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Walkthrough by The Lost Gamer
Version: 1.21 | Updated: 03/29/12
Version 1.21 3/29/12 _______________________________________ | | | Destination Time: MAY 15 1986 02:15 | | Present Time: MAY 15 1986 02:32 | | Last Time Departed: AUG 25 1931 11:17 | |_______________________________________| Back to the Future: The Videogame Episode Three: Citizen Brown 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. The New Hill Valley 004b. Getting a Dog 004c. Getting Some Alcohol 004d. Getting the Girl 004e. Endgame 005. Credits 001-General Information --------------------------------------------------------- This is a walkthrough for Episode Three 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, he is returning back to his own time after some adventures in 1931. Jennifer Parker: Marty's girlfriend. In the alternate timeline, she is a rocker who hates Marty and is dating Leech. Officer Parker: Officer Danny Parker Junior is Jennifer's father. He enforces the law in Hill Valley, and he will readily give Marty demerits. Biff Tannen: An aggressive villain. In the alternate timeline, Biff has been brainwashed through hypnotherapy, and he is forced to follow the law at all times. Marty finds the new Biff rather strange. Emmmett "Doc" Brown: A brilliant scientist, who is Marty's best friend in the normal timeline. In the alternate timeline, he is First Citizen Brown, who runs Hill Valley. He is rarely seen by the town's citizens, unless someone has gotten into major trouble. Edna Brown: The wife of First Citizen Brown. In the normal timeline, she's Edna Strickland; in this alternate timeline, she's married to Doc and helps him control Hill Valley. Leech: Leech is Jennifer's boyfriend. He thinks he is a great guitar player, and he works at the Soup Mo. He is allergic to dogs. Lorraine McFly: Marty's mother. In the alternate timeline, she has been driven to drinking by her overbearing husband, George. George McFly: Marty's father. In the alternate timeline, he likes to spy on everyone, all the time. Mostly, he spies on his wife Lorraine. Einstein: A dog. He is Doc Brown's dog in the original timeline. In the alternate timeline, he's a stray dog. 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-The New Hill Valley --------------------------------------------------------- The game begins with Marty crashing the DeLorean into a billboard in Alternate 1986. Marty is unharmed, but now he's stuck in a billboard. How is he supposed to get down? There's no one in sight except the Delinquent Rocker Chick who is picking up trash for community service. She doesn't hear when Marty calls out to her. Click on the Wrecked DeLorean to get a view of the inside of the car. There's not much here besides the car horn, so press on that. Marty honks the horn until the Rocker Chick notices him. Marty recognizes the Rocker Chick. She is his girlfriend, Jennifer Parker. At least, Jennifer WAS his girlfriend, back in Marty's original timeline. In this new timeline, however, Jennifer has vastly changed, in appearance and attitude. She also seems to hate Marty's guts. Ask her for help in getting out of the car, then ask if she has anything useful. She has a tire iron, but she refuses to give it to Marty unless he gives her something first. Check Marty's inventory. He doesn't have much besides papers, photographs, and Kid Tannen's flask. Since the flask is the most interesting thing, use it on Jennifer. Jennifer takes the flask and throws Marty the tire iron. Marty breaks open the window of the car with the tire iron, then he climbs out of the car. He grabs Doc's notebook, which is filled with all sorts of information about the time machine, and then he climbs down the billboard. Marty tries to catch a ride into town with Jennifer, but she rides off without him. Judging from the things she says, it seems that she and Marty had a bad breakup after they dated in this timeline. Also, she thinks Marty is a huge nerd. The DeLorean then crashes to the ground, thereby ensuring that Marty will have to stay in this alternate timeline for a while. It doesn't look like the DeLorean is damaged beyond repair, but Marty definitely won't be able to fix the car on his own. Marty's best bet at this point seems to be "Find Doc, and hope he can fix everything." That plan has worked before, so hopefully it'll work again. Doc is probably in Hill Valley, if that billboard with a picture of Doc on it is any indication. Unfortunately, Marty can't just walk into town. There's a huge gate blocking the way, and the person on the radio box is unhelpful. It looks like Marty will have to figure out how to get over the wall into town. There aren't many items here for Marty to use, so this puzzle shouldn't be TOO difficult. There is a battery near the back of the DeLorean and a hoverwheel near Marty. Remove the hoverwheel with the tire iron, and then use the battery on the