of all my various guides, check
    Table of Contents:
    001. General information
    002. Characters
    003. Video Walkthrough
    004. Walkthrough
      004a. Discrediting Edna
      004b. Finding Emmett
      004c. Emmett's Demonstration
      004d. Alternate 1931
      004e. Endgame Sequence
    005. Credits
    001-General Information
    This is a walkthrough for Episode Five 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 
    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.
    Marty McFly: A high school student who has had a series 
    of time-travelling adventures. When the game begins, he 
    is in 1931 on the day of the expo.
    Emmett Brown: Emmett is the younger version of Doc. He is 
    excited for his upcoming demonstration at the expo.
    Doc Brown: Marty's good friend, who built a time machine 
    out of a car. When the game begins, he is Alternate 1986 
    Doc, who married Edna Strickland. This Doc is not as nice 
    as normal Doc is.
    Arthur McFly: Marty's grandfather, who can be somewhat 
    timid. He is in charge of the expo.
    Trixie Trotter: A singer who is dating Arthur McFly. She 
    is friendly towards Marty.
    Edna Stickland: A somewhat uppity woman who hates 
    alcohol. She believes the end justifies the means, so she 
    has no qualms about performing violent, immoral deeds to 
    get what she wants.
    Danny Parker: A local police officer, who is well known 
    for capturing Kid Tannen. He likes Marty, and he dislikes 
    the fact that he has to follow Edna's commands.
    Hostile Guy: An angry person who got in a fight with 
    Marty in Episode Two. He sells algae cakes.
    Jacques Douteux: A famous underwater explorer, who is 
    working at the Expo.
    Cueball: One of Kid Tannen's former employees. Cueball 
    works at the Expo.
    Judge Erhardt Brown: Emmett Brown's strict father. He 
    tries to put a stop to Emmett's demonstration at the 
    William McFly: The father of Arthur McFly. He is somewhat 
    protective of his family, but he is also friendly enough.
    Beauregard Tannen: A Tannen who built the Hill Valley 
    Saloon in the 1870's.
    Kid Tannen: The villain of Episode Two: Get Tannen!. Kid 
    Tannen appears during some of the ending scenes of this 
    Einstein: Doc's dog, who appears in the ending scenes of 
    the game.
    George McFly: Marty's father, who appears in the ending 
    scenes of the game.
    Biff Tannen: The son of Kid Tannen. He has a brief 
    appearance during the ending scenes of the game.
    Future Marty: Three different versions of Future Marty 
    appear during the ending scenes of the 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
    It comes complete with my commentary, along with commentary
    from two of my buddies, Paul and Nikola.
    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-Discrediting Edna 
    Our hero Marty wakes up inside Emmett's lab. Emmett is 
    ready to begin his scientific career with a big 
    demonstration at the Hill Valley Expo. Marty is going to 
    help Emmett with the demonstration because Emmett is his 
    friend, and because if the demonstration is a failure, 
    Emmett might not grow up to become the crazy scientist we 
    all know and love.
    Emmett needs one thing to make his hovercar demonstration 
    work: the static accumulator. Marty grabs it and heads to 
    the expo.
    Marty runs into Alternate 1986 Doc at the Expo. Talk with 
    him, using any of the conversation options that you want. 
    As the conversation goes on, Alternate Doc declares that 
    science is the root of all the problems in his life. He 
    thinks it will be best for everyone is Emmett's 
    demonstration at the Expo is a failure.
    So now it seems that Marty has to help Emmett with the 
    expo demonstration, despite interference from Doc.
    Doc tries to steal the hovercar part that Marty has, but 
    he fails. Marty now has to chase the hovering static 
    accumulator. Walk to the left and either click on it, or 
    walk towards it.
    Follow it left again, then towards the school. The part 
    will then float high, out of reach. Click on the lamp 
    post to climb it, so Marty is close to the part. Then 
    click on it, and Marty will grab it.
    Marty gets thrown around by the part for a bit, then the 
    scene ends. Kind of random, if you ask me.
    After that, Marty enters the expo. It looks pretty 
    exciting, and Emmett's demonstration is in the corner. 
    Head towards that area to meet up with Detective Parker 
    and Edna Strickland.
