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    FAQ/Walkthrough by The Lost Gamer

    Version: 1.21 | Updated: 10/14/11 | Search Guide | Bookmark Guide

    Version 1.21 10/13/11
    |                                       |
    | Destination Time:   JUN 13 1931 04:00 |
    | Present Time:       MAY 14 1986 07:13 |
    | Last Time Departed: ??? ?? ???? ??:?? |
    Back to the Future: The Videogame
    Episode One: It's About Time
    A Walkthrough by Michael Gray
    AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
    Copyright 2011
    For a list of all my various guides, check
    Table of Contents:
    001. General information
    002. Video Walkthrough
    003. Characters
    004. Walkthrough
      004a. Where's Doc?
      004b. In 1931
      004c. Doing Young Doc's Chores
      004d. Jailbreak
    005. Spoiler-Free Walkthrough
    006. Credits
    001-General Information
    This is a walkthrough for Episode One 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.
    002-Video Walkthrough
    If you'd rather see how to beat this game, as opposed to 
    reading about how to beat the game, there's a video 
    walkthrough for the game here:
    The videos comes with live video commentary, to go with the 
    footage of me playing the game.
    (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.
    Emmet "Doc" Brown: An eccentric scientist who built a 
    time machine out of a DeLorean. He is Marty's good 
    Einstein: Doc's dog, who is good at tracking down other 
    people from their scent.
    Lorraine McFly: Marty's mother, who speaks with him after 
    he wakes up from a nightmare. Only her voice is heard.
    George McFly: Marty's father, who inspires Marty with the 
    knowledge that things can turn out okay, even in the most 
    hopeless cases. 
    Biff Tannen: The villain of the first (and second) Back 
    to the Future movies, Biff likes to bully the McFly 
    family. He's a lot nicer to the McFlys than he used to 
    be, but he's still kind of a jerk. 
    Edna Stickland: Sister of Vice-Principal Strickland, Edna 
    helps Marty figure out when in time Doc is trapped. Marty 
    meets her younger self in the past.
    Kid Tannen: Biff's father is a gangster who dresses 
    snappily and runs an illegal speakeasy. As you might 
    guess, Kid Tannen is a bad guy.
    Cue Ball: One of Kid Tannen's gangsters. He runs the fake 
    soup kitchen.
    Matches: One of Kid Tannen's gangsters. He makes 
    deliveries to the soup kitchen.
    Arthur McFly: Marty's grandfather, who is a very timid 
    fellow. He is bullied by Kid Tannen into doing accountant 
    Young Doc Brown: The younger version of Doc Brown is 
    working at the courthouse for his father, Judge Brown. He 
    is torn between his love of science and his fear of his 
    science-hating father, Judge Brown.
    Judge Brown: Doc's father, who is very strict. He gets in 
    a fight with Young Doc near the end of the game, but only 
    his voice is heard.
    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.
    004a-Where's Doc?
    The game starts off with Marty and Doc in the Pine Woods 
    Mall Parking Lot, with Doc about to test his time 
    machine. Choose any dialogue option you want, even if 
    it's not from the original movie.
    Eventually, the time machine experiment goes wrong, and 
    Doc asks Marty to retrieve his Time Travel Notebook. This 
    notebook contains all the information Doc Brown has ever 
    collected about time travel, and it would certainly be 
    bad news if this important plot device were to fall into 
    the wrong hands.
    The game then teaches you how to move. You can use the 
    four arrow keys, or you can click on Marty and drag the 
    mouse in the direction you want him to go. Move Marty to 
    the left, and then click on the tool box to find the 
    As you can see, the cursor glows when you hold it over 
    something you can interact with. The name of the thing 
    appears as a subtitle onscreen. That's pretty standard 
    for a point-and-click adventure game.
    Once Marty finds the notebook, he gives it to Doc. Some 
    more bad things happen, and eventually, it is revealed 
    that this whole scene is just a nightmare. 
    Marty rushes the Doc's house/lab. It turns out that Doc 
    has been missing for six months, and his house has been 
    repossessed. Marty's dad George is in charge of selling 
    Doc's possessions, and Biff Tannen is on the prowl for 
    anything valuable.
    You can have fun looking around at all the various items 
    in Doc's lab. Just click on an item to have Marty 
    interact with it or talk about it. You can also click on 
    George and Biff to talk to them.
