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FAQ/Walkthrough by The Lost Gamer
Version: 1.21 | Updated: 01/04/12
Version 1.21 1/3/12 _______________________________________ | | | Destination Time: JUN 13 1931 04:00 | | Present Time: JUN 13 1931 11:31 | | Last Time Departed: MAY 14 1986 07:27 | |_______________________________________| Back to the Future: The Videogame Episode Two: Get Tannen! A Walkthrough by Michael Gray AKA The Lost Gamer (email@example.com) Copyright 2012 For a list of all my various guides, check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Characters 003. Video Walkthrough 004. Walkthrough 004a. Save Arty! 004b. A Brief Interlude 004c. Officer Parker 004d. Trixie Trotter 004e. Endgame 005. Spoiler-Free Walkthrough 006. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for Episode Two 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-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. Doc Brown: An eccentric scientist who built a time machine out of a DeLorean. He is Marty's good friend. Officer Danny Parker: A policeman who tries to arrest Doc at the start of this game. He later is seen in Kid Tannen's speakeasy. Arthur McFly: Marty's grandfather, who is an accountant that gets bullied by Kid Tannen. Edna Strickland: A woman who very involved with the Prohibition. She has a great dislike for Kid Tannen. Emmett Brown: The younger version of Doc Brown, who is good friends with Marty. He is very bold about his love of science. Einstein: Doc's dog, who is good at tracking down other people from their scent. Zane: One of Kid Tannen's gangsters, who works as an artist and a bartender. Matches: One of Kid Tannen's gangsters. Matches appears to be in charge of the other two gangsters, Zane and Cueball. Cueball: One of Kid Tannen's gangsters. He is easily identified by his bald head. Cueball plays piano. Kid Tannen: The villain of this game, Kid Tannen is a gangster who wants to take over Hill Valley. Trixie Trotter: A singer, who is Kid Tannen's girlfriend. She does not appear to like him very much. George and Lorraine McFly: Marty's parents. They talk to Marty through a locked door, in Alternate 1985. Biff Tannen: A villain who always seems to cause trouble for the McFly family. Cliff and Riff: Biff's brothers, in Alternate 1985. Angry Drunk: An angry drunk tries to pick a fight with Marty during this game. Eunice: The girlfriend of the angry drunk. 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 walkthrough: http://www.youtube.com/playlist?list=PL1B94151DB840B51D It comes complete with my commentary, along with commentary from two of my buddies, Paul and Nikola. 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. You can also right-click to skip a line of dialogue. 004a-Save Arty! --------------------------------------------------------- The game begins right where the first game left off: Doc and Marty are by the DeLorean, getting ready to leave 1931. But suddenly, Marty starts to fade out of existence! With the help of the next day's newspaper, Doc quickly realizes that Arthur McFly, Marty's grandfather, has been killed by Kid Tannen. That's because Arthur answered the subpoena he was given in the previous game. The solution is obvious: Marty and Doc have to go back in time and find a way to prevent Arthur McFly from being killed. A policeman then shows up and attempts to arrest Doc. A puzzle then begins. How can Marty get inside the DeLorean while a policeman is nearby? To solve this puzzle, you want to go around the car in a counter-clockwise fashion. That way, you'll always be at the police officer's back. The way to do this is to go to the passenger's side, then the front bumper, then the driver's side, and then the rear bumper. If the police officer is ever in the way, wait for a moment, and then he'll move. First, go the front bumper. When this happens, Doc will drop the keys to the Delorean on the ground. Circle around to the back bumper, then pick them up. Then circle around to the passenger's side and get in the driver's seat. Marty jumps in the car and drives away. It looks like Doc won't be able to join us on this trip, but don't worry, we'll see him again soon. Marty goes back in time about eight hours, to the moment when he last saw Arthur