Version 1.21 3/29/12
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| |
| Destination Time: AUG 26 1931 09:00 |
| Present Time: MAY 16 1986 03:03 |
| Last Time Departed: NOV 05 1986 01:29 |
|_______________________________________|
Back to the Future: The Videogame
Episode Four: Double Visions
A Walkthrough by Michael Gray
AKA The Lost Gamer (
[email protected])
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. Walkthrough
003a. Escaping to the Past
003b. Model Citizen
003c. Faithful to Edna
003d. Dresses Well
003e. Endgame Sequence
004. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for Episode Four 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
[email protected] 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
---------------------------------------------------------
Marty McFly: A high school student who has had a series
of time-travelling adventures. When the game begins, he
is in Alternate 1986.
Doc Brown: Marty's good friend, who built a time machine
out of a car. The Doc in this game is Alternate 1986 Doc,
who married Edna Strickland.
Edna Stickland: A somewhat uppity woman who is very
concerned about morality. She eventually becomes the
tyrannical dictator of Hill Valley, in Alternate 1986.
Guard: A bunch of unnamed guards work in the Citizen Plus
building.
Jennifer Parker: Marty's girlfriend in the normal
timeline. In Alternate 1986, she is somewhat antagonistic
towards him.
George McFly: Marty's father, who likes to spy on people
with his surveillance cameras.
Lorraine McFly: Marty's mother. She has no speaking lines
in this game.
Biff Tannen: A mean person who has a history of abusing
the McFly family. He has no speaking lines in this game.
Emmett Brown: Emmett is the younger version of Doc. He is
a big fan of science and Edna.
Arthur McFly: Marty's grandfather. He is a timid person.
Trixie Trotter: A woman who is friendly with Arthur McFly
and Marty. She dislikes Edna Strickland, and Edna
dislikes Trixie's somewhat shady background as an
entertainer for Kid Tannen.
Angry Guy: The guy who runs the Expo is the angry drunk
from Episode Two. He's angry, even when he's sober. All
he does is in this game is yell at Marty and Doc a few
times.
Cueball: A former employee of Kid Tannen. He knows about
Trixie's shady past.
Kid Tannen: A criminal who was arrested at the end of the
second episode. He has no speaking lines in this game.
Detective Parker: The police officer who arrested Kid
Tannen at the end of the second episode. He has no
speaking lines in this game.
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 Nathaniel.
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-Escaping to the Past
---------------------------------------------------------
Our hero Marty wakes up, locked in a waiting room in the
Citizen Plus facility.
This room has a number of items. The window that leads to
the next room shows that Jennifer is nearby. The window
that leads to the hallway shows Doc. There is a security
camera, a door, and two speakers in the room. Also,
Marty's inventory is locked in a locker.
Use the intercom to listen to Edna talk to a guard. Their
conversation reveals that First Citizen Brown is
currently undergoing the Citizen Plus treatment; Marty is
scheduled to undergo it once Doc is finished.
Use the intercom again and ask the guard about Marty's
things. Ask to see them, and the guard comes inside to
open the lock on the locker. Marty tries to look over the
guard's shoulder to see the combination, but Marty is too
short. Oh well.
Click on the camera in the room. A voice then comes out
of the squawk box, which is the purple intercom on the
left side of the room. George McFly, conveniently, has
hacked the security of the Citizen Plus building. He can
look in any camera and talk through any speaker.
Tell George that Marty tried to look over the guard's
shoulder. George reviews his video footage, then gives
the locker combination to Marty. Marty then regains all
the items in his inventory.
Look in the window above the Citizen Plus picture on the
wall. Marty will notice that Jennifer is in the next
room. That way, you can ask George to connect Marty's
room to Jennifer's room, so the two of them can talk.
The conversation between Jennifer and Marty doesn't go
well, however. She has undergone some of the Citizen Plus
program treatment, and she is now a model citizen.
