Back to the Future The Game Walkthrough

Use this full text and HD video walkthrough of Back to the Future: The Game to help Marty McFly and Doc Brown make it safely through yet another fourth-dimensional adventure, thwarting the villainous, slow-witted Tannen family in all its generational manifestations. Navigate the many puzzles and pitfalls that threaten the space-time continuum, and return safely to the present: good old 1985.

Rather than retelling the well-known story of the famous film trilogy, seasoned adventure game developer Telltale has expanded on the beloved Back to the Future universe, by adding an entirely new chapter to the saga of Marty and Doc. Told in five monthly installments, Back to the Future: The Game takes players on a whole new adventure through time, introducing previously unexplored historical periods, and previously unmet iterations of familiar characters (such as the teenage version of Emmett Brown). Naturally, all new ancestors of Biff Tannen are here, to plague Doc and Marty with their special brand of dim-witted but dangerous schemes. And the ultimate in time-traveling refinement, the DeLorean, returns as well; what better way to reach 88 miles per hour in style?

Story

Picking up a few months after the events of Back to the Future Part III, we find Marty McFly in 1986 missing his friend Doc Brown, of having adventures in time with Clara and the Boys.
However, as Doc's been gone some time and hasn't made any mortgage payments, the bank is looking to sell off his assets. While trying to protect Doc Brown's legacy, Marty hears the familiar cracking of a rip in time space and is soon off on another adventure across time to save Doc Brown, the McFly family, and the universe as we know it.

Gameplay

Back to the Future: The Game employs the point-and-click format of classic adventure games of the past, such as the Monkey Island series, and more recent titles such as the Sam and Max games. Players interact with the world by collecting items, and using them later, to solve increasingly tricky puzzles. Conversations with the various colorful characters that populate the town of Hill Valley in its various historical iterations provide necessary hints and other information, and immerse players more fully into the game's environment.

Series

Continuing the story of one of the most beloved film trilogies of all time, Back to the Future: The Game takes place over five separate episodes, each with its own unique set of characters, settings, obstacles, and solutions. Many of the secondary characters from the films are present, as are some of the less obvious hallmarks of the series, such as music, running jokes, and familiar phrases. The game is intended not as a playable version of the films, but as a whole new adventure in itself, adding to the overall story and expanding the Back to the Future universe.

Episode 1: It's About Time

Your first time-trot in the stylish mid-80s sneakers of Marty McFly begins with a trip to Doc Brown's house, where your desire to keep Doc's secrets out of the oversize paws of the bungling bully Biff Tannen leads to a more urgent adventure. Riding the mysteriously returned DeLorean back to the 1930s, Marty must save his old friend from being executed, even while helping his old friend's younger self discover his inner scientist. When you've got all this worked out, you'll move on to face a whole new set of time trouble in Episode 2: Get Tannen! 

Part 1: October 26, 1985

When you begin the game, you'll take control of Marty McFly, on that fateful night in 1985, when Doc's newest invention, the time-traveling DeLorean, made its first--and second--trip through time. You'll have to chance to engage in conversation with Doc, though only briefly. You can choose the actual dialogue from the movie, or any of the other choices with which the game presents you.

Before long, things will begin to deviate from the familiar sequence of events. First, Doc will ask you to retrieve his notebook, which contains all the knowledge necessary to reconstruct his invention. When prompted, follow the game's instructions to move Marty around the area. Approach the toolbox, and click on it to find the notebook, and bring it over to Doc. Meanwhile, more ominous differences are appearing in the scene. Instead of returning to the parking lot of the Twin Pines Mall, the DeLorean remains missing. Worse still, objects in the environment--and eventually even Doc himself--begin to flicker and disappear. Luckily, Marty soon wakes up from his nightmare. Having slept in his clothes yet again, Marty rushes off to join his father at the estate sale being held at Doc's old house.

Part 2: May 14, 1986

In Doc's abandoned house, which the town plans to level to make room for a parking lot, George McFly is running the estate sale, liquidating Doc's personal property. Marty arrives in the midst of the sale, and soon runs into old family friend/nemesis Biff Tannen. There are plenty of items with which you can interact here, many of which were seen in the movies. You can take your time and explore here if you want, searching the rooms and examining any items that grab your attention.

Eventually, you'll want to check out the model of Hill Valley (not to scale), on display in the room on the right. Peeking out of the courthouse is Doc's notebook, which could lead to dire consequences if it ever fell into the wrong hands. It immediately falls into the wrongest hands around: the fat-fingered paws of Biff, who's been lurking nearby. You'll need to get it back before Biff deciphers the complex schematics and formulas inside. So at least you should have plenty of time.