McFly: at the town courthouse. Marty finds Arty pretty easily, but then he gets cornered by Edna Strickland. Pick any of the dialogue options to get rid of her. Marty then sees the other Marty, along with Emmett and Einstein, on the courthouse steps. Einstein smells Marty and runs towards him. Pick a dialogue option, but no matter which one you pick, Einstein runs up with a stick in his mouth. Other Marty follows shortly. Great, so now Other Marty is literally a few feet away from Marty. We'll have to figure out some way to avoid getting seen! You can use the mouse or the arrow keys to move the camera around at this point. Pick up the stick and throw it at Edna Strickland (who is all the way to the right). If you throw it in any other direction, Einstein fetches it and brings it back to Marty. Einstein starts barking at Edna, and she makes such a big fuss that she gets the attention of Other Marty. Hooray! Marty then heads to the courthouse, but he gets interrupted by Emmett. Pick any dialogue option in the two conversations with Emmett. Fortunately, Other Marty shows up and distracts Emmett before the conversation takes too long. Other Marty and Emmett leave, giving us clear access to the courthouse. Click on the courthouse doors to go inside. Marty meets up with Arthur, but it's too late! Two of Kid Tannen's gangsters--Zane and Matches--are there, waiting to capture him. Arty runs away, and Marty is attacked from behind before he can interfere. By the time Marty gets back up, there is no sign of Arthur or the gangsters...except for Zane, who is going inside a soup kitchen. Walk over to that area. Marty sees the gangsters inside the alley behind the soup kitchen. Here, the gangsters bring Arthur to meet with Kid Tannen. Kid tells his girlfriend Trixie to leave for a bit, then he speaks with Arthur and his gangsters. After some discussion, Arthur is knocked unconscious with chloroform. Kid Tannen orders the gangsters to interrogate Arthur, then kill him. Uh oh! The last thing Kid Tannen does is yell at his gangsters for not bringing some crates inside the building. Then, you regain control of Marty. Okay, so it looks like Marty has to find some way to sneak inside the building, then save Arty. The key to solving this puzzle is Kid Tannen's not-so-subtle hint about the crates. Examine the medium crate. Marty opens it up and breaks the statue that's inside. He then throws it away. Examine the medium crate again, and Marty hides inside it. Cueball then comes outside and takes the crate in the building. All right, Marty's inside! Marty is dropped off behind a bar. From his vantage point, Marty can see Matches trying to interrogate Arthur McFly, with little success. Cueball is playing piano, and Zane is drawing a picture, although he has a cold right now, so he's not doing such a good job. Marty's goal is to get rid of all three gangsters, then save Arthur McFly. Let's start with the gangster who is closest to us: Zane. Zane is painting a picture, and he's keeping his paint brush very close to his nose. It's kind of hard to see this from the angle Marty is at, though. Look over the counter. On the right side of the counter, there is a piece of paper which is a clue for a puzzle later in the game. On the left side of the counter, there's a bottle of chloroform. Grab the bottle of chloroform from on top of the bar, then use it on the ink bottle. Zane then dips his paint brush into the ink bottle, and when he holds the paint brush close to his nose, he smells the chloroform fumes. Zane then passes out, but the other gangsters figure this is due to his cold. One gangster down, two to go. Left of the bar, past Zane, you can see a sign that says "El Kid". Earlier, Matches said the sign should be turned off. The switch for the sign is on the floor. Flip the switch and the sign turns on. The sign then blows a fuse. Cueball goes upstairs to fix it. Great! Two gangsters down, one to go. Hit the panic button, on the underside of the bar. This will cause Matches to go to the bar. He gropes around for the panic button for a while before he presses it. The first time that Matches presses the panic button, a bottle of whiskey falls to the ground. Grab this bottle, then press the panic button again. Use the bottle on