Walkthrough a. Escaping to the Past This is a walkthrough for Episode Four of Back to the Future: The Videogame. This walkthrough is. Back to the Future at IGN: walkthroughs, items, maps, video tips, and strategies. More Wiki Sections. Walkthrough. Collectibles. Cheats and. Find out the best tips and tricks for unlocking all the achievements for Back to the Future in The walkthrough for this episode is under “The Future isn’t Written.
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Back to the Future: The Game” because of all the hype I’ve heard about it. The episode approach is nice, but leaves a feeling of longing. From start to finish the first episode, if you waltz through it without looking for all the hooks and cranies of the game, takes about 90 minutes.
The following ruture through is one of the possibles outcomes of this point-and- click game. A kind of game that I didn’t play since the good old days of Interplay and those Star Trek komplettlsunb, but I digress. With no further ado, here’s the step-by-step.
The Game — Episode 1.
Once a new game is started, you’re presented with cinematic view of a very familiar scene from the first BTF movie. Past the middle of the scene you’re presented with three options: Choose the first option to make the scene go through its pace.
If you choose any of the other options the following conversation won’t change, so the first option makes more sense storywise. As the scene progress, you’ll have three more options: What are you talking about? You built a time machine out of a DeLorean? You put your dog in a time machine? Choose the second option. It makes more sense with the following conversation.
Either the other two doesn’t have effect on it. At this moment, Doc and Marty realize that something went wrong, and Doc asks you to retrieve his notebook in the toolbox by the van. Simply walk to the van and click on the took box to retrieve the notebook. Once more you have three options: This isn’t the way it happened We gotta get out of here Any of the options are ok, and the scene ends with Doc stating that he made a terrible mistace and starts vanishing.
At this moment Marty wakes up screaming Doc’s name and he’s sushed by his mom, in another all familiar dialog, when you discover that the city are selling out Doc’s stuff to build out a parking garage. The cinematic of the opening title and the credits while showing the interior of Doc’s house is amazing. In here you can explore every piece of nook and crany to your heart’s content, but to progress through the game, check the model of the courthouse that Doc built in Biff will take it from Marty and you can argue with him about it, but it really is no use.
When you get back to the first room, you’ll see Marty’s gittar being sold with the rest of Doc’s stuff. Don’t let it happen. Now, Biff won’t let you have the courthouse, and if you remember the movie, that giant amplifier packs a hell of a punch.
Don’t forget to turn up the volume. When you use the gittar on the amplifier, Biff will take the gittar from you, but will be talked down my Marty’s father. You need to remember Marty’s dad that he can fight his own battles. Once Marty’s dad is out of the way, try plaing the gittar again.
Biff will turn the volume even further and will be knocked over by the blast. Use this time to get the notebook from the courthouse. As you pick up Doc’s notebook a familiar sound is heard outside. Walk up and open the DeLorean’s door to find Einstein, Marty’s old tape recorder and a single shoe.
Hearing the tape you’ll learn that Doc’s in trouble What else is new? However the time circuitry is faulty and Marty have no idea when Doc is. Remember that dogs have a great sense of smell and present the shoe to Einstein and he’ll take you to a woman with a familiar last name: Being Miss Personality herself, Edna tells you to scram. Tell her that you have something to show her and as Marty shows her the shoe, she’ll let you in.
Once Marty enters Edna’s apartment, she’ll insist to give him some tea, however, she forgets to turn on the fire to heat the water. Talk to Edna about her shoe and follow the converstation until she tells you about the speakeasy, an illegal alcohol joint, that used to be at the same place that now is a video store. Looking through Edna’s binoculars you’ll see that the building was rebuild in February Now you just need to know when the building was set on fire.
That neat pile of newspaper seems to have the answer, but Edna won’t let you touch it. It would be nice if she wasn’t in the room. So, use the radiator beside her, it will generate a sound like the teapot wissle and Edna will go to the kitchen to tend the teapot. At this time, take a look at the newspaper finding that a “drifter named ‘Carl Sagan'” was killed by a mob in June 14th, Time the save the good old Doc Brown, but not before lieing about what you’re doing to Marty’s father.