Marty has to get Jennifer back to normal. Use Marty's
guitar on the squawk box. A good dose of rock and roll
brings Jennifer back to her senses, and she decides to
help Marty.
First, she knocks out a guard. Then, Marty gets dressed
in the guard's clothes, and they lock the guard in
Jennifer's room. Fortunately, all the guards have
protective masks which hide their faces, so no one is
able to notice this deception.
Click on the door to leave the room. Jennifer is all set
to help Marty save Doc, but then a guard appears and
escorts her back to her home. Oh well. Looks like Marty
will have to do this on his own.
Marty can now walk around the hallway. He can't enter any
of the rooms, though. The various rooms that this hallway
leads to are Marty's cell, Jennifer's cell, the cell
holding Biff Tannen, and the room holding First Citizen
Edna.
The only person Marty can interact with is the guard at
the control station. The guard likes to drink soda. The
guard refuses to let Marty touch the controls for the
machine that is being used on Doc.
Examine the food tray to learn that Biff hasn't taken his
sedative pill. This pill makes people fall asleep, and it
looks like Marty will have to get rid of this guard by
slipping Biff's sedative into the guard's soda.
Use the intercom outside of Biff's room to talk to him.
Whenever you tell him to eat the pill, he drops it on the
floor. Use the newspaper on the crack under the door,
then tell Biff to eat his pill. Biff will drop it on the
newspaper. Pull out the newspaper, and Marty has the
pill.
Use the pill on the guard's soda. The guard will then
fall unconscious, and Marty gets free reign at the
controls. The look similar to the controls to the speaker
in Doc's lab in the original timeline, right? So maybe if
Marty turns all the controls up all the way, he can blow
the speaker.
Turn up the controls for volume and optics all the way.
Then, turn up the olfactory controls. This will break the
aroma machine, and Edna goes down to check on it.
Enter the room where Edna was in. The microphone is
connected to the speaker, so use the guitar on the
microphone. Marty jumps down to the area with Doc and
lets some music fly!
..Only the speaker doesn't blow up, propelling Doc and
Marty forward, out of the building, like Marty was
planning. Marty is forced to improvise, but in the end,
he still manages to escape with Doc.
Doc and Marty hide in the recycling bins while the police
search the area.
Talk with Doc about everything, while Marty and Doc wait
for the police to leave. While the conversation happens,
Marty sees his parents get in trouble with the police,
but he doesn't interfere.
Doc leaves to get the time machine. He warns Marty to
stay off the streets for a while.
Here, just wait in place. After about forty seconds, and
Edna will appear.
Talk to Edna about everything, and Doc will appear in the
DeLorean. He spent six months fixing the time machine,
and then returned to this moment. Doc is surprised to
find out that he arrived a few minutes late to pick up
Marty. Maybe the time circuits need recalibrating?
Marty gets in the car with Doc, and they drive out of
town. Edna yells at them while they're leaving.
Doc and Marty return to 1931, to the day after Kid Tannen
was captured. Doc is amazed to see the old town theater
again. He likes movies...but he never DID see
Frankenstein.
Seeing Frankenstein is what inspired Doc to become a
scientist, in the original timeline. It's a good bet that
getting the Emmett in this timeline to see Frankenstein
will cause him to become a scientist, too.
Young Emmett appears. Marty thinks it would be a bad idea
if Doc ran into Young Emmett. Knowing how unpredictable
Doc can be, this is probably a good idea.
Go to Young Emmett and talk to him. Marty soon realizes
that something is wrong here. This isn't the day after
Kid Tannen was arrested. This is about two months after
Kid Tannen was arrested!
Return to the courthouse and click on the courthouse
doors. Marty tells Doc the bad news. Since the time
machine isn't working properly at the moment, it's
probably not a good idea to use it again. Instead, let's
figure out some way to break up Emmett and Edna today.
Edna is at the Science Expo, outside the high school.