Matches to smash it over his head. Matches is knocked unconscious. Hooray, it looks like Marty has saved the future! Arthur McFly isn't going to be killed, which means Marty is no longer in danger of fading out of existence. Good job! 004b-A Brief Interlude --------------------------------------------------------- Marty takes Arthur out of town, and then he rescues Doc from the policeman we saw at the start of the game. Doc and Marty warn Arthur to stay out of Hill Valley until Kid Tannen is arrested, and they advise Arthur to meet Sylvia (Marty's grandmother). Arthur misinterprets the situation, and he figures that Doc and Marty are government agents on some kind of secret mission. He agrees to help them. Marty expresses some doubts about Arthur, but fortunately, it won't be too long until Kid Tannen gets arrested. After all, today is June 13th and Kid gets arrested on August 25th. Arthur should be able to stay out of trouble until then, right? Marty and Doc return to 1986. Doc drops Marty off at his house, then promises to return in an hour. Go inside Marty's house by clicking the front door and...uh oh. The door is locked, and George McFly says that Marty has been run out of town. That doesn't sound good. Pick any of the dialogue options while talking to Marty's parents through the front door. Eventually, Marty convinces his parents that he really is there, and they open the door to let him inside. Marty gets a brief glimpse of his father, when Biff Tannen appears, with his brothers, Cliff and Riff. A puzzle sequence begins. During this time, you can talk to the Tannens as much as you want, and you can always dodge left or right to avoid getting hurt. The idea of this puzzle is to get the milk crate to the front of the house (the part that is closest to the door). They way to do this is rather simple: jump when you're on top of the milk crate, and the Tannens will move the milk crate to a new location. Do this twice in a row, and the crate will be at the front of the house. Once you get the milk crate at the front of the house, you can duck. Biff will hit the electric light with his baseball bat. He and his brothers will get electrocuted, Marty will pick up Biff's cigarette lighter, and Kid Tannen appears. Before Kid Tannen kills Marty, Doc shows up. He saves Marty and explains the situation: for some reason, their actions in 1931 resulted in Kid Tannen NOT getting arrested. As a result, the Tannens have been running wild in Hill Valley for over 50 years. It's up to Marty and Doc to get history back to the way it should be! 004c-Officer Parker --------------------------------------------------------- Marty and Doc return to 1931, on August 25th. Doc explains that, on this night, Trixie Trotter is supposed to betray Kid Tannen. As a consequence, he is arrested by Officer Danny Parker, who just happens to be the grandfather of Marty's girlfriend Jennifer. Marty gets disguised as a 1931 speakeasy patron, complete with a suit, hat and mustache. Doc will be at the Majestic Arms Inn, and you can go there at any time in order to talk to him. As Doc explains, Marty has two main tasks: 1. Convince Officer Parker to do his job. 2. Convince Trixie to betray Kid. You can do these two things in either order, but in this guide, I describe how to motivate Officer Parker first. Of course, before we can do either of those things, we have to find the speakeasy itself. The entrance to the speakeasy is the alleyway we were in earlier. Walk over in that direction. Edna Strickland talks to Marty, and she tries to play a song for him. The song is interrupted by Young Emmett, who is conducting an experiment with a rocket-powered machine and Einstein the dog. Emmett recognizes Marty, which causes Edna to remember him. Fortunately for Marty, she is convinced that he is still working on the side of justice and truth, so she's not going to harass him unduly. Continue going to the alleyway that hides the speakeasy. Marty has to figure out how to get past Matches, the bouncer. Fortunately, Marty overhears someone entering the speakeasy, and if you picked up the piece of paper from the bar earlier, he has a clue. The paper looks like this: What do I spy with my little EYE? I spy a dry guy. Do you know what's down beLOW? LOWlifes