Trying to talk Biff into returning the notebook is a little like reasoning with a brick wall; actually, it's exactly like reasoning with a brick wall. You'll have to take a more active hand here. Head back into the main room, where a new item has appeared. George has "mistakenly" included Marty's guitar in the sale. Grab it, and use the game's prompts to learn about the inventory and item-use system. Then follow the game's suggestion, and plug the guitar into the massive amplifier nearby. When you try to play it, Biff will butt in and try to steal your glory, only to be put in his place by George. A few steps will be necessary before you can put Biff's natural bullying tendencies, and the massive power of the giant amp, to use. First, talk to George, and convince him that you're capable of handling Biff on your own. If only he knew... Now, when you try to play the guitar, Biff will be unhindered in his childish usurping of the spotlight. Turn the amplifier controls up to maximum, then grab the guitar one more time. When Biff tries to rock out, he'll instead be rocked by the massive amp, allowing you to grab the notebook.

No sooner has Marty secured Doc's notebook (for now) than a telltale flash announces the arrival of the DeLorean outside. Investigate the time-traveling car. Inside, you'll find a portable tape recorder, with a message from the Doc. He needs your help, but he's agonizingly unclear on the details; he can't tell you where or when you need to travel to, only that he's in trouble. You'll have to do a little detective work in order to find the right coordinates to program into the DeLorean's time circuits. Pick up the shoe lying on the floor, and hop out of the car. Give the shoe to Einstein, who'll follow its scent, leading you to a new location.

Ring the buzzer on the door of the apartment building, and talk to the persnickety old woman upstairs. She's the sister of Vice Principal Strickland, and shares his rigorously by-the-book attitude. Tell her you have something to show her, and, when given the opportunity, show her the shoe. She'll buzz you up, and you'll find yourself in her apartment. There, observe the huge pile of newspapers on her couch; you'll need to check her private obsessive-compulsive archive, but a few things stand in your way. For one thing, you don't have anything to go by; for another, the old biddy herself won't allow you to touch her precious collection. Ask her about the shoe you brought her, and when she lost it. She remembers the events of that day, but not the date. Borrow her binoculars. You'll catch a glimpse of the video store which inhabits the building that went up shortly after the speakeasy the old woman told you about burned down. With a better idea of the date you're looking for, all you need now is a distraction. Adjust the radiator in one corner of the room. When the woman mistakes its clacks and whistles for her teapot and leaves the room, check the newspapers. You'll eventually find the issue you're looking for, which will give you the date you need to travel back to. Note that you can search the newspaper pile (after getting the old lady out of the room) multiple times before looking through the binoculars, revealing some Easter-egg references to past events. With the necessary coordinates finally ascertained, it's time to follow Huey Lewis' example, and head back in time.

Part 3: June 13, 1931

Back outside Doc's place, Marty, in gangster-era garb, has a brief, self-esteem-bolstering conversation with his dad, then hops into the DeLorean. Activate the time circuit switch, then program the correct date into the time circuit keypad, and get that baby up to 88. Arriving in 1931 in the midst of a running gun battle, Marty manages to escape the hail of bullets, and ditch the car behind a convenient, and prescient, billboard. Later, roaming the streets of Hill Valley of old, Marty promptly runs into the much younger, much cuter incarnation of Ms. Strickland. If you want to get on her good side, tell her you approve of the supposed civil disobedience of the mysterious visitor Carl Sagan. Here you'll get the chance to pick your fake name; be sure to choose something appropriate to the gangster setting.

When the crusading young journalist finally leaves, you can wander around the town a little. You need to find Doc, who's already in the town jail, which is down the street on the far right, just past the soup kitchen. Talk to him about what's going on, and listen to his idea about recruiting his younger self in the impending jailbreak. Take the telephone number he gives you, and head into the soup kitchen to use the phone there. Inside, you'll find yourself in the middle of a somewhat familiar scene, involving a Tannen and a McFly. Once it's over, use the phone to call Doc's house. You'll be told that Doc is at his job in the town hall. Head over there, and catch up with the busy youth. Try to convince him to put his patent-pending rocket-powered drill to use in your cause. The young Doc is less committed to science than the older Doc remembers, and he won't be willing to help you immediately. So head back to the jail, and talk it over with Old Doc. It seems that, if you can solve the equation his younger self has been muttering about, you should be able to gain his trust. Return to young Doc, and use your tape recorder to capture a snippet of his mutterings. Play the tape for Old Doc, then tell the answer to Young Doc, gaining his trust and triggering the next sequence of goals.

