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Walkthrough for Back to the Future: The Game - Episode III: Citizen Brown

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                              FAQ/Walkthrough for
            BACK TO THE FUTURE: THE GAME - EPISODE 3: CITIZEN BROWN

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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 28th March 2011 for the PC, this is the third in a series of five
Back to the Future episodes from Telltale Games. Marty now finds himself in a
strange version of Hill Valley ruled by Citizen Brown and his wife Edna. There
are numerous rules that people have to follow, and as Marty discovers the only
way of getting an audience with Citizen Brown will be to break some of them.


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2.                                Walkthrough

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ESCAPE FROM THE CRASHED TIME MACHINE
------------------------------------

The episode starts at the south gate outside Hill Valley. Examine the wrecked
DeLorean and press the horn to get Jennifer's attention. Talk to Jennifer and
select any reply when she asks about the DeLorean. Say "Help me down.". Say "Do
you have anything useful?": She has a tire iron but wants something in exchange
for it. Exit the conversation and give Kid Tannen's flask to Jennifer.


GET YOURSELF OVER THE WALL AND INTO HILL VALLEY
-----------------------------------------------

Use the tire iron on the wheel. Walk to the right side of the DeLorean and take
the battery. Use the battery on the wheel to ride it over the wall.


EXPLORE THIS BRAVE NEW HILL VALLEY. FIND DOC!
---------------------------------------------

Marty explores the strange new surroundings of Hill Valley until he bumps into
Officer Parker. Exit the conversation and run right to the courthouse gate.
Press the buzzer at the left side of the gate: Doc is too busy at the moment.
As Marty turns away from the gate, Biff steps out of the electric car and
shakes Doc's hand. Enter the park and talk to Biff. Say "Was that Doc in the
car?". Select any option when Biff says that he used to be a bad apple. Say
"Tell me about your sordid past.". Say "Tell me about the illegal substances.":
He used to drink and smuggle alcohol into Hill Valley. Say "Tell me about the
vicious dogs?: Dogs are banned in Hill Valley. Say "Tell me about the "illegal"
women.": Public displays of affection aren't allowed in Hill Valley. Say "I've
heard enough.". Exit the conversation to see Jennifer walk into an alley.

Run left out of the park and go down the road at the right side of SoupMo. Talk
to Jennifer about any option. Exit the alley to see Marty's mother arrive in a
golf cart. Enter the park and talk to Lorraine. Say "What are you doing out
here?": She will be polishing the statue in the park all day. Say "Whose golf
cart is that?" to receive the time sheet. Run left out of the park and use the
electric car to drive to the McFly house. Examine Marty's guitar and say "Give
me the guitar.". Say "I need it to impress Jennifer.". Give the time sheet to
George. Select any option twice. Exit the conversation and select any option.


BREAK SOME RULES. YOU CAN START BY FINDING LORRAINE'S SECRET STASH. OR...
-------------------------------------------------------------------------

Use the electric car to return to the town square. Enter the park and talk to
Lorraine by the statue. Ask about the flask. Select the statue twice to block
the camera. Talk to Lorraine and she will drop the flask. Walk around to the
other side of the statue and take the flask. Run toward the courthouse and
give Lorraine's flask to Officer Parker to get the contraband demerit.


BREAK SOME RULES. YOU CAN TRY MAKING FRIENDS WITH A STRAY DOG
-------------------------------------------------------------

Run left through the park and examine the SoupMo window. Say "Free samples?"
to take a hotdog sample. Say "Never mind.". Exit the conversation to see
Einstein run down the alley at the right side of SoupMo. Follow Einstein down
the alley to see him run up a plank and jump over a fence. Examine the ammo box
to take the spray paint. Use the spray paint on the plank to spray it blue.
Select the plank to jump over the fence. Examine the pallette, fridge or the
table and Einstein will run out of the alley. Exit the alley and then return to
it to see Einstein jump over the fence. Select the plank to jump over the fence
again. There will now be blue footprints leading toward one of the objects in
teh alley. Examine the object that the blue footprints end at to find Einstein.
Use the hotdog sample on Einstein to get the dog demerit.


BREAK SOME RULES. TRY HOOKING BACK UP WITH JENNIFER AND MAKING A SCENE
----------------------------------------------------------------------

Return to the alley at the right side of SoupMo and talk to Jennifer. Say "You
and the SoupMo guy?". Say "Guitar? I play guitar!". Say "I can outplay Leech
any day!". The aim now is to select the correct movements so that Leech sets
himself up to fall. Start by selecting the Scissor Kick to knock the amp over:
Leech will knock his amp and some buckets over. Move towards Jennifer and then
climb on the platform twice so that Leech is standing on the plank. Hop and
Leech will fall into the dumpster. Open the window to get the PDA demerit.


CONVINCE CITIZEN BROWN TO HELP YOU
----------------------------------

After collecting the three demerits, Marty is taken into the courthouse to see
Citizen Brown. Select any reply nine times and Brown will ask Marty to look
around the room to find objects that might help his memory. Examine the movie
ticket and the photo of Einstein on the desk. Walk to the left side of the room
and examine the portrait. Walk to the right side of the room and examine the
fish tank. Brown shows Marty a photograph and Marty says he sees something.
Examine the 1931 photo and select Marty and Doc standing on the other side of
the road: Brown begins to realise Marty is telling the truth, but wants proof
that people aren't happy in this version of Hill Valley.