and vermin. Why should I let you IN? IN case I get thirsty. Do you see the pattern? The last syllable of the question is the same as the first syllable of the answer. Go to the door. Matches will ask you three questions. Pick your response from the list, and make sure to pick the response whose first syllable is the same the last syllable of the question Matches asked. The questions are randomly determined. When you answer three questions in a row, Matches lets you in. The speakeasy is running in full swing now, with Trixie Trotter singing songs, and Zane working the bar. Officer Parker comes inside at this point, and he goes to the bar. Now that we've found him, we just need to convince him to arrest Kid Tannen. Go over to Officer Parker and talk to him. What you have to do here is make friends with Officer Parker. Ask about his troubles. He starts to tell you, but he gets distracted by the happy song. Looks like we'll have to change the mood in this place. Move towards Cue Ball on the piano, where you can see a box with many songs in it. Click on the box, then pick a sad song. Return to Officer Parker and talk to him about his troubles. Now that he's sad, he's more than willing to talk about his problems. He says he got demoted and lost his girlfriend, thanks to Doc Brown escaping right before the interlude in Alternate 1985. Aw, poor Officer Parker! Officer Parker has a secret, but he's not willing to tell you about it. Return to the sheet music and pick the secret song. Sure enough, once he hears the secret music, he's willing to tell his secret. What is his secret? He is being bribed by Kid Tannen! That way, Tannen has an easier time sneaking alcohol into the speakeasy and covering up his various crimes. Pick the dialogue options you want here. No matter what you say, Officer Parker becomes depressed and needs cheering up. Unfortunately, there is no motivational song inside the speakeasy...but Edna Strickland has one! You have to go back to Edna to get the song. The first time you try to leave the speakeasy, Kid Tannen interrupts Marty. Kid wonders who Marty is, and he suspects that Marty is with the Valenti gang. By amazing coincidence, Marty has a cigarette lighter from Don Valenti in Alternate 1985. Use it on Kid Tannen, and Tannen lets you leave. The first time Marty leaves the speakeasy, he sees Arthur McFly on a bus. So Arthur is in town tonight! That's convenient. Leave the alleyway and go see Edna. Compliment her song, and she'll attempt to play it again for you. Choose either yes or no, then ask her for a copy of the lyrics. Return to the speakeasy. In case you haven't noticed, Trixie has a copy of the lyrics for "I Don't Care" on the table near her. Use Edna's lyrics on Trixie's lyrics, and Marty will switch the two. Then, go to the sheet music and pick the music for "I Don't Care". Trixie will sing the song, with the "You Should Care" lyrics. Officer Parker then becomes motivated to arrest Kid Tannen and save the day! Okay, so Officer Parker is ready to arrest Kid Tannen. Now we just need to figure out how to get Trixie ready to betray Kid Tannen. 004d-Trixie Trotter --------------------------------------------------------- Marty needs to convince Trixie Trotter to betray Kid Tannen. You can do this before or after convincing Officer Parker to arrest Tannen. You can even do both things at the same time, but just to make this guide more organized, I separated the Trixie puzzles from the Officer Parker puzzles. Trixie is inside the speakeasy. If you haven't been inside the speakeasy yet, it's in the alleyway that Marty was inside, earlier in the game. Go there to start a puzzle. In this puzzle, Marty has to figure out how to get past Matches, the bouncer. Fortunately, Marty overhears someone entering the speakeasy, and if you picked up the piece of paper from the bar earlier, he has a clue. The paper looks like this: What do I spy with my little EYE? I spy a dry guy. Do you know what's down beLOW? LOWlifes and vermin. Why should I let you IN? IN case I get thirsty. Do you see the pattern? The last syllable of the question is the same as the first syllable of the answer. Go to the door. Matches will ask you three questions. Pick your response from the list, and make sure to pick the