    Marty wants to see if there's anything really important 
    in the lab. Walk to the second room of the lab, and click 
    on the model of Hill Valley Square. Marty sees Doc's Time 
    Travel Notebook inside the model of the courthouse, but 
    unfortunately, Biff steals it.
    Once the notebook is stolen, you can go to the other room 
    in the lab to see George McFly pull out a box of items 
    with Marty's guitar inside. Hey, that shouldn't get sold! 
    Click on the guitar, and it will be added to Marty's 
    The inventory button now appears on the top of the 
    screen, next to the hint button and story button. Click 
    on the story button for a summary of the story so far. 
    Click on the hint button for three hints about how to 
    solve the current puzzle. Click on the inventory button 
    to be taken to the inventory screen.
    In the inventory screen, you can look at everything that 
    Marty is currently carrying. You can also select an item 
    for use. Try this out by using Marty's guitar, then 
    clicking on the large amplifier. Marty then uses his 
    guitar on the amplifier, that is, he plugs his guitar 
    into the amp.
    When Marty tries to play his guitar, Biff comes in and 
    steals it. George reprimands Biff, and Biff hands the 
    guitar back to Marty. The same sort of thing happens if 
    you try using the jukebox--Biff pushes Marty out of the 
    way, and George tells Biff to leave Marty alone. So 
    George is definitely bossing Biff around when Biff is 
    mean to Marty.
    Talk to George about this, by selecting the dialogue 
    option "I can fight my own fights, Dad". Once you do 
    this, George does not interfere when Biff attempts to 
    push Marty around.
    Now it's time to teach Biff a lesson. We know that Biff 
    likes to play Marty's guitar, and if you've watched the 
    first Back to the Future movie, you know that Doc's large 
    amp will blow if you turn all the dials to maximum. 
    Select the amplifier controls to turn them up, then 
    select the guitar.
    As you can guess, Biff comes in and shoves Marty out of 
    the way. Seeing the controls are on, Biff turns them up 
    all the way. Biff then blows out the amplifier, and he is 
    sent flying backwards. While Biff is thus distracted, 
    Marty grabs Doc's Notebook.
    Suddenly, strange sounds come from outside the house. It 
    sounds like the DeLorean! Marty heads outside to see 
    what's happening.
    Hey, it's the DeLorean, fresh from a trip through time! 
    Is Doc inside? There's only one way to find out: examine 
    the DeLorean.
    Marty opens the DeLorean, but no one is inside except for 
    Einstein. Marty climbs inside, where there are a few 
    things to look at. First, examine the handheld tape 
    The tape is from Doc, and as you might have guessed, he's 
    in trouble! You see, the car is automatically programmed 
    to return to this specific time and place, as an 
    insurance policy in case anything bad happens. Well, the 
    car is here now, so something bad must have happened. 
    Specifically, something happened that prevented Doc from 
    accessing the time machine! That's not good...
    It's up to Marty to go back or forward in time, in order 
    to figure out what happened to Doc. Fortunately, the time 
    machine has a "Last Time Departed" readout, which tells 
    us when Doc is, and...
    Uh oh, the time circuits are on the fritz. Looks like 
    Marty has to figure out when Doc is, using the clues 
    inside the DeLorean. There's only one clue, which is a 
    woman's shoe. How is a shoe going to help us know when 
    Doc is?
    Leave the DeLorean and use the shoe on Einstein. Einstein 
    gets the scent of the woman who owns the shoe. 
    Fortunately, she lives nearby, so Marty follows Einstein 
    to where the woman lives. 
    Marty is now downtown, near an arcade and a liquor store. 
    In between the two is an apartment complex. Einstein is 
    near the door to the complex, so I'm guessing the woman 
    who owns the shoe lives inside.
    Select the buzzer, and Marty will buzz the female 
    resident: Edna Strickland. The woman sticks her head out 
    the window, but she's in an unfriendly mood, especially 
    since she thinks Marty is a no good slacker, er, a 
    Tell Edna that you have something for her, then use the 
    shoe on her. Marty shows her the shoe, and she brings out 
    the matching shoe. She then invites Marty into her 
    apartment, where she starts boiling a pot of tea for him.