Now you need some 190-proof grain alcohol, and to get Arthur McFly to sign a subpoena. To take care of the booze, head for the soup kitchen, actually a front for Kid Tannen's bootlegging business. Inside, you'll get an idea of the way the setup works when a good brings some barrels up, claiming that some are regular soup, others "special soup." It's the latter, which the goon places on the rack on the right of the kitchen, that you're after. To get one, you'll have to set a short chain of events into motion. First, try to open the kitchen door. When you find it blocked by some stacked tables, talk to Doc, and get him to prop the door open. Shortly, he'll have an improvised doorstop in place. You'll see a cutscene in which the "soup" is taken down to the basement via the elevator in the floor, and another load is brought in. Talk to Cue Ball, the resident gourmet, and try some of his soup. Tell him it could use a little extra spice. When he goes to get whichever ingredient you suggested from the spice rack on the wall, he'll move the rack with the booze partway onto the elevator. Now, bang on the red pipe on the wall on the right to trigger the elevator. The rack will tilt, and the barrels will roll off, and mingle with those containing the ordinary soup. Edna Strickland will then appear, and take one of the barrels for her charity soup deliveries. You need that "soup," so head out after her.

Talk to Edna in the park, and tell her you know of a place where the Sober Society can hold its meeting: The Brown Residence. Don't forget to tell her to deliver the soup there. You'll have to convince Young Doc that this is a good idea, which you can do by simply threatening to walk away from the whole affair, and grant the patent that Doc thinks you're about to award to his rocket-powered drill to a "Dr. McCoy" instead. Now, with the booze en route to Doc's place, you still need to track down Arthur McFly. Talk to Kid Tannen at the shoe-shine chairs. Since Tannen is unwilling to simply tell you where Arthur is, you need to get Arthur's hat, which Tannen is using as a peanut bowl, away from the gangster. Ask him if you can have a peanut; he'll agree. Then, use the patented Marty McFly technique to distract him. You'll grab the hat, and lead Kid Tannen and his goon on a chase around the town square, eventually losing them. Now, give the hat to Einstein, who will pick up the scent, and lead you into another part of town; coincidentally enough, to the very apartment house where you met the older version of Edna Strickland in 1986.

Hit the buzzer to summon Arthur McFly to the window. He won't come down without direct orders from Kid Tannen, no matter how you plead with him. Leave him in his cowardly exile, and head back into town, via the sidewalk t your right. When you near the town square area again, you'll see Kid Tannen in front of the barber shop. Approach him. He's still upset about losing his peanut bowl, and he'll chase you around the park again, this time trapping you on the roof of the gazebo. Grab your tape recorder, and get a sample of his wild (but usefully vague) threats. Then call Einstein, visible on the upper part of the screen. While he distracts Tannen, you can make your escape. Head back to Arthur's apartment (past the soup kitchen and police station). Hit the buzzer again, and, when Arthur pokes his head out of the window, use your tape recorder to scare him down. When he's on the street, serve him his subpoena, freeing up Doc to get to work on the rocket drill.

In Doc's lab, you need to tend to the rocket fuel conversion process while Young Doc gets chewed out by his dad. He'll drop you hints about which apparatus you need to activate, emphasizing certain words in a rough improvised code. When he says something like "flame" or "fire," hit the bellows to stoke the fire. If his instructions involve "shocking" of a similar word, turn the crank on the electrical generator. As the process goes on, the instructions will speed up; do your best to keep up with Doc. Also, his dad will inadvertently join in, emphasizing words that could easily be interpreted as parts of the code. Ignore the heavily accented instructions, and stick to Doc's voice. Listen carefully; some of the words will refer to the action performed, and some to the apparatus. Keep tending the machinery until Doc cuts off his argument, at which point you'll have a conversation with him. Afterward, you'll find yourself outside the jail, with the rocket drill all ready to go. Unfortunately, things don't go exactly according to plan. The drill malfunctions and bursts into pieces, and Doc, it turns out, isn't even in the cell anymore, having been removed moments before. He'll be hustled away in a paddy wagon, and Edna will providentially appear on the scene, ditching her bicycle outside the police station. Grab the rocket section of the drill, and attack it to her bike. You'll jet off in pursuit of Doc.

When you catch up to the paddy wagon, you'll need to take a few more steps in order to free Doc. After talking to him, crawl around to the right side of the truck. Find the toolbox, and grab the tire iron inside. Take a look in the front window to find Kid Tannen, hardly an officer of the law, driving the wagon. He's got the keys to the padlock holding Doc in the back in the truck's cab, and the right window is locked. While you're up there, snap the antenna off the top of the truck. Take the tire iron around to the left side of the wagon, and use it on the spare tire there. You'll lose the tire and the iron, but gain a hubcap, which will come in handy shortly. For now, talk to Doc through the side window. Tell him you need a distraction, and he'll provide one for you. While he's got Tannen's attention, use the antenna to reach through the window and grab the keys. Take them back and unlock the doors. With Doc hanging precariously from the back of the truck, Kid Tannen will appear, and fire at you with his sidearm. Throw the hubcap at him Frisbee style, knocking the gun out of his hand and taking him out of the picture. Grab the gun, and use it on Doc's shackles. Then talk to Doc, and tell him to hit the throttle on the rocket bike. The cutscene which follows will wrap up Episode 1, just when Marty suddenly finds himself in big temporal trouble.

References

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