response whose first syllable is the same the last syllable of the question Matches asked. The questions are randomly determined. When you answer three questions in a row, Matches lets you in the speakeasy. Trixie is the girl who's onstage, singing. Eventually, she stops singing and stands near the entrance to the speakeasy. When this happens, talk to her. Ask her what a nice girl like her is doing with a jerk like Kid Tannen. Kid interrupts at this point, and he upsets Trixie. Continue the conversation and ask why she stays with Kid. Trixie wants to break up with Kid, but that's not so easy to do, because he's a gangster. She needs a back-up plan, something to protect her from Kid Tannen. She calls this her "insurance policy". Ask about her insurance policy. She refuses to tell Marty about it. In fact, the only person she trusts with her secrets is Arthur McFly. She's really impressed with the fact that Arthur is so smart. He even has his own pipe! Well, it appears that Trixie and Arthur have a secret plan to get rid of Kid Tannen. It looks like we'll have to find a way to get Arthur to talk to Trixie, so she can work up the courage to turn on Kid Tannen. Arthur isn't inside the speakeasy at the moment, so we'll have to go outside. The first time you try to leave the speakeasy, Kid Tannen interrupts Marty. Kid wonders who Marty is, and he suspects that Marty is with the Valenti gang. By amazing coincidence, Marty has a cigarette lighter from Don Valenti in Alternate 1985. Use it on Kid Tannen, and Tannen lets you leave. The first time Marty leaves the speakeasy, he sees Arthur McFly on a bus. So Arthur is in town tonight! That's convenient. If you played the first game, you know that the easiest way to find Arthur McFly is by using Einstein the dog. However, Emmett is taking care of Einstein right now. Go to the gazebo and talk to Emmett. When you talk to Emmett about all three things, he shows off his latest experiment: a flying car. Einstein is test-driving it right now. The car crashes into a billboard, and Einstein gets stranded on the courthouse roof. At the end of this cutscene, Marty takes a look at Old Doc, in the Majestic Arms Inn. That's your clue to go see Old Doc in order to save Einstein. Click on the flophouse door, and Marty goes inside. Talk to Doc about his younger self, and then tell him to save Einstein. Doc agrees to save Einstein, as soon as you distract Emmett. Go back outside. The best way to distract Emmett is by starting a fight between him and Edna. In case you haven't noticed, the two of them fight a lot. Go to Edna, and tell her you have a new story for her newspaper: "Would-Be Inventor Strands Dog on Courthouse". When she sees that Emmett has, in fact, stranded Einstein on top of the courthouse, she goes over and starts arguing with him. While the two are distracted, Doc saves Einstein. Einstein is now in the park, near the tree. Use Arthur McFly's pipe on Einstein, and he will find Arthur at the movies. Arthur and Doc go to the Majestic Arms. Follow them there, then tell Doc to send Arthur to see Trixie. After some discussion, Arthur goes with Marty to the speakeasy. Arthur can't risk being seen by Kid Tannen, so he hides in the alleyways outside. Go inside the speakeasy and tell Trixie that Arthur is waiting for her outside. She tells Cue Ball that she's leaving for a smoke break, but Kid Tannen seems suspicious. Marty attempts to follow them, but an angry drunk tries to start a fight with him. The drunk aims a punch at Marty's head, but he misses and ends up falling over. Cue Ball decides that this would be a good time to eject the drunk from the bar. At this time, two gunshots are heard. Trixie and Kid Tannen return to the speakeasy. Gee, what happened outside? Go outside. There's a puddle of blood on the ground! Examine it, and Kid Tannen shows up. Kid says that he saw Arthur, and he was going to kill him, but then Arthur got a nosebleed and Trixie begged Kid to spare his life. Kid agreed not to kill Arthur. Well, that's good. But now Trixie is too scared to turn on Kid Tannen. That's not good. Return to the speakeasy. Matches shows Kid Tannen a stick of dynamite, saying that the speakeasy arsonist is about to strike. Obviously, it would be a bad thing if the arsonist