Back to the Future - Episode 2: Get Tannen! Walkthrough

TelltaleGamesTelltaleGames Former Telltale Staff

The second episode of Back to the Future is here and we have a handy-dandy walkthrough to help you out if you run into any trouble as Marty and Doc continue their time-traveling sojourn. 

The walkthrough contains story spoilers and screenshots that reveal key moments in the episode, so I've tucked the walkthrough after the jump. 

Read the complete walkthrough of Back to the Future - Episode 2: Get Tannen! after the jump![readmore]

Back to the Future - Episode 2: Get Tannen! begins on the country road in 1931 where Marty rescued Doc from Kid Tannen at the end of the previous episode. Marty discovers that his and Doc's meddling in 1931 changed something in the timeline to cause him to begin to fade away. It's time to figure out what caused that and to repair the timeline.

Country Road - 1931

After discovering that Arthur McFly was beaten and left for dead, likely by Kid Tannen in retaliation for answering the subpoena Marty served him in the last episode, Doc and Marty work to figure out what to do.

Marty and Doc decide to go back to right before everything started to go awry and begin to prepare the DeLorean to travel back in time. Just as they’re making their final preparations an unfortunate visitor appears – Officer Parker of the Hill Valley Police Department. He begins questioning Doc Brown as Marty attempts to stay hidden. Circle around the DeLorean, back and forth as Doc evades Parker and drops the car keys at the rear bumper section of the car. Once Doc and Parker are at the front of the car after Doc’s dropped the keys, grab the keys from the ground behind the car and continue circling around the car until you can return to the driver’s seat. Marty will speed away and travel back in time, leaving Doc and Officer Parker in his wake.

Hill Valley Courthouse Square - 1931

As Marty returns to the time right before Arthur testifies against Kid Tannen he runs into Edna. Respond to her with any of the dialog choices before moving on and seeing
Marty’s yesterday-self talking to Young Emmett on the courthouse steps. They can’t see the current version of Marty, so staying hidden is a must. Einstein spots current Marty and runs over to investigate, drawing the attention of yesterday Marty. He must not spot current Marty.

When Einstein drops the stick at Marty’s feet grab it and look around the courtyard. Throw the stick at Edna, causing him to run over to her and scare the living daylights out of her. The commotion draws yesterday Marty to run over and calm the situation with Edna down. The problems don’t end there though, as Kid Tannen’s goons are hot on Arthur’s trail to turn his lights out permanently. Marty must stop that from happening.

As Marty nears the courthouse he runs into Young Emmett who asks for some help with coming up with 1.21 kilowatts of power for the rocket drill from the previous episode. When he asks why the need to visit with Arthur in the courthouse, give him any of the responses and as yesterday Marty approaches, current Marty draws Emmett’s attention away so he can slip into hiding. Now Marty has a clean shot to the courthouse.

Select the courthouse doors from Marty’s hiding spot and Marty will approach the courthouse. As he enters Arthur exits the building but Marty catches him and tells him he’s in danger. Just as they’re about to go to safety Kid Tannen’s men ambush them, one of them bludgeoning Marty in the head. Marty has to keep up with them so he doesn’t lose their trail, luckily he spots one of Tannen’s goons walking towards the soup kitchen across the courtyard. Run to the soup kitchen and as Marty nears, a cutscene begins where Kid Tannen’s goons take him inside. Marty must get inside the speakeasy to stand any chance at saving his grandfather. Look around the alley for the Medium Box, empty its contents, and get inside. Tannen’s goon will take the box inside the speakeasy and Marty will be one step closer to saving his grandfather.

El Kid Speakeasy - 1931

As Marty finds himself in the speakeasy he realizes he’s going to have to handle Tannen’s henchmen so he can get access to Arthur.

First thing’s first: Taking Zane out of the picture. The chloroform the goons used on Arthur is some powerful stuff, so that could come in handy. Grab the chloroform bottle from the counter and pick up the sheet of paper with the word game on it while you’re at it. Use the chloroform bottle on the ink well on the counter and since Zane paints so close to the canvas, the effects of the chloroform will knock him out immediately. That’s one nasty henchman out of the way.

Next, Marty’s got to take Matches out. To create a distraction and get Cueball out of the room he’s going to have to switch the neon sign next to the bar on so it will blow a fuse. Trigger the switch and Cueball will go running upstairs to get a new fuse and it’s just you, Arthur, and Matches. Press the panic button switch on the underside of the bar counter to lure Matches over. Try using the chloroform on Matches; it won’t work but he will be able to trigger the panic switch off and cause a bottle to fall near Marty. Grab the bottle and repeat the neon sign trick as Cueball will have likely returned. Once Cueball is gone again trigger the panic button to lure Matches over to Marty and use the bottle on him to knock him out.