hoverwheel. The wheel floats high into the air, and Marty uses this to get over the wall. Once in town, Marty wanders around for a bit. Everything looks so clean and scientific! There's a weird statue in the courthouse square, the courthouse itself looks entirely different, and why is everybody wearing the same set of clothes? Marty bumps into Danny Parker, Junior. It looks like in this alternate timeline, Danny Junior decided to become a police officer, just like his father. Officer Parker gives Marty a hard time for being out of uniform and not wearing a name tag. He gives Marty a patdown, but of course, he doesn't find anything suspicious. Talk to Officer Parker if you want to. He tells Marty that Citizen Brown is inside the courthouse at the moment. There's a large gate in front of the courthouse, though, so press the buzzer on the gate to talk to someone inside. Edna Brown nee Strickland answers, but unsurprisingly, she doesn't let Marty in to see Doc right away. Talking to Edna on the buzzer triggers a cutscene where Marty sees First Citizen Brown talking with...Biff Tannen? At this point (or earlier), you can freely explore the town square. There are guided tours stations which tell you about the various things in town. The statue in the middle of the square is supposed to be of Young Emmett defeating Kid Tannen in 1931. The soup kitchen from 1931 has been replaced with a fast food place called the Soup Mo. The booth where Officer Parker spends most of his time contains a De-cycler, a machine which receives all receives all contraband items for permanent disposal. Biff is standing at a table, in the exact same spot Edna Strickland stood in, back in 1931. You have to talk to Biff about an awful lot of things before Marty can end the conversation, so you might as well talk to Biff about everything and anything. Biff used to be a bad person (big surprise). He liked to drink, mess around with women, and raise dogs. Eventually, he got in so much trouble that he was taken before Citizen Brown and condemned to join the Citizen Plus program, which is an extensive re-education program that forces people to obey the law. Judging from what Biff says, a surefire way to see Citizen Brown is to break all of the rules in Hill Valley. That will get you in so much trouble that they'll take you right to the man himself. And what are the rules in Hill Valley? 1. No dogs. 2. No alcohol. 3. No kissing in public. This is Marty's basic plan for the game: break all three of those rules, in order to get taken before Citizen Brown. You can do all three things in pretty much any order you want, and you can work on all three simultaneously. 004b-Getting a Dog --------------------------------------------------------- There's a stray dog in Hill Valley, and believe it or not, it's our old friend Einstein! Marty is going to have to find Einstein and befriend him. Marty cannot do this, until after his first trip to the McFly House. Here's how to get to the McFly House: Once Marty finished talking to Biff, he sees Jennifer enter the alleyway. This allows Marty to go to the alleyway. The first time Marty leaves the alleyway, his mother appears in the town square. Talk to her, and she lets Marty ride the golf cart to the McFly residence. Once you give Lorraine's time sheet to George, you can go back and forth between the McFly House and the courthouse square whenever you want. After Marty has been to the McFly House, he can go to the Soup Mo. If you tried visiting the Soup Mo earlier, the person who works there is on lunch break. But once you go to the McFly House, the lunch break ends. Ask Leech, the Soup Mo employee, for some free soy dog samples. Leech brings them out on the counter. They taste horrible. Walk away from the Soup Mo, and Einstein should show up. He's attracted by the smell of the soy dogs which are left out on the counter. Einstein runs to the alleyway, so follow after him. In the alleyway, Marty sees Einstein run up a plank of wood. He also sees Jennifer put a can of spray paint on the ground. Try to use Jennifer's ammo box to pick up the spray paint. The spray paint is an item that you can only use in the alleyway, so obviously, you have to use it to solve a puzzle here. Use the spray paint on the plank of wood that Einstein ran on. Now, the next time Einstein runs on the plank, he'll leave a trail of painted paw prints. The way to get Einstein to run on the plank is simply to leave the alleyway and come back again. Once Einstein runs on the plank in the alleyway, use the plank to reach the area where Einstein is hidden. Use the blue paw prints to find out what Einstein is hiding behind. Einstein is in a bad mood, so use the soy dog on him to cheer him up. Marty removes the muzzle from Einstein's mouth, and Einstein instantly becomes friends with him. Marty and Einstein then head into town, where Einstein frightens Edna Brown. Einstein isn't that scary, but he certainly seems to dislike Edna, no matter what timeline he's in. Once Einstein is muzzled, Edna takes him to the kennel, and Officer Parker gives Marty some demerits. All right, Marty has broken one of the rules! 