Whatever option here works, and have no effect on the history, but prefer telling him that Marty got a part on the school play. Punch in the date on the keypad and the DeLorean will take you to The cinematic is another bliss, showing all the efects we’d expect from a BTF game. Arriving inyou’re approached by a nice reporter, from Hill Valley Herald, for an enterview about the speakeasy fire.
Tell her that you’re a supporter and that you’re going after the guys who did this. When asked your name, say “Harry Callahan”. Talk to him about what you know about his future. Seeing the grim future ahead, Doc will need Marty’s help to come up with a plan to bust him out of jail. Starts telling him that you could go back in time. Follow the conversation and he’ll tell to call his old house at the local Soup Kitchen. Head to the Soup Kitchen and call up the Brown’s residence, where you learn that the young Doc works as a clerk at the courthouse.
Seems that it runs in the family. It won’t be easy and he won’t give you the time of the day. Any conversation you have with him will end up in nothing, but make sure to talk about everything. Then, let go of the conversation and pay attention on his mumblings while he walks.
There’s something familiar about it. Use the tape recorder to sample some of his mumblings and take it to the old Doc at the Police Station. Having the answer from the old Doc, get back to Emmet and give him the answer to his problem. Follow the conversation and he’ll tell you that he need to deliver a subponema to be able to leave work early in time to build the drill, and that he needs alcohol for fuel.
Table of Contents
Well, by now you should have realize that the Soup Kitchen is a front okmplettlsung the booze from Kid Tennen. So it’s there you’ll find the alcohol that Emmet needs. When you enter again in the Soup Kitchen, Emmet will follow you. The cinematic shows a deliver of some soup and some “special soup”.
Pay attention on how the “special soup” is delivered to the basement below. Head to the end of the kitchen and try to open the door.
Back to the Future: The Game – Walkthrough
It’s stuck because of the propped tables, you’ll need Emmet’s help to keep the door open. While Emmet’s busy trying to keep the door open, walk to the front door.
When you hear Emmet yelling “Eureka”, ask the cook, Cue Ball, for some soup and offer some advice on ingredients. While the cook is busy with the soup, knock on the pipe to make the rack tumble and the barrels roll to the other end of the kompettlsung.
Back to the Future – Episode 1: It’s About Time Walkthrough
As the barrels stop Edna will enter the stablishment if one can call you that and grab a okmplettlsung of “soup” for delivery. Follow her outside the Soup Kitchen and talk to her. While you’re talking to her you’ll learn that Edna is the founder of the “Stay Sober Society”, and that they don’t have a place to meet after Kid Tennen took over the Soup Kitchen. As it happens you know of a nice place for the SSS to meet: Emmet will go ballistic, but kkomplettlsung can convince him by promissing that the Society’s memebers are sober and will be quiet enough.
Now, to serve the subponema to Arthur you need to talk to Kid Tennen, becaus he’s the only one who knows where Arthur is. Once you approach him, offer to shine his shoes and talk to him about Arthur’s hat, now serving as a peanut bowl for Tennen.
Remember the oldest trick in the book: Remember that dogs are good trackers. After a nice deja-vu, talk to Arthur to convince him to come down.
As with Emmet in the beginning of the game, he won’t come down until he hears from his boss. So, head back to downtown and face Kid Tennen, record his voice and set Einstein on him. Go back to the safe-house and play Tennen’s voice to Arthur making him come down.
At this moment, serve him with the subponema. Emmet’s father isn’t happy about the buck of drunkards partying on his lawn, so he call up his son for a “nice” conversation, and it’s up to you to prepare the fuel for the rocket.
Pay attention on the words Emmet’s enfasizing, it tells you what and in which sequence to use the levers and pulleys on the lab.