    Edna forgot to turn the stove on, so the tea doesn't 
    boil. If you play with the radiator, it makes a sound 
    which is similar to boiling tea. Edna will then leave the 
    room for a short while to check on the tea. That's a 
    convenient way to get rid of her if you ever need to.
    Talk to Edna for a while. This shoe is our best/only clue 
    about Doc's whereabouts/whenabouts, so Marty wants to 
    know when and where Edna first lost the shoe. Ask her 
    about it, and she says she the shoe was stolen by a dog, 
    on the day the town's speakeasy burned down.
    Ask her for more details about the speakeasy, and 
    eventually, she reveals that the speakeasy was near the 
    courthouse courtyard. A video store was built on the site 
    the year after the speakeasy was burned down.
    You can also talk to Edna about her newspapers (she has 
    every single issue!), and about her binoculars that she 
    uses to spy on other people.
    Stop talking to Edna, and then click on her binoculars. 
    Marty uses them to look at the video store. Biff exits 
    the store with something in his hands, and Marty examines 
    the store's convenient plaque that says it was built in 
    February 1932.
    So, if the store was built the year after the speakeasy 
    burned down, and the store was built in 1932, the 
    speakeasy burned down in 1931. When, though?
    Marty could go to the library and check the newspaper 
    archives, but fortunately, Edna has newspaper archives 
    right in her house. She doesn't want Marty touching the 
    newspapers, so get rid of her (temporarily) by turning on 
    the radiator. Then, look at the newspapers.
    Marty goes through the 1931 headlines until he finds one 
    about the Speakeasy Arsonist being killed. It seems that 
    a mob charged the police station and killed Carl Sagan, 
    who set fire to...wait, Carl Sagan?
    Marty turns the paper over and sees a picture of Doc 
    Brown. Oh no! Doc was arrested for setting the speakeasy 
    on fire? Then, he was killed by an angry mob? This is NOT 
    GOOD, but fortunately, we now know when Doc is.
    Marty accidentally knocks over the newspaper archives. An 
    angry Edna then appears and kicks him out of the 
    apartment. That's okay, because Marty has everything he 
    needs from here, anyway.
    Marty is ready to go back to time. He has a 1930's-style 
    outfit, as well as Einstein. George McFly appears and 
    asks what Marty is up to. Make up any excuse you want, 
    and George compassionately assumes that Marty knows what 
    he's doing.
    George walks off, and then Marty gets in the car. Use the 
    time circuits to turn them on, then use the circuit 
    display to insert a new destination. Doc is killed on 
    June 14, 1931, and the speakeasy was burned the day 
    Obviously, Marty will want to go back in time to before 
    the speakeasy burned down. That way, he can warn Doc, and 
    Doc won't get arrested for burning down the speakeasy.
    No, wait, Marty wants to go back to the day before Doc 
    gets killed. That way, he can break Doc out of jail. 
    Sounds like a plan, Marty! Marty goes back to 1931, and 
    after a brief scene with some gangsters and a police 
    officer, he makes it to the courthouse square.
    004b-In 1931
    Marty walks around the town square, and outside the 
    remains of the speakeasy, a female reporter named Edna 
    Strickland interviews him for an on-the-street reaction. 
    Say whatever you want to Miss Strickland, who seems very 
    much opposed to the gangsters that ran the speakeasy. She 
    is then attacked by Einstein, and she gets upset with 
    Marty. It seems that Einstein is the dog who stole her 
    shoe on the day the speakeasy burned down.
    You can now explore the Courthouse Square. Marty is 
    currently on a street which contains a bank, a 
    barbershop, the ruins of the speakeasy, a law office, a 
    flophouse and other places of business. Marty cannot 
    enter any of these establishments.
    At the designated crosswalks, Marty can cross the street 
    to reach the courthouse and the grassy square in front of 
    the courthouse. The other street Marty can walk on has a 
    soup kitchen on the corner, and the police station next 
    door. When you walk near the barred windows, Doc appears 
    and starts talking to Marty.
    Doc is happy, because he is getting released tomorrow, 
    due to the fact that there is no evidence linking him to 
    the fire. Marty shows Doc the newspaper article about his 
    upcoming death, and Doc becomes upset.
    Marty has a number of ideas about what to do. Pitch all 
    the ideas to Doc, only to have Doc shoot them down. 