004c-Getting Some Alcohol --------------------------------------------------------- The way for Marty to find some alcohol is through his parents, George and Lorraince McFly. In this alternate timeline, they have reverted back to their original personalities. Remember the start of the first movie? That's the version of Marty's parents we have here, instead of the nicer version of his parents from the end of the movie. Once Marty is finished talking to Biff, he sees Jennifer go into the alleyway behind the Soup Mo. Follow her there, and talk to her if you want. The first time Marty leaves the alleyway, he meets his mother. Go talk to her. She's nice enough to Marty, but she seems upset about George. In fact, she gives Marty a timesheet and tells him to give it to George. Marty can now drive to the McFly house, using the golf cart. When you do so, Marty goes to his house and finds that his dad has a surveillance system set up in the garage. George will tell Marty some important plot details, like the fact that about half the people in Hill Valley dislike the constant surveillance, forced conformity and numerous rules. George has most of these complaints compiled together on a special tape. For our purposes of getting alcohol, the important thing that George tells Marty is that Lorraine is a secret boozer, and she's got a flask hidden somewhere. Go back to the town square and talk to Lorraine. When you ask about her hidden flask of alcohol, she starts to yell at George. George is watching the whole scene through a nearby camera. Lorraine isn't going to show her flask to Marty with George watching through the security camera. Use the statue twice in a row, and Marty hits the moveable part of the statue so it is resting right in front of the camera. That way, George can't see anything. Go talk to Lorraine, who is taking a break to drink from her flask. She cries when Marty catches her, and Marty agrees to dispose of the flask for her. Pick up the flask from the flowers at the base of the statue. Then, use it on Officer Parker, at the guard station. Officer Parker will search Marty, and he finds the flask. Of course, Marty gets hit with a large stack of demerits. All right, Marty has broken one of the rules! 004d-Getting the Girl --------------------------------------------------------- The third main rule of Hill Valley is "no public displays of affection". Of course, the only girl Marty wants to kiss is Jennifer, so he's going to have to figure out some way to win her affections. Once Marty finished talking to Biff, he sees Jennifer enter the alleyway. This allows Marty to go to the alleyway. Go there and talk to her if you want to. Marty tries to win her over, but he fails. The first time Marty leaves the alleyway, his mother appears in the town square. Talk to her, and she lets Marty ride the golf cart to the McFly residence. Go there, and get Marty's guitar from the garage. George McFly agrees to let Marty keep the guitar, once he learns that Marty will use it to win Jennifer back. When you first return to the courtyard, go to the Soup Mo. Marty sees that Jennifer is currently enamored with Leech. LEECH? Seriously? Go to the alleyway and ask Jennifer about Leech. She says that he is a much better guitar player than Marty is. Keep asking about the guitar, and Marty will challenge Leech to a showdown, to see who is the REAL guitar hero. The rules of the guitar challenge are simple. The two boys take turns, and each person has to do the same thing the other person does. For example, if Marty does a scissors kick on his turn, Leech has to do a scissors kick. Then, Leech takes a turn. If Marty jumps to the left, then Leech will jump to the left. The way to win the guitar challenge is by doing a scissors kick while in front of the amp. This causes Leech to knock over the buckets that hold up a plank of wood. Then, climb on top of the garbage dumpster. Leech will climb on top of the plank of wood. Hop up and down, and when Leech does the same thing, he breaks the piece of wood (because it doesn't have the buckets holding it up), and he falls down into the dumpster below. This may take a few tries. Sometimes, when you climb on top of the garbage dumpster, Leech climbs back down. If this happens, climb back on top of the dumpster again. Eventually, Leech stops on top of the dumpster, so you can hop on it. Of course, Jennifer is super-impressed with Marty's guitar skills, and she breaks up with Leech. She agrees to be Marty's girlfriend again, and the two of them start kissing the Soup Mo. Open the window of the Soup Mo, so Edna can see Marty and Jennifer. Edna and Officer Parker give many demerits to Marty for his bad behavior. All right, Marty has broken one of the rules! 