=============================================================================== FAQ/Walkthrough for BACK TO THE FUTURE: THE GAME - EPISODE 2: GET TANNEN! =============================================================================== GUIDE INFORMATION ----------------- Author: Tom Hayes E-mail: thayesguides(at)gmail(dot)com System: PC Updated: 12th April, 2011 Version: 1.0 CONTENTS -------- 1. Introduction 2. Walkthrough 3. Item List 4. Copyright Information VERSION HISTORY --------------- 1.0: 12th April, 2011 (First version) =============================================================================== 1. Introduction =============================================================================== Released on 17th February 2011 for the PC, this is the second in a series of five Back to the Future episodes from Telltale Games. In this episode, Marty returns to the year 1986 to find that the Tannen family are ruling Hill Valley. Travelling back in time again to 1931, Marty must find a way to have Kid Tannen arrested in order to avoid this alternate future for Hill Valley. =============================================================================== 2. Walkthrough =============================================================================== EVADE THE COP AND GET TO THE PAST! ---------------------------------- The episode starts on the country road. Move to the passenger side of the DeLorean and wait until Doc drops the DeLorean keys. Move to the front bumper, the driver's side and then the rear bumper. Take the DeLorean keys. Move to the driver's side. Select the driver's seat to enter the DeLorean. GET PAST THE OBSTACLES AND INTO THE COURTHOUSE TO RESCUE ARTHUR --------------------------------------------------------------- Select any reply when Edna asks why Marty has to get to the courthouse. Select any option when Einstein walks over to investigate. Take the stick. Hold the right arrow key or click and drag the mouse to the right to pan as far right as possible. Throw the stick at Edna and Einstein will run after her. Select any reply twice to Emmett and he will leave. Open the courthouse doors and Arthur will walk out. Run through the park toward the soup kitchen and Marty will follow Arthur down the alley to the back door of the soup kitchen. GET INTO THE SPEAKEASY TO RESCUE ARTHUR --------------------------------------- Examine the medium crate twice to climb inside it. DISPATCH THE GOONS AND RESCUE ARTHUR ------------------------------------ Take the bottle of chloroform on the counter. Use the bottle of chloroform on the ink bottle to make Zane fall asleep. Press the panic button below the counter to change the appearance of the speakeasy. Press the panic button again when Matches reaches over the counter and a whiskey bottle will fall behind the counter. Take the bottle. Press the sign switch below the left side of the counter and Cue Ball will walk upstairs. Press the panic button again and this time use the bottle on Matches when he reaches over the counter. RESUME YOUR LIFE AS A NORMAL 80S TEENAGER ----------------------------------------- Try to open the front door and select any option five times: Biff will then confront Marty. In this section, select one of the actions that appear and then select one of the speech options. The correct actions to take are "Dodge! >", "Jump!", "Dodge! >", "Jump!", "Dodge! >" and "Duck!". GET INTO THE SPEAKEASY ---------------------- Run through the park to talk to Edna. Select any reply to her two questions. Run left to the end of the park, down the road and then right through the alley to see a man answer three questions to enter the speakeasy. Examine the door to be asked three similar questions. The aim here is to select the start of an answer that sounds similar to the end of the question. Q: What will you do if I break your leg? A: Leggo your Eggo. Q: What will you do if I let you inside? A: Sidle up to your boss. Q: What will you do if there's a raid? A: Radio for help. Q: What will you do tomorrow? A: Row my boat. Q: What will you do when I send you away? A: Wait until Wednesday. Q: Where are you going? A: Inglewood. Q: Where did you come from? A: From Russia, with love. Q: Where do you live? A: Livermore. Q: Where do you want to be tomorrow? A: Rome. Q: Where you born? A: Borneo. Q: Who died and made you boss? A: Boss Hogg. Q: Who gave you the right to knock on my door? A: Doris Day. Q: Who is the King of Siam? A: Am I. Q: Who said you were worthy? A: The old gray mare. Q: Who told you to come here? A: Hieronymous Bosch. Answer three questions correctly to enter the speakeasy. FIND OUT WHY TRIXIE WON'T BETRAY KID ------------------------------------ Talk to Officer Parker at the left side of the bar and say "So you've got troubles?": Trixie starts singing a happy song and Parker says that he doesn't want to talk about his troubles. Exit the conversation. WHY DOES PARKER REFUSE TO DO HIS DUTY? -------------------------------------- Examine the sheet music at the right side of the piano and select the sad song. Talk to Parker again and say "Tell me your troubles...": He says that he has a secret. Say "About that secret...": He doesn't want to talk about his secret when he is feeling sad. Exit the conversation. GET PARKER TO TELL HIS SECRET ----------------------------- Examine the sheet music at the right side of the piano and select the secret song. Talk to Parker again and say "About that secret...": He has been working for Kid Tannen for a month. Select any reply twice. Exit the conversation. CONVINCE PARKER TO DO HIS DUTY ------------------------------ Walk to the exit of the speakeasy and select any reply twice to Kid. He asks for proof that Marty is a member of the Valenti