    Eventually, you're left with only one choice: breaking 
    Doc out of jail.
    Fortunately, Doc knows a good way to break out of jail. 
    See, his younger self has recently filed a patent for a 
    rocket-powered drill. If Marty could get the drill, he 
    could break Doc out of jail! All right, so Marty needs to 
    team up with Young Doc to break Old Doc out of jail, got 
    Ask "Where can I find your younger self?" to get Doc's 
    phone number. The people at Doc's house should know where 
    the younger Doc is.
    The only phone in the area is the one at the soup kitchen 
    next door, so go inside.
    The first time you enter the soup kitchen, you see an 
    argument between Kid Tannen and Arthur McFly. Ah, so 
    Biff's father liked to bully Marty's grandfather. Kid 
    needs Arthur to do his accounting work, and he orders 
    Arthur to hide in the safe house.
    Kid then steals Arthur's hat, and then leaves.
    In the back of the soup kitchen, you can find the 
    telephone Doc was talking about. Use the phone number on 
    the telephone to learn that Young Doc is at the 
    courthouse. Hey, that's right near here! Go to the 
    courthouse and open the door to meet Young Doc.
    Young Doc will now begin walking from the courthouse to 
    the law offices, and back again. He repeats this trip 
    over and over again.
    Talk to Young Doc, but whenever you try to discuss 
    science or the rocket drill, he clams up. He eventually 
    will refuse to talk to you. Looks like we're going to 
    have to find some way to get him to talk.
    Go back to the jail, where Old Doc says that his younger 
    self is afraid of his father, Judge Brown. Judge Brown 
    loves law and hates science, so he is forcing Young Doc 
    to be a lawyer, not a scientist. Doc also says that his 
    young self isn't muttering random things; he's working on 
    Maybe we can convince Young Doc that we're on his side by 
    solving his equation. Use the tape recorder to record 
    what Young Doc is muttering, then take it to Old Doc. Old 
    Doc knows the solution to the equation, so tell the 
    solution to Young Doc.
    Young Doc is happy to have the solution, and he 
    mistakenly concludes that Marty is from the patent 
    office. Pick any of the dialogue options here, and Marty 
    will explain that he needs a working version of the drill 
    004c-Doing Young Doc's Chores
    Young Doc has two chores to finish before he can build 
    the rocket drill. First, he must get fuel some alcohol to 
    serve as fuel. Second, he must subpoena Arthur McFly.
    At this point in the game, Edna Strickland will be 
    standing with her bike inside the courtyard. Young Doc 
    will also be in the courtyard, near the tree with 
    Einstein. If Marty enters the soup kitchen, Young Doc 
    Getting Fuel
    To get fuel for the rocket, Marty must travel back to the 
    future, and, nah, I'm just kidding. The gangsters are 
    obviously using the soup kitchen as a front for their 
    illegal alcohol smuggling. We'll have to get the alcohol 
    from there.
    Things work in a very predictable pattern at the soup 
    kitchen. Whenever you tell Cue Ball to add an ingredient 
    to the soup, he will get the ingredient from the spice 
    rack. He then moves the barrels of alcohol in front of 
    the door. After a time, he puts the spice back on the 
    rack and moves the barrels of alcohol back to their 
    original position.
    When you first try to leave the soup kitchen, Edna 
    appears to get some real soup. She delivers soup to 
    various people in need, as charity donations. She's not 
    happy that the soup kitchen is now run by gangsters, 
    obviously. Cueball gives her some of the charity soup.
    When you leave to go to the other room in the soup 
    kitchen, Cue Ball will get up and hit the pipe. A secret 
    elevator will then open and take all of the barrels of 
    alcohol. A gangster will then come in with more barrels 
    of booze. At any time, Marty himself can hit the pipe to 
    get the elevator to work, thanks to the fact that Cue 
    Ball isn't very observant.
    Clearly, there is some kind of puzzle to solve here. 
    Let's see...you can get Cue Ball to move the rack at any 
    time, and you can get the elevator to work at any 
    time...let's try both at the same time!
    Ask Cue Ball to put something in the soup, then hit the 
    pipe. The elevator works when the soup rack is NOT in 
    place, and the alcohol...goes right down the elevator 
    like normal, thanks to those slanted tables.