004e-Endgame Sequence --------------------------------------------------------- Once Marty breaks all three rules, he gets taken before First Citizen Brown to be disciplined. There are many conversation options during Marty's talk with First Citizen Brown. Pick whichever conversations you want. In the end, Marty will tell Citizen Brown about the time machine and 1931. Citizen Brown will eventually offer Marty the chance to explore the room. Now, you can move freely. At this point, you need to do two of the following three things: 1. Examine the portrait on the wall of Young Emmett. 2. Examine the fish tank. 3. Use the 1931 newspaper on Doc. Citizen Brown will get angry at this point. He pulls out a photograph from 1931. Look at the photograph, and click on Marty and Doc (in the gazebo). Marty will point this out to Doc. Doc will become convinced that Marty is his old friend from 1931. Edna, who is listening outside, is shocked. The conversation continues, and First Citizen Brown becomes furious when Marty suggests that there are miserable people in Hill Valley. Marty says he can PROVE people are miserable in Hill Valley, and he can. George McFly has a tape full of people complaining about Hill Valley, remember? Doc returns to thinking Marty is insane and making up a wild story. Marty leaves the office to go back home to get the tape, but of course, things aren't that simple. When he arrives, he finds out that someone attacked his father. Click on the baseball bat, then the box of tape cases. George will realize that someone knocked him out with the baseball bat, then stole his tapes. Tell George you need the tapes for Citizen Brown. Show George one of the demerits to back up your story. George will then try something: examining the tapes which are still in the TV monitors. The security camera in the yard is tied to the TV monitor in the lower left. Press the switch twice, then press the VCR under the TV. George replays the tape, which shows that Biff attacked George. Biff's watch was on X-11 mode at the time. Curious... Marty goes back to town and confronts Biff. Biff has no idea what Marty is talking about; in fact, Biff can't remember what happened when George was attacked. Keep asking Biff questions until he mentions his watch. The last thing Biff remembers is Edna resetting his watch. Ask to see Biff's watch, then press MODE. Press the up and down buttons until the watch reads X-11, then hit MODE again. Biff reverts to a hypnotic state. It's starting to look like Edna put him in this mode, then ordered him to attack George. Ask Biff where the tape is, and ask Biff to retrieve it. Biff dives headfirst into the de-cycling bin. Quickly, dive in after him! Marty is now in a new place. Does it look familiar? It should! It's the speakeasy from the second game in the series! I'm not sure how Marty got all the way to the speakeasy from the courthouse, seeing as those buildings are two blocks away from each other, but trust me, it's the speakeasy. It appears to be full of all sorts of illegal things, just like the speakeasy was, back in the 1930's. Edna is there, scolding Biff. When Marty appears, she puts Biff back in a hypnotic trance, then she has him put Marty in a headlock. To get out of the headlock, click on four of these five things: 1. The beer 2. The license plates 3. The girly magazines 4. The cigars 5. Einstein All these are things that Biff likes. They snap Biff out of his trance, and they cause him to faint. Edna will reveal a few things, like the fact that she went behind Citizen Brown's back in creating Biff's X-11 mode, that she erased George's tapes, and that she doesn't seem to care for Citizen Brown's overly- optimistic opinions. Citizen Brown comes in at this point and confronts Edna. The two of them talk for a bit, then he sends her away. Try to cheer up Doc by selecting all three dialogue options in turn. Doc decides to move on. Marty gives him the notebook about the time machine. Doc becomes inspired and decides to build a lab. It's time to free Einstein and get out of the room. Click on Einstein's cage and...uh oh, Biff wakes up, and he's furious with Marty. Biff will then attempt to attack Marty. Open Einstein's cage, then use the records on Biff. This slows Biff down, but doesn't stop him. When Marty is throwing records at Biff, click on Einstein. Einstein will corner Biff near one of the old gambling tables. Hit the panic button, on the underside of what used to be the bar of the speakeasy, and the table opens up, knocking Biff unconscious! Hooray, the game is finished! Time for a cliffhanger that leads into the next game. Marty goes to First Citizen Brown's office, but Doc isn't there. Edna appears, and she says that she's taking care of her husband. As policemen drag Marty away, the image of Doc being tortured appears onscreen. Edna smiles contentedly. To be continued... 005-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).