blew up the speakeasy while Marty and everyone else is inside. Kid leaves to go investigate. If you haven't already, talk to Zane. Ask him about the pictures on the wall. He drew all of them, and they are caricatures of people that Kid Tannen has killed. Interesting... It might seem cruel, but we can take advantage of this fact to make Trixie think that Arthur McFly is dead. Give the photo of George McFly to Zane. Zane will draw a picture of him. The picture looks sort of like Arthur, doesn't it? Use the caricature of George on the empty space on the wall (which is behind Officer Parker). Marty will hang the picture on the wall. That way, it looks like Arthur is the newest addition to Kid Tannen's wall of victims. Go to Trixie and tell her that Arthur is now on the Wall of Fame. She becomes upset with Kid Tannen, because he broke his promise to not kill Arthur. She then decides to turn on Tannen. 004e-Endgame Sequence --------------------------------------------------------- Once you convince Officer Parker to arrest Kid Tannen, and you convince Trixie to turn on Kid Tanner, Trixie and Officer Parker will get together. Officer Parker orders everyone to leave the speakeasy. Matches turns to Marty and asks if the Valenti gang is willing to help with the situation. Pick either answer, and Matches discovers that Marty isn't really a gangster. Matches also mentions that Kid Tannen has caught the speakeasy arsonist. Wait, he doesn't mean Doc, does he? The game skips to several minutes later, when all the gangsters in the speakeasy have been arrested. Officer Parker tells Marty that the police have set up a blockade, so they can catch Kid Tannen if he tries to escape. Marty wants Kid Tannen arrested as soon as possible, so he decides to help out. Look around for clues. There is a flask against the wall, behind the trash cans. It belongs to Kid Tannen! Pick it up, then use it on Einstein. Einstein barks at a poster. Underneath the poster is a hidden button. Press the button. A door flips open, revealing Kid Tannen with Edna. Kid is going to kill her, because he thinks she is the speakeasy arsonist. Edna denies this. Officer Parker comes in to arrest Kid Tannen, but Tannen pulls out a gun and starts firing. It looks like Marty is in a tough situation now. Kid Tannen is firing his gun freely, yet Edna is still tied up. First, Marty wants to get as close as possible to Edna. This requires going to the trash cans, and then to the barrels. Talk to Kid Tannen from this position, and he will shoot a barrel. Grab the leaky barrel and use it on the gap under Kid Tannen. Marty will roll it into the garage. Here, go back to the trash cans, then to the police car. When this happens, Edna will try to escape. Distract Kid Tannen by talking to him three times, and Edna will escape...sort of. At least she's out of the building now. Head to the trash cans, then to the barrels. Use the cigarette lighter on the trail of alcohol which leads to the building Kid Tannen is in. The building catches on fire, and Kid Tannen leaves. Marty goes to Edna and helps untie her. Somehow, Kid Tannen slips by both of them and Officer Parker, and he climbs the roof of a nearby building...the building that Emmett is currently on top of. Kid pulls out a gun and proceeds to hold Emmett hostage. Old Doc, communicating to Marty through a radio, quickly comes up with a plan: find a way to get Kid Tannen into the rocket-controlled car. Good plan, but how do we do that? Kid notices Marty. Emmett uses this distraction to steal Kid's gun and throw it away. Kid pushes Emmett off the building, and he pulls out a knife. Fortunately, Emmett isn't dead. He's just hanging off the side of the building. Kid Tannen then attempts to kill Marty. This is the final puzzle of the game. You want to use the harness of the car that is in between Kid and Marty. The harness is the top of the car. Just use good timing in order to capture Kid. You might have to circle around the car once or twice--by dodging left and right--before this works. Eventually, Marty slams the harness down on top of Kid Tannen. Doc starts the controls for the flying car, and Tannen lands in a manure truck. The ending of the game begins, and as you might expect, it's a happy ending for all of our