Marty’s saved Arthur as George’s picture is no longer fading away (and neither is Marty). A cutscene begins as Marty takes Arthur, in the DeLorean,, back to where he left Doc and Officer Parker earlier and picks up Doc. Doc and Marty leave Arthur at a bus stop, warning him to steer clear of Kid Tannen but to remain in Hill Valley so he can meet Sylvia, Marty’s grandmother. They take off and return to 1986.

McFly Residence – 1986

As Marty returns to his home everything seems normal, but as he knocks on the door and hears a terrified George and Lorraine McFly, he knows things are bad. Respond with any dialog choices you like and George will let Marty in. As the door opens and George is not his usual self, Biff arrives on the scene, and he’s as tough as ever – and he has two brothers.

Speak to him and his brothers, asking what happened to George and eventually Biff will attack with the baseball bat in his hand. DUCK under his strike and choose any dialog choice you like to progress the scene. DODGE the next attack and choose another dialog choice to progress the scene even further. JUMP over the next attack and choose another dialog choice to continue. DODGE again and ask another question of the Tannen brothers. JUMP over the next attack and continue the conversation. DODGE the next attack and ask another question. This time DUCK under the attack and Biff’s bat will strike the bug catcher and electrocute him and his brothers when they come to his aid.

As Marty reels back from the injured Tannen brothers, a limousine containing an aged Kid Tannen stops him. Just as Kid readies his aim, Doc slams into the back of the limo and saves Marty’s life. Doc explains what he knows, although they must still discover what caused the timeline to become altered, and head back to 1931.

Hill Valley Courthouse Square – 1931

Marty is back in Courthouse Square and must get to the speakeasy so he can get to the bottom of why the timeline has been altered. Head to the back of the soup kitchen and into the alleyway where Marty snuck into the speakeasy earlier. Observe the passcode the man at the door uses to get in, the key to getting in is making sure THE FIRST SYLLABLE OF THE CORRECT RESPONSE SOUNDS LIKE THE LAST SYLLABLE OF THE QUESTION ASKED. Using that code will allow Marty access to the El Kid speakeasy, this time without sneaking inside a box.

El Kid Speakeasy - 1931

Once Marty is inside he finds Kid Tannen making an introduction for his moll, Trixie Trotter.

He’s got to get right to finding out why Trixie won’t betray Kid anymore, like she is supposed to do. Wait until she’s done singing and steps off the stage and speak to her. Ask her about Kid Tannen and Arthur McFly – she opens up after Kid stops by and pushes her around some. Once she reveals that Arthur McFly is the only person that would convince her to turn Kid Tannen in agree to find him. Head toward the exit where Kid Tannen and Matches will stop Marty. Kid Tannen will ask you Marty where he’s from, reply by saying that you’re one of them, a mobster. He’ll ask for proof – pull out the gold pistol lighter that Marty picked up in alternate 1986 and show it to Matches and Kid who believe J.J. Valenti himself gave it to him. They’ll let Marty go on his way so now, it’s off to locate Emmett and Einstein so they can assist with the search for Arthur.

Hill Valley Courthouse Square – 1931

As Marty enters Courthouse Square he spots Doc in the window of the flophouse nearby, head over there to get the scoop on what’s going on. Now it’s time to find Emmett and Einstein again.

Head over to Edna’s “Salvation Station” in the center of the square and speak to her, choosing any dialog options you wish. In the middle of the conversation Emmett and Einstein burst onto the scene in dramatic fashion. Walk over to the gazebo and speak to Emmett. He’ll perform a demonstration of his “Car of the Future” and leave Einstein stranded on the roof of the Hill Valley Courthouse. Head over to the flophouse and go inside to speak to Doc Brown and get some help in order to rescue his canine friend. Marty really doesn’t have time for this does he? Once inside, tell Doc about Einstein’s plight and he will agree to help. Marty must go back outside to distract Emmett so Doc can go to work.

Walk over to Edna’s stand again and lure her into accosting Young Emmett about the dog being stranded on the roof. She’ll head over to Emmett and keep him busy while Doc rescues Einstein via flying DeLorean. Now that Einstein is safe he can resume his search for Arthur.

Show Einstein Arthur’s pipe and it’s off to find the elder McFly – he’s at the theatre. Once the discovery cutscene has played out it’s time to keep moving. Head back to the flophouse to grab Arthur McFly to make his rendezvous with Trixie Trotter at the El Kid speakeasy.