    Edna thinks that Marty is a secret agent named Yakov 
    Smirnoff. She has ordered Officer Parker to shut down 
    Emmett's demonstration. Oh no! Parker tells Marty (in 
    private) that he thinks Edna is crazy, but Parker has to 
    do whatever Edna says. Unless Marty can find a way to 
    destroy Edna's credibility with the police captain, 
    Parker will have to do whatever Edna says.
    So that's going to be our first goal: find a way to 
    discredit Edna. That way, Parker won't have to follow her 
    orders, and Emmett's booth can be reopened.
    At the police booth, examine the flowers. Parker reveals 
    that these are actually a recording device. Marty wants 
    to take the recording device, but whenever he tries to do 
    so, he gets caught.
    There are flowers inside the glass room, but Marty 
    doesn't have any tickets. Talk to Trixie Trotter, and ask 
    her about the attractions. Ask her about tickets next, 
    and she gives you the tickets you need to get inside 
    them. Use them to go inside the Future Furnishings 
    exhibit and take the flowers there.
    Return to the police area. Use the glass room's flowers 
    on the flower recording device. Marty switches the two of 
    them. Then, go to the phone booth near Trixie and use the 
    flowers on the phone booth. That way, it will record 
    whatever gets said by the person using the phone.
    Return to the future furnishings exhibit. Use the green 
    button on the control panel to start the phone. Call the 
    phone at the expo, which is "the phone booth of the 
    Say that you are Carl Sagan (Doc's alias in this 
    timeline). Ask to speak to Edna Strickland. Talk to Edna 
    about her dark secret, and she confesses that she is the 
    Speakeasy Arsonist.
    Return to the phone booth and take the recorder with 
    Edna's confession on it. Use the recorder on Danny 
    Parker. When Danny hears the recording, he decides that 
    Edna deserves to be questioned at the police station, 
    about her criminal activities.
    Edna runs for it, and Danny chases after her. The two of 
    them leave the expo, and Marty decides that this means 
    the police barricades in front of Emmett's booth can now 
    be taken down.
    004b-Finding Emmett 
    Now that Edna has been discredited, Emmett's booth is 
    open. That's great news, but where is Emmett?
    Go to the Enlightenment Under the Sea booth and talk with 
    the diver about Emmett. He has seen Emmett, in the House 
    of Glass exhibit, with Doc. Uh oh...
    Go to the House of Glass Exhibit, using a ticket to get 
    through the turnstyle. This is a maze, and of course, Doc 
    and Emmett are at the heart of the maze, where it's hard 
    to reach them.
    Pull the handle on the green wall, near Marty. Go through 
    the opening, and pull the handle on the indigo wall.
    Go downstairs and pull the handle on the red wall. Go 
    upstairs, and push the green wall shut again.
    Go downstairs and follow the path. Pull the yellow wall 
    open, then pull the green wall. Marty will then see Doc 
    use some sort of knockout fluid on Emmett. Emmett falls 
    unconscious, and Doc pulls his body away.
    From inside the room Marty is in, push the red wall to 
    the side. Leave this area, and push open the indigo wall, 
    which will take to the area where Doc and Emmett were.
    Go to Jacques, the famous sea explorer. He saw Emmett the 
    first time around, so maybe he saw Emmett this time, too. 
    As soon as Marty talks to him, he realizes that Doc is 
    inside the diving suit, pretending to be Jacques.
    Marty assaults Doc, trying to rip off his helmet and 
    expose him. A crowd quickly appears, so Marty is forced 
    to stop.
    Ask Doc where Emmett is, and he indirectly says that 
    Emmett is inside the bathysphere.
    Click on the turnstyle. Marty tries to use his ticket to 
    get inside, but Doc doesn't honor the ticket. Go to 
    Arthur McFly and tell him about this situation.
    Arty comes with Marty, and Doc is forced to let Marty up 
    to the bathysphere. Once Marty goes up the stairs, 
    though, Doc pretends that the controls are broken.
    Click on the bathysphere hose. Marty will step on it, 
    cutting off oxygen to the bathysphere. Since Emmett is 
    inside, he will eventually die from lack of oxygen.
    Stand in place for a while, and Doc eventually gives in. 