Marty and Doc go there immediately.
Walk to Edna, who is near the front of the school,
talking to Arthur McFly. Talk to her, and pick any of the
dialogue options you want.
Once you finish talking to her, talk to her again. Marty
will ask what she's look for in a man. She has three
requirements:
1. The man is a model citizen.
2. The man is faithful to her.
3. The man dresses well.
In order to break up the happy couple, Marty has to trick
Edna into thinking that Emmett has broken all three
requirements. You can do them in any order, and you can
do them simultaneously.
You will have to visit Emmett in his laboratory, as part
of this challenge, so let me explain how you get to
Emmett's lab. Go to the DeLorean and click on it. Doc
will take it for a brief test drive, which determines
that the time machine is still acting improperly.
After Doc takes the car for a drive, the "Hill Valley of
the Future" exhibit opens. Go to it, then take the Train
of the Future. It's actually a skateboard!
Edna appears and declares her intention to go see Emmett.
Old Doc appears, and he distracts her by starting up a
conversation.
Now you can visit Emmett's Lab whenever you want, simply
by clicking on the street. Leave his lab, through the
exit, to return to the Expo.
004b-Model Citizen
---------------------------------------------------------
Edna likes Emmett because he is a model citizen. Marty
will have to find some way to prove to her that Emmett is
a degenerate criminal. Fortunately, Emmett's new machine
rates people on a scale of "model citizen" to "degenerate
criminal", so we can use the machine to prove Emmett is a
fiend.
When you first go to Emmett's lab, you see Kid Tannen get
a score of "degenerate criminal". You'll have to figure
out how to get Emmett to have the exact same score.
First though, you should figure out how the machine
works. Click on the machine, which is brown and on the
table with the record player. Emmet gives you a
demonstration.
The machine on the right has two parts you can interact
with. First is the power button that turns it on. The
second is the slide advancer that goes through all the
various pictures.
The helmet that Emmett is wearing has three colors: red,
yellow and green. It's red when Emmett is upset, and it's
green when he is happy. The rest of the time, it's
usually yellow.
You can make Emmett happy by using the record player, or
by lifting the lid of the pot of soup. You can make him
unhappy by using the generator (the electric crank from
the first episode), or by turning the handle on the
bacteria tank.
If you got some algae cakes from Cueball, you can use
them on Emmett to make him unhappy.
Think you understand everything? Let's get started. Turn
on the machine by hitting the switch, and you see a
picture of Edna. A degenerate criminal dislikes Edna, so
turn Emmett's helmet to red, either by using the
generator or the valve on the bacteria tank.
Use the slide advancer to get to the next slide. It's a
picture of John Wilkes Booth. A degenerate criminal likes
murderers, so turn Emmett's helmet to green, either by
using the record player or the pot of soup.
Use the slide advancer to get to the next slide. It's a
picture of Officer Parker. A degenerate criminal dislikes
policemen, so turn Emmett's helmet to red, either by
using the generator or the valve on the bacteria tank.
Use the slide advancer to get to the next slide. It's a
picture of a Tannen. A degenerate criminal likes Tannens,
so turn Emmett's helmet to green, either by using the
record player or the pot of soup.
Use the slide advancer to get to the next slide. It's a
picture of Edna's brother. A degenerate criminal dislikes
small children, so turn Emmett's helmet to red, either by
using the generator or the valve on the bacteria tank.
Use the slide advancer to get to the next slide. It's a
picture of Trixie Trotter. A degenerate criminal likes
Trixie, so turn Emmett's helmet to green, either by using
the record player or the pot of soup.
Use the slide advancer. That was the last slide, so the
mind map printer gives you an analysis of Emmett. Use the
mind map on the mental alignment meter. If you did it
correctly, the mental alignment reader gives you a
reading of "degenerate criminal".