    Go to the back part of the soup kitchen and try to get 
    through the door. It doesn't work. Tell Emmett to prop 
    the door open, and eventually, he will do so. He says, 
    "Eureka!" when he's finished opening the door, so talk to 
    Cue Ball to pass the time until Doc has the door open.
    Now, when you tell Cue Ball to add something to the soup, 
    and then you hit the pipe, the alcohol rolls onto the 
    charity table. Success!
    Edna Strickland then comes in, and Cue Ball gives her a 
    barrel of alcohol, because he thinks it is charity soup. 
    Great, we got the alcohol out of the soup kitchen! Now we 
    just need to get it away from Edna...
    Go to Edna and talk to her about various things. She's in 
    charge of the Stay Sober Society, which needs a place to 
    meet. She also makes various soup deliveries.
    Offer to let the Stay Sober Society meet at Judge Brown's 
    house, and tell her that the Stay Sober Society needs 
    soup for their meeting. She agrees on both accounts, and 
    so she'll bring the barrel of alcohol to Young Doc's 
    house. All right!
    Young Doc isn't happy that you volunteered his house to 
    an unknown group, so try to convince him that the Stay 
    Sober Society is made up of nice, responsible people who 
    like charity work. Doc isn't convinced, though, so 
    threaten to go home and give up on Doc's patent 
    application. Young Doc immediately agrees to let Edna's 
    group meet at his house, and he becomes tongue-tied in 
    her presence. Edna then rides off.
    Okay, so we now have the fuel for the rocket drill. Now 
    we just need to get a subpoena to Arthur McFly.
    Finding Arthur McFly
    Finding Arthur should be easy enough. After all, Einstein 
    can find track someone's scent and find them easily. We 
    just need something that belongs to Arthur McFly.
    Kid Tannen is at the shoeshine booth, near the barber 
    shop. When Marty comes close, he forces Marty to shine 
    his shoes. He is eating peanuts of Arthur McFly's hat the 
    whole time, too.
    Ask about Arthur and about the hat. Then, ask for some 
    peanuts and shout, "What the hell is that?" While Kid is 
    distracted, Marty steals the hat. A minor chase scene 
    ensues, in which Young Doc pulls off some unexpected 
    running skills. Naturally, our heroes escape from the bad 
    Go to Einstein and use the hat on him. Einstein will seek 
    out the hat's owner: Arthur McFly. It turns out he lives 
    in the apartment that 1980's Edna Strickland will own. 
    Wow, deja vu.
    Ring the buzzer to talk to Arthur. He's afraid to go 
    outside, which makes sense, considering who his boss is. 
    Go to the right to return to the courthouse square.
    Kid Tannen exits the barber shop. Go close to him, and he 
    will chase Marty. Marty escapes by climbing the gazebo in 
    the square, but Kid Tannen is still hanging around. Kid 
    starts to order Marty to get down.
    Can you figure out what to do here? Use the tape recorder 
    on Kid to record what he's saying about coming down from 
    where he is. If we play this tape for Arthur, Arthur will 
    think Kid is ordering him to come down from the 
    Once that's done, call Einstein. Einstein attacks Kid 
    Tannen, thus allowing Marty to escape. Now all you have 
    to do is return to Arthur's apartment and ring the 
    buzzer. Use the tape recorder on Arthur, and he hurries 
    down to avoid the wrath of Kid Tannen.
    Once Arthur is outside, use the subpoena on him. Now he's 
    got the subpoena! He goes to court to give testimony 
    against Kid Tannen. All right, so that's everything! 
    Let's get the rocket drill and break Doc out of jail!
    Marty and Doc return to Young Doc's lab. The process for 
    getting the fuel ready is pretty tough, but luckily Doc 
    will be with you the whole time, and...
    Uh oh.
    Doc is called to go outside and talk to his father. It 
    looks like the Judge has found out about Doc's love of 
    science, and he is not happy. The two of them start 
    There are four possible things for Marty to do: turn the 
    electric crank, release gaseous pressure, stoke the fire 
    with the bellows and feed the bacteria.
    Doc will give Marty clues as to what to do. For example, 
    he will say something like, "Can't you see this is EATING 
    me up inside?", which indicates that you should feed the 
    bacteria. The clues you get, as well as the order you get 
    them in, are randomized, but here are the clues I got:
    Turn the electric crank:
    I'm not another one of your staffers who SPINS around you 
    like a top.