    He raises the bathysphere so Marty can take Emmett out of 
    it. Doc then ditches the diver suit and runs out of the 
    004c-Emmett's Demonstration 
    Now that Emmett is free, he is ready to show off his 
    exhibit! Unfortunately, right before the demonstration 
    starts, Emmett's father, Judge Brown, appears with a loud 
    The Judge demands that the exhibition stop at once. Talk 
    to him, and Marty reveals that Emmett is up on the 
    platform. The Judge comes up closer.
    Talk to Emmett and say, "He's got to give you a fair 
    trial!". Emmett will insist that his father won't listen.
    Talk to the Judge and tell him that Emmett says he won't 
    listen. Judge Brown agrees to listen this time. Return to 
    Emmett and tell him that his father will listen.
    Emmett and the Judge yell at each other for a while, 
    which doesn't resolve the situation. Talk to the Judge 
    again, and this time, talk to him about everything, using 
    up all the conversation topics. Eventually, the Judge 
    remembers what it was like when he first moved to 
    America, despite the fact that his father was very upset 
    about the whole matter.
    Talk to Emmett and mention his mother. Emmett will 
    disagree, because the parent he most resembles is his 
    father. Ask Emmett what he just said, and eventually, 
    Emmett and his father make amends.
    Emmett's demonstration then takes place. It looks pretty 
    successful to me! Marty looks out a window and sees Edna 
    with Old Doc. Edna pushes Doc aside forcefully. That's 
    not good...
    Marty runs outside, just in time to see a car chase 
    between Officer Parker and Edna Strickland. Edna is 
    riding the DeLorean. Marty talks with Old Doc, who has 
    now realized that, perhaps, trying to change Edna is a 
    hopeless task.
    Old Doc begins to fade out of existence, because Marty 
    just changed Young Doc's timeline. Edna comes barreling 
    nearby in the time machine, and Old Doc saves Marty's 
    life by pushing him out of the way.
    While Doc is lying on the ground, he asks to see the 
    newspaper from 1986. It has a story about Doc Brown 
    receiving the key to the city. Doc is happy that his 
    timeline has changed for the better, and then he fades 
    out of existence for good.
    Young Emmett then comes outside and talks to Marty. It 
    seems that Emmmett crashed his hovercar during the 
    demonstration. Ask Emmett what will happen next, and 
    Emmett is excited to keep experimenting.
    Emmett notices that Marty is quite upset. He asks what's 
    wrong, and Marty gives him the newspaper clipping from 
    1986, and he makes Emmett promise not to read it until he 
    gets the key to the city.
    Emmett promises, then leaves. Shortly after this, the Old 
    Doc from the newly-established timeline appears. He just 
    received the key to the city, and read the newspaper 
    clipping, and he has come back to 1931 to investigate.
    Doc and Marty talk for a bit, and then William McFly 
    (Arthur's father) appears. He is upset, because Arty 
    McFly has just married Trixie Trotter. Whaaaaat?
    Marty is upset, because if Arthur has married the wrong 
    woman, Marty will soon disappear from existence!
    Officer Danny Parker reappears. He is surprised to see 
    the DeLorean here. He explains that he was chasing Edna 
    Strickland, when the DeLorean she was driving suddenly 
    This is definitely bad news, because if Edna was sent to 
    the past, she would most likely mess up the timestream. 
    And once our heroes realize this...
    004d-Alternate 1931 
    Everything disappears, except Marty, Doc and the 
    DeLorean. That probably means that Edna DID go into the 
    past, and she did something to prevent Hill Valley from 
    becoming a town.
    William McFly then appears and talks to our heroes. Talk 
    to William about everything, and he says that Hill Valley 
    disappeared before he was born. The only person who lives 
    in this area is Scary Mary Pickford, who sounds an awful 
    lot like Edna Strickland...
    Marty and Doc go to see Scary Mary. Try to go through her 
    front door, and Marty will set off a trip wire. The woman 
    leans out the window and yells at them.
    Yep, that's Old Edna all right. She's acting just like 
    she did back in Episode One: It's About Time. Trip the 
    wire again. Choose whatever responses you like, because 
    no matter what you say, she will declare that she never 
    thinks about the past.
    Trip the wire again. Tell her "we spent the day 
    together". Marty and Doc mention that today is October 
    13, 1931: the day of the Expo. Tell Edna that you brought 
    something for her, because the other conversation topics 
    lead to dead ends.