Use the mind map on Emmett's mind map, on the wall. Marty
switches Emmett's original mind map with the "degenerate
criminal" mind map. Now, when Emmett uses the machine at
the Expo, it will show he's a degenerate criminal, so
Edna will want to break up with him!
004c-Faithful to Edna
---------------------------------------------------------
Edna likes Emmett because he is faithful to her. If he
was cheating on her with another woman, however...
Well, of course, Emmett isn't going to cheat on Edna.
Marty is just going to make it seem like he has, by
convincing Trixie Trotter to pretend that she is Emmett's
secret girlfriend.
Trixie is open to the idea of breaking up Emmett and
Edna, because she strongly dislikes Edna. However, Trixie
doesn't want to create a scene, and she doesn't dislike
Edna THAT much. So first, we have to get Trixie mad at
Edna.
Once you talk to Trixie for the first time, ask her to
help make Edna jealous. She refuses. Then, talk to Edna
about Trixie.
Talking to Edna about Trixie makes a character appears
near the truck, in the upper/right of the Expo area. It's
Cueball, one of Kid Tannen's former employees. He knows
about Trixie, because he's worked with her in the past.
Talk to Cueball about Trixie three times in a row. He
will give Marty a postcard of Trixie wearing an
inappropriate outfit. Edna's not going to like this
picture at all...
Use the picture on Edna. Edna takes the postcard and uses
it to get Trixie fired from her job. Trixie is now so mad
at Edna that she is willing to ruin Edna's relationship
with Emmett.
Talk to Trixie. She was in a play, where they did a scene
similar to this. She figures it'd be easy to reenact the
scene, but she needs three props: furs, a diamond, and
Emmett's photo album.
The diamond is in the Hill Valley of the Future exhibit.
If this exhibit isn't open, click on the DeLorean. The
third button (from the left) makes a rainstorm appear,
and the fourth button makes the diamond-shaped prism
appear. Press the third and fourth buttons in quick
succession, and the diamond-shaped prism falls down.
To get the furs and the photo album, you have to go to
Emmett's Lab.
In the lab, go to the pot of soup. Next to it is an
easel. Examine it, and tell Emmett that the picture is
bad. Emmett takes out a photo album. That's how you get
the photo album.
To get the furs, you need the cleaning fluid, which is
the main part of the "dresses well" puzzle. Take the can
of motor oil, which is near the bacteria tank in the lab,
and use it on Emmett. He reveals an invention which
cleans things.
Examine the shower cleaner, then take the small bottle of
cleaner. Return to the expo and examine the Hill Valley
of the Past exhibit. Use the cleaner on the caveman to
get the furs.
Once you have the diamond, furs and photo album, give
them all to Trixie. Now, she's ready to make it seem like
Emmett has been cheating on Edna.
004d-Dresses Well
---------------------------------------------------------
Edna like Emmett because he dresses well. We need to find
a way to make Emmett look like a slob.
That should be easy enough! There is a can of oil near
the bacteria tank in Emmett's lab. Grab the oil and use
it on Emmett to ruin his suit.
Emmett reveals one of his inventions: a suit cleaner.
This compound instantly cleans any surface in seconds,
including clothing. The downside is that, after twelve
hours, the cleaning fluid becomes too powerful, and it
will start to dissolve clothing, not clean it.
Examine the cleanser shower, and Emmett takes out a
perfume bottle full of cleanser, just in case there are
any mishaps at the expo. Take the cleanser spray bottle,
then return to the expo.
When Marty tries to leave after spilling oil on Emmett,
Emmett will decide to propose to Edna, after the Expo.
In twelve hours, the cleanser will destroy Emmett's suit
instead of cleaning it. Let's age the cleanser by using
the time machine. Use the spray bottle on the time
machine, and Marty puts it inside. Go near the DeLorean
and click on the spray bottle, and Marty will take it out
of the car.
Once you use the spray cleaner on the caveman in the Hill
Valley of the Past exhibit (as part of the "faithful to
Edna" puzzle), the light in the DeLorean turns green,
which means it's safe for Doc to take it on a test drive.