    Is it my fault I don't get a SPARK out of laws and 
    Stop being such a CRANK!
    Maybe I should just get struck by LIGHTNING! Would that 
    make you happy?
    Release the gaseous pressure:
    Why won't you RELEASE me from your unattainable 
    Stop PRESSURING me to become a lawyer!
    Don't you have a RELEASE VALVE on your mouth somewhere?
    You have no idea what kind of PRESSURE I'm under!
    If it were up to you, people would still be divining the 
    future with sheep's BLADDERS and goat gizzards!
    Lawyers are nothing but overblown BAGS OF GAS!
    Stoke the Fire:
    If you don't like my performance at the courthouse, then 
    FIRE me.
    Stop getting so HOT under the collar, Pop.
    Forgive me if I don't get a SPARK out of legal 
    Law may be your BURNING passion, Father, but it is not 
    What do you call a group of lawyers trapped in a BURNING 
    building? A good start!
    There is a FLAME inside me that cannot be quelled by your 
    legalistic gobbledygook, Father!
    You know who invented FIRE, Pop? I don't know either, but 
    you can be damn sure it wasn't a lawyer!
    Feed bacteria:
    I don't know what's EATING you, Father, but I wish it 
    would go on a diet!
    You don't get to control me, just because you FED and 
    clothed me for the past seventeen years!
    You're treating me like a BACTERIA!
    Why don't you just FEED the ducks, Father?
    Judge Brown will start emphasizing some of the words Doc 
    uses, like FIRE or FEEDING, but don't follow his verbal 
    clues. Just keep following the clues that Doc gives you, 
    and eventually, the fuel will be done.
    Hooray, Marty can now use the rocket drill! Marty begins 
    to feel regret about fooling the Young Doc Brown, and he 
    confesses that he's not really from the patent office. 
    Young Doc is upset at first, but he still shows gratitude 
    for Marty's friendship by warning Marty to keep the 
    throttle at around level eight.
    Marty then goes to the jail, where he tries to break in, 
    but the invention explodes. Darn!
    Edna Strickland then shows up and tells you that Doc 
    Brown isn't in the jail anymore. They're moving him to a 
    new facility, and the car that is transporting him just 
    left. Edna leaves her bicycle outside as she goes to talk 
    to the police chief, and Marty is left trying to figure 
    out how to catch up to the police car.
    Then, Marty sees the newspaper. The headline changes, to 
    reflect the fact that Doc's death now takes place 
    somewhere new. That's not a good sign. Chase after the 
    police car by grabbing the drill remains and using them 
    on Edna's bicycle. The rockets are still in working 
    order, and they blast into action. With the rocket-
    powered bike, Marty easily reaches the car.
    All right, so Marty is on the police car, with Doc 
    shackled inside. Of course, the car is locked because the 
    police think he's a criminal, so Marty will have to find 
    the keys and unlock the back door.
    If you try to go to the left, Marty is blocked by the 
    spare tire. Instead, go to the right. Here, you can grab 
    the radio antenna off of the roof, and you can grab a 
    tire iron from the tool box.
    Go back to the left. Use the tire iron on the spare tire, 
    and it falls off. Now you have a hubcap, and you can 
    climb to the left. Climb to the driver's window to learn 
    that the driver is none other than Kid Tannen! And the 
    keys are on the inside of the car!
    Try using the antenna on the keys to learn that you can't 
    reach the keys. You see, unlike his son Biff, Kid Tannen 
    notices when an unexpected guest is hitching a ride on 
    his car.
    Go back to Doc and ask him for a distraction. Then go 
    forward and use the antenna on the keys to grab them 
    while Kid's head is turned. Kid turns his head at the 
    last second and sees Marty, then punches our hero off of 
    the car. Marty falls onto the ground, badly injured.
    No, wait! Doc uses his quick reflexes to grab Marty 
    before he falls! Way to go, Doc!
    Move to the lock and use the key on the lock to open the 
    door. The doors open, but Doc is still shackled to the 
    floor. Worse yet, the car hits a bump and Doc falls down, 
    grabbing onto the bike. And to make matters even worse, 
    Kid Tannen notices the attempted escape and starts firing 
    his gun.
