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    Walkthrough by The Lost Gamer

    Version: 1.21 | Updated: 03/29/12 | Search Guide | Bookmark Guide

    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 (ilovecartoonssomuch@yahoo.com)
    Copyright 2012
    For a list of all my various guides, check
    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 
    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 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 
    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 
    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
    It comes complete with my commentary, along with commentary
    from two of my buddies, Paul and Nathaniel.
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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 
    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'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!
    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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