gang, so show the lighter to Kid. Exit the speakeasy to see Arthur arrive. Walk out of the alley to see Doc in the bedroom above the Majestic Arms inn. Enter the park and talk to Edna. Say "Nice song!". Say "Yes" when she asks if Marty would like to hear it. Say "Can I have a copy of your song?" to take the lyrics. Exit the conversation. Return to the speakeasy and give Edna's lyrics to Trixie. Examine the sheet music and select the You Should Care song: Parker decides to become a good cop again. Talk to Trixie and say "What's a nice girl like you...". Say "Why do you stay with Kid?". Say "Insurance Policy?" to receive Arthur's pipe. Exit the conversation. Exit the speakeasy and return to the park. Walk into the bandstand and talk to Emmett about all three options: Emmett's car flies into the air and ejects Einstein onto the roof of the courthouse. Run across the road toward the Majestic Arms inn and open the flophouse door to talk to Doc. Say "You're in the park.". Say "Save Einstein!": He tells Marty to distract his younger self. Exit the conversation. Return to the park and talk to Edna. Say "I've got a story for you!". Say "Would-be Inventor Strands Dog on Courthouse". Use Arthur's pipe on Einstein to find Arthur. Return to the flophouse and say "Send Artie to Trixie!". Enter the speakeasy and talk to Trixie. Say "Arthur's waiting outside!": She walks outside and returns to the speakeasy after gunshots are heard. Exit the speakeasy and examine the puddle of blood near the entrance to the alley. Return to the speakeasy. Talk to Zane and say "About these caricatures on the wall...": They are drawings of people that have been killed by Kid. Give the photo of George McFly to Zane to receive the caricature of George. Walk to the left side of the speakeasy and use the caricature of George on the caricatures on the wall. Talk to Trixie and say "Look who made the Wall of Fame!". Select any reply when Matches talks to Marty. Select any reply when Parker asks who Kid has captured. WHERE'S KID TANNEN? ------------------- Walk left toward the steps and take the flask. Use the flask on Einstein to find a button. Press the button to see that Kid has captured Edna. DEFEAT KID TANNEN ----------------- Move to the trash cans and then to the barrels. Talk to Kid and he will shoot a hole in one of the barrels. Take the hooch barrel and use it on the gap below the garage door. Move to the trash cans and then to the police car. Talk to Kid three times and Edna will fall out of the garage. Move to the trash cans and use the lighter on the hooch trail. Select the harness to complete the episode. =============================================================================== 3. Item List =============================================================================== ARTIE'S PIPE Found by talking to Trixie about her insurance policy. After Einstein has been rescued from the roof of the courthouse, the pipe is used on Einstein to find Arthur. BOTTLE Found behind the counter in the speakeasy after Marty has pressed the panic button twice. After the panic button has been pressed again, the bottle is used on Matches when he reaches over the counter. BOTTLE OF CHLOROFORM Found on the counter in the speakeasy. It is used on the ink bottle on the counter to make Zane fall asleep. CARICATURE OF GEORGE Found by giving the photo of George McFly to Zane in the speakeasy after Marty has examined the puddle of blood outside the speakeasy. It is used on the caricatures at the left side of the speakeasy to convince Trixie that George has been killed by Kid. DELOREAN KEYS After Doc drops the keys at the start of the episode, the keys are found by by the rear bumper of the DeLorean. They are automatically used to start the DeLorean. DOC'S NOTEBOOK Available at the start of the game. It is not used. EDNA'S LYRICS Found by asking Edna for a copy of her song. They are given to Trixie in the speakeasy to make the You Should Care song appear in the piano sheet music. EMPTY CHLOROFORM BOTTLE Found after the bottle of chloroform has been used on the ink bottle in the speakeasy. It is not used. FLASK Found on the steps outside the speakeasy after Kid has escaped. It is used on Einstein to find the hidden button behind the poster. HOOCH BARREL Found on the ground next to Marty outside the garage after Kid shoots a hole in one of the barrels. It is used on the gap below the garage door. LIGHTER Found after Marty has escaped from the Tannen brothers. It is shown to Kid when he asks Marty to prove that he is a member of the Valenti gang. After the hooch barrel has been used on the gap below the garage door and Edna has escaped from the garage, the lighter is used on the hooch trail. PHOTO OF GEORGE MCFLY Available at the start of the game. After Marty has examined the puddle of blood outside the speakeasy, the photo is given to Zane in the speakeasy to receive the caricature of George. TRIXIE'S LYRICS Found after Edna's lyrics have been used on Trixie in the speakeasy. They are not used. =============================================================================== 4. Copyright Information =============================================================================== This file is Copyright 2011 Tom Hayes. As it can be difficult to keep track of websites that haven't posted the latest version of this file, please do not distribute it without my permission. Send an e-mail to me if you would like to post this file on your website and you will likely receive a positive response. If you do post the file, please keep it in its original form with all of the sections intact and credit the author (Tom Hayes) as the writer of the file. The latest version of this file can be found at www.gamefaqs.com.