    Edna wants to know what Marty brought her. Choose Doc. 
    Edna doesn't recognize him at first, so tell her that he 
    is Emmett Brown. Edna recognizes Doc as her boyfriend, 
    and she leaves her house.
    Edna is having vivid flashbacks of the Expo, to the point 
    where she thinks it is happening right now. Tell Doc to 
    call Edna "Snookums", which is Emmett's pet name for 
    Edna. This helps keep up the illusion.
    Edna's memory gets to the point where she bosses around 
    Detective Parker, and then it stops. Use the recording 
    device on Edna, which jogs her memory. She remembers 
    being chased by Detective Parker, then stealing the 
    Trip the tripwire. The loud noise and flashing lights 
    remind Edna of the DeLorean going back into the past. She 
    went back to a time when he grandfather, Marshall James 
    Strickland, was still alive.
    Edna tries to remember her grandfather by looking at a 
    cactus, but it doesn't work. We'll have to make the 
    cactus look more like Grandpa Strickland. Go to the 
    outhouse and grab the mop. Then, go to the left and take 
    Edna's hat from on top of the stop sign.
    Use the mop on the cactus, and then use the hat on the 
    cactus. Edna takes another look at the cactus, and she 
    believes it is her grandfather. She speaks with him, and 
    declares that she likes the Old West version of Hill 
    That is, until a Tannen shows up. Beauregard Tannen is 
    going to build something that Edna really doesn't like 
    Go to the left, and left of the stop sign is a saloon 
    sign. Edna DOES hate places which serve alcohol, so this 
    is probably what she's talking about. Use the saloon sign 
    on the outhouse door.
    Edna decides to take action against the saloon. Seeing as 
    she has a history of setting fires to speakeasies, it's 
    pretty clear that she's thinking of burning down the 
    saloon. Use the clay oven to get a burning stick, then 
    use this stick on the outhouse.
    Edna remembers that the saloon fire spread to all the 
    other buildings in Hill Valley. The town was burned down, 
    which is why Hill Valley is no longer in existence.
    Enda brings out a newspaper that tells the story of the 
    town being burned down. Edna then pulls out a shotgun and 
    prepares to kill Marty and Doc when William McFly 
    William distracts Edna long enough for Marty and Doc to 
    make their escape.
    004e-Endgame Sequence 
    Our heroes travel back to 1876. They go to Beauregard 
    Tannen's saloon, ready to stop Edna from setting it on 
    fire. Doc goes in the front, while Marty sneaks around 
    through the back.
    Go to the left and click on the window. Marty sneaks in, 
    past the sleeping Beauregard Tannen. Marty hides behind 
    the bar, and he watches Doc confront Edna.
    Tannen shows up with a gun. He aims it at Edna, while 
    Edna holds the burning torch over the fuel. A standoff 
    ensues. Edna doesn't want to drop the torch, because 
    Tannen will shoot her if she does. Tannen doesn't want to 
    shoot Edna, because she will drop the torch if he does.
    Doc says that SOMEBODY (i.e. Marty) needs to disarm both 
    of them at the same time.
    From behind the bar, head towards the window. Mess around 
    with the barrels here, and they fall off of the platform, 
    except for the pickle juice. Marty says the pickle juice 
    is good for putting out torches, so he's probably 
    planning on using it to put out Edna's torch.
    Head to the small area, behind the back of the bar. There 
    is a ladder here. Climb it to be on top of the bar.
    We have several sandbags here, as well as a platform 
    which is connected to the pickle juice platform. Use the 
    three sandbags on the pallet (i.e. the platform). Then, 
    step on the pallet.
    The fourth sandbag falls onto the chandelier, above 
    Tannen's head. The pallet with the pickle juice is raised 
    up, while the pallet Marty is on goes down.
    There is a sandbag on the ground here. Use it on the 
    pallet, to ensure that the pallet with the pickle juice 
    stays up. Use the rope connected to the pallet, and Marty 
    pulls it. The pickle juice rolls towards the side of the 
    building where Edna is.
    The barrel of pickle juice stops suddenly, due to a loose 
    board. Go towards the bar. At the end of the bar, you 
    have more loose boards. Use the loose floorboard, and 
    Marty will push it to make sure that the pickle juice 
    barrel continues running its course.