FIND GEORGE'S SECRET TAPE
-------------------------

Examine the tape case to see that someone has taken the videos. Examine the bat
and select any reply when George asks who could have mugged him. Select any
option. Say "I need to give it to Citizen Brown.": George doesn't believe Marty
has been breaking rules. Show one of the demerits to George. Say "Do it for
Arthur.": He wants Marty to help him find the surveillance feed to the yard.
Examine the monitors and select the bottom-left switch twice to see the camera
that shows the yard. Press the VCR below the monitor to see Biff attack George.


CONFRONT BIFF AND LOCATE GEORGE'S SECRET TAPE
---------------------------------------------

Marty enters the park to confront Biff. Say "Why'd you beat up my dad?": He
says he can't hurt anyone thanks to Citizen Plus. Say "Where were you when my
dad was attacked?": He doesn't remember. Say "What's the last thing you
remember?": Edna wanted to run a diagnostic on his watch and then he fell
asleep. Say "Let me see your watch." to view a close-up. Press the mode button
and then press the left down arrow three times to change the left letter to X.
Press the right up arrow eleven times to change the right number to 11. Press
the mode button again. Say "Where's my dad's tape?": He looks toward the
decycling bin. Say "Could you go get my dad's tape?": Biff walks over to the
courthouse and climbs into the decycling bin. Climb into the bin.


ESCAPE FROM BIFF AND SAVE GEORGE'S SECRET TAPE
----------------------------------------------

Pan to the right and examine the cage. Pan slightly to the left and examine the
beer and the license plates. Pan further to the left and examine the cigars.
After examining four of the objects, Biff will snap out of the trance. Talk to
Doc about all three options. Try to open the cage and Biff will wake up.


DEFEAT BIFF AND ESCAPE THE OLD SPEAKEASY
----------------------------------------

Biff will now chase Marty around the room. When Marty moves over to the cages,
open the cage to release Einstein. Select the records in the box to throw them
at Biff. Talk to Einstein while Marty is throwing the records and he will
attack Biff. Press the panic button below the counter to complete the episode.


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3.                                 Item List

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1931 NEWSPAPER
  Available at the start of the episode. It is not used.


1986 NEWSPAPER
  Available at the start of the episode. It is not used.


BATTERY
  Found at the right side of the DeLorean at the south gate after Marty has
  escaped from the DeLorean. After Marty has used the tire iron on the wheel
  at the left side of the DeLorean, the battery is used on the wheel.


CONTRABAND DEMERIT
  Found by giving Lorraine's flask to Officer Parker. It is one of three
  demerits that Marty needs to collect before he can see Citizen Brown. One of
  the demerits is shown to George after he has been mugged.


DOC'S NOTEBOOK
  Found after Marty escapes from the wrecked DeLorean. It is automatically
  shown to Citizen Brown near the end of the episode.


DOG DEMERIT
  Found by giving the hot dog sample to Einstein after he has been found behind
  one of the objects in the alley at the right side of SoupMo. It is one of
  three demerits that Marty needs to collect before he can see Citizen Brown.
  One of the demerits is shown to George after he has been mugged.


HOT DOG SAMPLE
  Found by asking Leech in SoupMo about the free samples. After Einstein has
  been found behind one of the objects in the alley at the right side of
  SoupMo, the hot dog sample is used on Einstein to get the dog demerit.


KID TANNEN'S FLASK
  Available at the start of the episode. It is given to Jennifer when Marty is
  inside the wrecked DeLorean to receive the tire iron.


LORRAINE'S FLASK
  Found by talking to Lorraine in the park after the statue has been moved
  twice to block the view of the camera. It is given to Officer Parker to
  receive the contraband demerit.


LORRAINE'S TIME SHEET
  Found by asking Lorraine about the time sheet. It is given to George in the
  garage at the McFly house.


MARTY'S GUITAR
  Found in the garage at the McFly house. It is shown to Jennifer to start the
  guitar competition with Leech.


PDA DEMERIT
  Found after winning the guitar competition against Leech. It is one of three
  demerits that Marty needs to collect before he can see Citizen Brown. One of
  the demerits is shown to George after he has been mugged.


PHOTO OF GEORGE MCFLY
  Available at the start of the episode. It is not used.


PRINTOUT
  Found after Marty has proven to George that he was mugged by Biff. The
  printout shows a special mode that needs to be set on Biff's watch.


PROM PHOTO OF MARTY & JENNIFER
  Found after Marty press the horn in the DeLorean. It is not used.


SPRAY PAINT
  Found by examining the the ammo box in the alley at the right side of SoupMo
  after Marty has taken the hot dog sample. It is used on the plank in the
  alley to spray it blue.


TIRE IRON
  Found by giving Kid Tannen's flask to Jennifer when Marty is inside the
  wrecked DeLorean. Marty automatically uses it to escape from the DeLorean. It
  is used on the wheel at the left side of the DeLorean.


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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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