heroes. Kid Tannen is arrested, and Officer Parker becomes a hero. Trixie Trotter is reunited with Arthur McFly. Even Emmett and Edna decide to stop their constant fighting, and they go see a movie together. It's the end of the game, so it's time for the cliffhanger which introduces the next game. Doc becomes upset that his younger self is going to the movies with Edna, and he cries that this must be stopped! But it's too late. Marty returns to 1986. Doc disappears from existence, and Marty crashes into a billboard which reads "Hill Valley. Relax. We've got everything under control." Looks like we've landed in an Alternate 1986 where Doc rules Hill Valley with an iron fist. 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. Opening Puzzle -------------- Move to the passenger's side. Move to the front bumper. Move to the driver's side. Move to the back bumper. Pick up the keys. Move to the passenger's side. Move to the front bumper. Move to the driver's side. Get in the driver's seat. Saving Arty ----------- Pick any dialogue option. Pick any dialogue option. Pick up the stick. Use the stick on Edna. Pick any dialogue option. Pick any dialogue option. Click on the courthouse doors. Walk to the soup kitchen. Examine the medium crate. Examine the medium crate. Look over the bar. Get the chloroform. Use the chloroform on the ink bottle. Flip the sign switch. Press the panic button. Grab the bottle. Press the panic button. Use the bottle on Matches. A Brief Interlude ----------------- Use the front door. Pick any dialogue option. Pick any dialogue option. Pick any dialogue option. Pick any dialogue option. Pick any dialogue option. Dodge right. Pick any dialogue option. Jump. Pick any dialogue option. Dodge left. Pick any dialogue option. Jump. Pick any dialogue option. Dodge left. Pick any dialogue option. Duck. Officer Parker -------------- Walk to the alleyway. Pick any dialogue option. Pick any dialogue option. Go in the alleyway. Go to the door. Answer three of Matches' questions. The last syllable of his question must be the same as the first syllable of your response. Talk to Officer Parker. Ask about his troubles. Go to the sheet music. Pick the sad song. Talk to Officer Parker. Ask him about his troubles. Go to the sheet music. Pick the secret song. Go to Officer Parker. Ask him about his secret. Pick any dialogue option. Pick any dialogue option. Leave the speakeasy. Pick any dialogue option. Pick any dialogue option. Show the cigarette lighter to Kid Tannen. Leave the speakeasy. Talk to Edna. Say, "Nice song." Pick any dialogue option. Ask for a copy of the lyrics to her song. Return to the speakeasy. Use Edna's lyrics on the lyrics for "I Don't Care". Go to the sheet music. Pick "You Should Care". Trixie Trotter -------------- Talk to Trixie. Ask her "What's a nice..." Ask her "Why do you..." Ask her, "'Insurance Policy'?" Leave the speakeasy. Go to Emmett (in the gazebo in the courtyard). Talk to him about all three things. Enter the Majestic Arms Inn. Say, "You're in the Park" Say, "Save Einstein!" Go to Edna. Say, "I've got a..." Say, ""Would-be Inventor..." Use Arthur's pipe on Einstein. Enter the Majestic Arms Inn. Say, "Send Artie to..." Go to the speakeasy. Talk to Trixie. Tell her, "Arthur's waiting outside!" Go outside. Examine the puddle of blood. Go inside the speakeasy. Ask Zane about the caricatures on the walls. Use the photo of George McFly on Zane. Use the caricature of George McFly on the empty frame on the wall (near Officer Parker) Tell Trixie, "Look who made..." Endgame Sequence ---------------- Pick any dialogue option. Pick any dialogue option. Pick up the flask behind the trash cans. Use the flask on Einstein. Use the button. Move behind the trash cans. Move behind the barrels. Talk to Kid Tannen. Pick up the leaky barrel. Use the leaky barrel on the gap. Move behind the trash cans. Move behind the police car. Talk to Kid Tannen. Talk to Kid Tannen. Talk to Kid Tannen. Move behind the trash cans. Move behind the barrels. Use the lighter on the hooch trail. Use the harness on Kid Tannen. (You may have to circle around the car a few times first) 006-Credits --------------------------------------------------------- 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).