Put the spray cleaner in the time machine, and click on
the time machine so Marty knows that the light is green.
Tell Doc about the green light. Doc takes the time
machine for a test drive, and this ages the spray cleaner
by nine hours.
Go to Emmett's lab, then return to the expo. The light in
the time machine is green again. Examine it, and tell Doc
the light is green. He takes the car on another trip.
Doc returns in a short amount of time. The good news is
that the cleanser has now been aged to the point where it
will dissolve Emmett's suit instead of cleaning it,
should Emmett use the cleanser. The bad news is that Edna
has left the expo to go see Emmett.
Marty picks up the cleanser, then goes to the lab where
he sees Emmett and Edna kissing each other.
Tell Edna that Carl Sagan wants to talk to her, and tell
her that it's about the speakeasy arsonist. She decides
to leave.
Give the bottle of cleanser to Emmett. Now, when he uses
it, it will destroy his suit!
004e-Endgame Sequence
---------------------------------------------------------
Once Marty gets all three things ready, (or when he's
very close to doing so, if he does the "faithful to Edna"
puzzle last) he returns to the Expo.
Marty talks with Doc. After talking to Edna for a long
time, Doc isn't sure that he wants to ruin the
relationship between her and Young Emmett. After all,
Young Edna is a lot better than Old Edna.
Tell Doc that Edna ends up alone and miserable in the
original timeline. That convinces Doc. He doesn't want to
go through with the plan which will break Edna's heart
and ruin her future. Instead, Doc wants to find a third
way, one which will result in a happier timeline for
everyone, even Edna.
Doc leaves, upset.
Once all three puzzles are solved, Emmett appears at the
Expo. Use the can of oil on him. He uses the cleanser to
clean the suit, but because we aged the cleanser by about
seventeen hours, it dissolves the suit.
Edna is shocked that Emmett ruined her grandfather's
suit. Trixie then appears and acts out her scene, which
makes it seem like she and Emmett had a secret
relationship.
Edna becomes furious, and Emmett tries to prove that he
is still the same old Emmett, by using the Mental
Alignment Meter. Bad move, Emmett. It shows that he is a
degenerate criminal, thanks to Marty's meddling with the
mind map cards.
Emmett leaves, upset. Marty finds him on top of the
courthouse. Talk to Emmett for a while, and it becomes
obvious that Emmett is very disillusioned. Right now, the
mind map helmet rates him as yellow, which means
"apathetic".
Stir up Emmett's emotions by saying "you care about me".
Emmett becomes upset at Marty, because Marty has ruined
Emmett's life. Tell Emmett that Marty's name is really
Marty.
Tell Emmett that you ruined his life, just for the hell
of it. Then tell Emmett that he's delusional. Emmett gets
very upset, but in a short period of time, he returns to
his normal, science-loving self. Hooray!
Then an accident happens, and Emmett is now hanging
upside-down from the courthouse, off of a statue. That's
not good!
Talk to Emmett and ask if he has anything useful. He
does! It's the can of cleanser, which dissolves things.
Go through the hatch or climb down the rope to reach the
ground. Pick up the bottle of cleanser. Then, go to the
statue which is on the courthouse steps. Use the cleanser
on the rope to get it loose.
Go through the courthouse doors and climb down the rope
which is now loose. Click on the left and right buttons
to make Marty swing on the rope. Swing fast and far
enough so the rope can reach Emmett, then click on
Emmett.
Emmett's foot is still stuck. Use the cleanser on his
foot to free it from the grips of the statue.
Marty and Emmett then leave to go prepare Emmett's other
scientific invention for the Expo. Meanwhile, on the
outskirts of town, Old Doc picks up Edna in his car. He
comforts her for a bit, then the two of them drive off.
To be concluded...
..in Episode Five: OUTTATIME!
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).