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Guide and Walkthrough by The Lost Gamer
Version: 1.21 | Updated: 10/14/2011
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 (email@example.com) Copyright 2011 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html 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 platforms. You can email me at firstname.lastname@example.org if you have any comments or concerns about this guide, such as spelling mistakes you've noticed or if you want to duplicate this guide on your own website. 002-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: http://www.youtube.com/playlist?list=PL1B94151DB840B51D The videos comes with live video commentary, to go with the footage of me playing the game. 003-Characters --------------------------------------------------------- (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 friend. 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 work. 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. 004-Walkthrough --------------------------------------------------------- At any point in the game, you can press the space bar to pause. You can also press the escape button to adjust the game settings, quit playing, or save and load games. The game has an automatic save feature. The game asks if you want automatic goals. See, in the top/left corner of the screen, you have a goals button. You can click on it to learn what Marty's current goal is. If you select "automatic goals", the goal will automatically be shown onscreen anytime Marty gets a new goal. You can change these at any time in the game settings menu. 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 notebook. 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 inventory. 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 recorder. 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 hooligan. 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 before. 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 it. 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 equations. 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 tonight. 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 follows. 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 guys. 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 apartment! 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! 004d-Jailbreak --------------------------------------------------------- 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 arguing. 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 statutes? 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 expectations? 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 activities! Law may be your BURNING passion, Father, but it is not mine! 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. Downtown -------- 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. Exit. 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...". 006-Credits --------------------------------------------------------- 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).