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Walkthrough for Back to the Future: The Game - Episode II: Get Tannen!

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                              FAQ/Walkthrough for
             BACK TO THE FUTURE: THE GAME - EPISODE 2: GET TANNEN!

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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)


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1.                                Introduction

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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.


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2.                                Walkthrough

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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.


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3.                                 Item List

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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.


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4.                           Copyright Information

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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.
 
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