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

Use this walkthrough of Episode 3: Citizen Brown in Back to the Future: The Game to unravel the events that have led to the complete domination of Hill Valley by a well-meaning but power-mad Doc Brown. Of course, you'll also have to put those events right, which will require another trip to 1931 in Episode 4: Double Visions.

Upon arriving in your latest nightmarish dystopia, click on the DeLorean, and open the window. Shout down to the "Delinquent Rocker Chick" below, who you'll soon recognize. She won't hear you right away, so honk the horn, and talk to her. Ask her if she has anything that might help you get out of the car. She does, but she's not giving it away for nothing. You'll have to trade her Kid Tannen's flask in order to get the tire iron. You'll automatically clamber down, and pick up Doc's journal too. When you find yourself alone outside the Hill Valley Wall, use the tire iron on the jiggling hover-wheel on the wrecked DeLorean, prying it loose. You'll still need a power source, though, so go around to the back of the DeLorean, and grab the battery there. Affix it to the hover-wheel to get over the fence.

In this strange version of Hill Valley, speak to the cop, Jennifer's father, who, it turns out, is the latest in a line of upright law-enforcers which you yourself created by getting the cop in the previous episode to get his life together. He'll tell you a little about this version of 1986, and you can learn more about it by activating the Self Tours located throughout town. While you're here, check out the "Decycling Bin" inside the guard shack, then jiggle the handle of the door to earn yourself a demerit. You can get another by playing around with the statue in the center of the park, though you won't need these immediately. Use the buzzer near the front gate of the courthouse, and a cutscene will play, in which Citizen Brown and his loyal flunky Biff will show up. After Doc disappears inside, go to the park and speak to Biff. Learn all you can from him about what's going on, and what you can do to get a private audience with Doc. You can also torture him a bit while you're here. 

When Jennifer shows up, follow her by crossing the street on the left side of the park, toward the left. You can ring the bell at the SoupMo to speak briefly to Leech, then head into the familiar alley behind the place, and talk to your girlfriend, who's not so fond of this timeline's Marty (or Martin) McFly. After talking to her for a while, leave the alley, and catch a glimpse of your mom, headed for the park. Go inspect the golf cart she arrived on, and she'll chat with you for a bit, then give you something to bring home to your dad. Hop in the cart. 

When you find yourself back at your house, you'll notice that going inside isn't an option, Instead, talk to your dad, who's out in the garage. You can talk to him for a long, long time if you want, or cut the conversation short. Either way, grab your guitar from the garage before leaving, Tell your dad you need it to impress Jennifer. Then get back in your little cart, and drive back to town. There, talk to your mom again. Talk to her for as long as you'd like. If you ask her about the flask, your dad will but his big nose in, spoiling everything. So after you've spoken to your mom, hit the statue in the park a few times, until it's blocking the security camera nearby. Now talk to your mom again, and, after she drops her flask, tell her to leave everything to you, then go and grab it from the flowers around the statue. Take it over to the cop near the courthouse, and show it to him to earn your first major demerit. 

Now you can go after your next. Cross back to the SoupMo, and ring the bell to speak to Leech again. Get him to tell you about the dog that's been sniffing around the restaurant. Then get him to set his platter of free samples on the counter. Make sure you try one. When you're done talking to him, move off a few steps, and none other than Einstein--now cruelly muzzled--will show up, and quickly get chased away. Follow him into the alley, and over the plank in the far corner. Look around for him, and he'll escape. You'll need a better plan. Grab the can of spray paint Jennifer has left out, and use it on the plank. Now return to the SoupMo, and get Leech to put the samples back out. When Einstein shows up again, chase him back through the alley as before. This time you should have a convenient trail of pup prints to follow. Uncover Einstein, then offer him what's left of your free sample to get on his good side. Now you'll automatically go parading through town square with your contraband dog, earning yourself another big-time demerit.

Now the only thing left to do is win Jennifer's heart, so you can get your PDA citation. Head into the alley, and talk to Jennifer, positing that you're a way better guitarist than Leech. Keep pushing your point until she calls Leech out, and the rock battle begins. Whenever you make a move here, Leech will mimic you; the same goes the other way, too. You need to first maneuver him in front of the amp on his side, by moving in front of the one on yours. Then do a scissor kick, knocking over both amps, as well as the pile of cannisters behind Leech. Next, move toward Jennifer, and, from there, up onto the platform. Leech should mount his own platform, though he may or may not decide to stay there. If he steps down, just maneuver him back up again, until he stays put. Then hop, and watch your rival tumble into the nearby dumpster. PDA time! When you find yourself inside the SoupMo, open the nearby window (Marty can be excused for taking his time here). Eventually, you'll be caught, and your PDA citation should, if you've already earned the others, get you your long-awaited audience with Citizen Brown.

Do your best to convince Doc of your crazy story. When he gives you the chance to look around his office, show him various pieces of evidence. You've got some stuff on you that seems promising: your 1931 newspaper, Doc's old notebook. You can also show him the photo of Einstein on his own desk. Eventually, check out the portrait on the left-hand wall. Doc will show you a picture from 1931; when you get the chance, point out yourself and Doc in the gazebo in the background. Eventually, Doc will dismiss you, sending you back home. 

There, talk to your dad about how he ended up on the floor with a headache. Check out the aluminum bat nearby, then talk to George McFly again. Next, look at the box of empty tape cases. Talk to your dad yet again, and keep him talking until you get him to ask for your help going over the monitors. If he asks for proof of your recent delinquent behavior, show him your pile of demerits. In order to get him to take the final plunge, remind him of Artie McFly's "heroic" behavior in 1931. When you can, look at the monitors, switching the one on the bottom left until you can see yourself and George in it, Then hit the VCR. You'll see an interesting snippet of video, then head off to follow up on it.

Back in town, confront Biff at his little table in the park. It turns out he really doesn't know what he just did. Get him to show you his watch, then hit the mode button, and set it to X-11. Biff will get slow and stupid, even for Biff. Ask him where the tape went, and tell him to go get it back (after making him do the chicken dance a few times). After he plummets into the decycling bin, jump in after him. You'll find yourself in Edna's lair, and also right in Biff's armpit. Look around the room, at the various forbidden objects. Talk to Einstein to get him to bark, reminding Biff of happier days. Point out the beer, porn, and cigars to remind him further. Biff will snap out of his stupor, then immediately pass out. You'll be left alone with Edna, only to find that she's erased the tape you've come all this way for. 

Luckily, Doc has overheard just enough of the previous conversation to convince him to change his ways, and, with a little comforting from you, to build you a time machine. Before you can meet up with him, though, you'll have to avoid one last charge from a de-re-educated Biff, who's back to his old self. When he chases you from your hiding place, quickly open Einstein's crate, and tell him to sic Biff. Back in your spot, toss the records from the box nearby at Biff. While he's distracted, yell to Einstein again. He'll back Biff up against a strangely familiar antique table. Now's your chance to hit the panic button on your right, which you've pressed before; about 55 years before. The roulette table will pop out, just like it did back in 1931, knocking Biff cold and freeing you to go see Doc. Unfortunately, Edna has gotten to him first, and sent him in for the Clockwork Orange treatment. There must be a way to rescue him, but you'll have to wait for the next episode to find out what it is.

Back to the Future: The Game - Episode Three: Citizen Brown Walkthrough Answers

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