    There's nothing else to do now but use the hubcap on Kid 
    Tannen. Throwing it like a frisbee, Marty is able to get 
    Tannen to drop his gun. Climb over Doc to get the gun, 
    then use it on the shackles.
    Doc is then thrown forward, and Marty grabs his feet. Now 
    both Marty and Doc are in danger of falling onto the 
    road, and they can't really get up. Marty can't do 
    anything at this point besides talk to Doc, and the only 
    useful thing he can say is, "HIT THE THROTTLE!"
    Doc sets the throttle to the highest level, and the 
    rocket bike, along with Doc and Marty, slam into the car. 
    The car starts to swerve off of the road, and our heroes 
    escape on the bike before the car hits a manure truck.
    All right! Marty and Doc are safe and sound, and as an 
    added bonus, they land conveniently close to the 
    DeLorean. It looks like they can go back to the future, 
    safe and sound...until you see the cliffhanger, complete 
    with a "to be continued" screen.
    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.
    Shopping Mall
    Select any dialogue options you want.
    Go left and examine the toolbox.
    Pick any dialogue option you want.
    Doc's Lab
    Examine the model of Hill Valley Town.
    Examine Marty's guitar.
    Use the guitar on the amplifier.
    Tell George, "I can fight...".
    Turn on the amplifier controls.
    Use the guitar.
    Outside Doc's House
    Examine the DeLorean.
    Listen to the handheld tape recorder.
    Take the shoe.
    Exit the DeLorean and use the shoe on Einstein.
    Use the buzzer.
    Use the shoe on Edna.
    Ask Edna "When did you lose...?"
    Ask Edna about the speakeasy.
    Use Edna's binoculars.
    Use the radiator.
    Examine the newspapers.
    Outside Doc's House
    Select any dialogue option you want.
    Use the time circuits.
    Use the time circuit keypad.
    Courthouse Square
    Pick any dialogue option you want.
    Walk near the barred window of the police station.
    Select all the dialogue options.
    Ask "Where can I find your...?"
    Enter the Soup Kitchen.
    Use the phone number on the phone.
    Go to the courthouse and open the door.
    Use the tape recorder on Young Doc.
    Tell Old Doc "I recorded your..."
    Tell Young Doc "Maybe H equals..."
    Pick any dialogue option.
    Pick any dialogue option.
    Getting Rocket Fuel
    Go to the soup kitchen.
    Push the kitchen door.
    Ask Young Doc to prop open the door.
    Wait for Doc to say, "Eureka!"
    Ask Cue Ball for soup.
    Tell Cue Ball to put something in the soup.
    Use the pipe.
    Exit the soup kitchen.
    Ask Edna "What's the scoop?"
    Ask Edna "You make soup...?"
    Ask Edna "What's the Stay...?"
    Tell Edna "I know where..."
    Tell Edna "At the Brown..."
    Tell Edna "I can help..."
    Tell Edna "The Stay..."
    Tell Young Doc "They're sober."
    Tell Young Doc "They'll be quiet."
    Tell Young Doc "Okay, then. Forget..."
    Finding Arthur
    Go to the barbershop.
    Say "I guess I'm..."
    Say "I'm looking for..." 
    Say "Isn't that..."
    Say "Can I have some..."
    Say "What the hell..."
    Use the hat on Einstein.
    Return to the barbershop.
    Use the tape recorder on Kid.
    Use Einstein.
    Return to the apartment.
    Ring the buzzer.
    Use the tape recorder on Arthur.
    Use the subpoena on Arthur.
    The Brown Residence
    Pick and dialogue option you want.
    Follow the verbal clues given by Young Doc.
    Select any dialogue option.
    Endgame Sequence
    Use the jet drill remains on Edna's bicycle.
    Move right.
    Open the toolbox.
    Take the antenna.
    Go back.
    Move left.
    Use tire iron on the spare tire.
    Go to the front window.
    Use antenna on keys.
    Ask Doc for a distraction.
    Go to the front window.
    Use antenna on keys.
    Use keys on padlock.
    Use hubcap on Kid.
    Use gun on shackles.
    Tell Doc "HIT THE...".
    This FAQ is copyright of The Lost Gamer, 2011.  If you 
    want to use any part of this FAQ, ask me first 
    (instructions under general information).

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