    The trap is now in place, with the pickle barrel over 
    Edna and a sandbag over Tannen. Go to the back of the bar 
    and climb the ladder. Use the sandbag (the one on the 
    chandelier). It drops, landing on Tannen. Shortly 
    afterwards, the pickle barrel lands on Edna.
    Doc and Marty deal with Tannen, but while they do so, 
    Edna escapes in her DeLorean. Marty and Doc follow her in 
    their DeLorean. Fortunately, Alternate Doc put three 
    diagnostic modules on Edna's DeLorean, and those can 
    easily link to Doc's Flux Synchronization devices.
    In other words, put the three Flux devices onto the three 
    modules on Edna's DeLorean. Fortunately, Doc has a 
    hoverboard for Marty to use.
    Let's get started. Go to the front bumper, and then use 
    the flux override on the diagnostic light. You then need 
    to sync the diagnostic with Doc's DeLorean. Do this by 
    grabbing the flux emitter and aiming it at the receiving 
    dish on Doc's DeLorean. Make them connect for about eight 
    seconds, and they connect for good.
    Go to the front bumper again, and this time, grab the 
    windshield wiper. Edna swerves, trying to throw Marty 
    off. Go to the front bumper again, then go to the front 
    bumper. (These two locations really should have different 
    names, to prevent confusion.) When Edna sees Marty on the 
    front bumper, she heads towards a nearby fence.
    Marty will jump over the car, knocking the Mr. Fusion 
    loose. Edna's rearview mirror is damaged by the fence. 
    Use the windshield wiper on the Mr. Fusion to put it back 
    into place.
    Go to the rear bumper, then the driver's side. Now that 
    the rearview mirror is broken, Marty can go to the front 
    bumper. (If you try to do this before the mirror is 
    broken, Edna notices Marty).
    Use the flux override on the flux emitter here. Use the 
    emitter, and link it up to the receiving dish on Doc's 
    The last emitter is on top of the car, where Marty can't 
    reach it. Edna unrolls part of the car window to talk to 
    Marty. Aha! This could be used to get on top of the car 
    and reach the final emitter!
    Go to the front bumper, and talk to Edna. While Marty is 
    next to the car door, she opens it, flinging Marty over 
    the roof, to the other side of the car. Talk to Edna 
    again, and she unrolls part of the window to speak to 
    Now that this window is unrolled, Marty can use the 
    passenger door. Use this to open the door. Marty gets 
    flung onto the roof of the DeLorean. Use the flux 
    override on the flux emitter here, and use the emitter. 
    Once you link it up to Doc's receiving dish, the job is 
    finished, and Marty gets back in Doc's DeLorean.
    Doc and Marty return to 1931, taking Edna's DeLorean with 
    them. Taken by surprise, she crashes the DeLorean into 
    the police station. Edna is promptly arrested by Officer 
    Parker, while an amused Kid Tannen looks on.
    Edna's DeLorean then gets erased from the timeline, which 
    is convenient for our heroes Marty and Doc. Marty is 
    still worried about the fact that Arthur McFly has 
    married the wrong woman. After all, Arthur is supposed to 
    marry a woman named Sylvia Miskin, not Trixie Trotter.
    Pick any of the conversation topics you want when talking 
    to Arty and Trixie. It seems that Arty married Trixie, in 
    order to clear up the problem about her being a Canadian 
    (an issue that Edna raised in Episode Four: Double 
    It is eventually revealed that Trixie's real name is 
    Sylvia Miskin. It looks like Arthur married the correct 
    woman after all. Marty approves of the marriage. William 
    McFly appears, and he approves of the marriage, too.
    Doc and Marty then return to 1986, where it looks like 
    everything is back to normal. Well...Edna and a few other 
    people have changed a bit, but overall, it looks like 
    things are back to normal.
    Before the game ends, Future Marty shows up, followed by 
    Future Marty and...Future Marty? Uh oh, it looks like 
    Marty and Doc still have some time-travelling adventures 
    on their hands! They hop in the DeLorean and fly off.
    The game ends there, and the ending credits roll. A "to 
    be continued..." screen shows up once the ending credits 
    are over. Does this mean we haven't seen the last of Doc 
    and Marty? Only time will tell.
    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).

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