El Kid Speakeasy – 1931

The only way Marty is going to get Trixie to go outside and meet with Arthur is by causing some kind of disturbance in the speakeasy that will keep Kid Tannen busy. This is going to take some clever thinking.

Talk to Trixie inside the speakeasy and tell her Artie is outside. She will go outside and Kid Tannen will seem suspicious. A loud noise comes over the air from the alleyway and Trixie comes back saddened. Go outside to investigate what happened and have Marty check the bloodstain there. As you investigate, Kid Tannen comes out and explains that he scared Arthur off so it’s back to the drawing board – go back inside the bar.

Once inside the speakeasy speak to Zane at the bar and ask him about his caricatures, even asking him to draw one of Marty. Show Zane the picture of George from your inventory and have him draw a picture, it will look just like Arthur. Take the caricature and post it up on the empty space on the caricature wall nearby. Head over to Trixie to begin the next stage of the plan.

Speak to Trixie and draw her attention to the caricature of Artie (George) on the wall. This leads her to believe Kid Tannen reneged on their deal to spare Arthur so she reveals what she has that will land the outlaw Tannen in the clink, federal tax evasion charges. She goes over to Officer Parker but he’s too drunk to care. It’s time for Marty to continue his plan.

Talk to Officer Parker who is a blubbering drunk. He lets slip that his mood is affected by Trixie’s singing so it’s going to take some manipulation of her songs to get him to help you out with this. Head over to the sheet music next to Cueball on the piano and switch the sheet music on his playlist to the SAD SONG. Cueball will play the sad song now so now it’s time for Marty to talk to Officer Parker and hear what his troubles are. When he gets to the part in the story about his secret for getting “classy women” it’s time to head back to the sheet music near Cueball and switch it to the SECRET SONG. Go back over to Officer Parker and he will continue his story. Officer Parker’s next mood isn’t one that can be helped by any songs Trixie has up her sleeve so it’s time to pay a visit to Edna out in Courthouse Square.

Hill Valley Courthouse Square  - 1931

Go meet with Edna out in the Courthouse Square and ask her about her song. When she asks Marty if he wants to hear it again say yes and listen to her belt out her song. When she’s finished, ask her for a copy of the song lyrics so they can be switched into the song selection queue in the El Kid speakeasy. Make way back to the speakeasy to continue the conversation with Officer Parker.

El Kid Speakeasy – 1931

Once inside the speakeasy once again head over to Trixie and use Edna’s lyric sheet on her. While she’s distracted Marty places the new lyrics on the table and takes the old ones so she will sing Edna’s song to inspire Officer Parker. Go back over to the sheet music by Cueball and switch the song to YOU SHOULD CARE - Trixie begins singing and it’s time to speak with Officer Parker again. This convinces Officer Parker to sober up and make his arrest on Kid Tannen, who is unfortunately gone. He breaks up the speakeasy gathering  and arrests Matches, but not before the goon deduces Marty is not part of the Valenti gang. On top of that, Kid Tannen has Doc captive and is going to kill him since he believes he’s the speakeasy bomber so there’s no time to lose.

Speakeasy Alley – 1931

Back in the alleyway outside of the speakeasy Marty talks to Officer Parker and then must find a way to locate Kid Tannen and save Doc. Look around the alley for the flask left behind by Kid, it’s on a crate near the trash. Use the flask on Einstein and he’ll lead Marty to a Herbert Hoover poster on the wall. Einstein tears at the poster and finds a button underneath. Press the button to reveal Kid Tannen’s secret hiding spot where he has none other than Edna Strickland, the real speakeasy bomber hostage. Officer Parker steps in and tries to arrest Kid, only to have Kid unleash a barrage of bullets on them. It’s time to defeat Kid Tannen and send him to the slammer while keeping Edna safe.

From behind the police car, distract Kid Tannen repeatedly by calling out to him (select Kid Tannen in the window high above). Once Edna is out of the garage and laying on the ground run from barrel, to crate, to barrel to get closer to her. While there, a barrel will fall down and spring a leak. Grab the barrel and use it on the gap in the garage door to send it rolling in. Use the gun lighter on the liquor trail and it’ll cause the garage to explode, leaving Edna with a chance to escape from her bindings.

Kid escapes up the nearby ladder only to find Young Emmett high above repairing his experimental car. Kid takes him hostage but Doc is down below giving Marty instructions on what to do. As Emmett falls Kid notices Marty and realizes that he’s responsible. He pulls a knife on Marty and threatens his life. Select the HARNESS from the car when Kid lunges forward and that sets into motion Doc flying Kid right into the hands of Officer Parker and the Hill Valley police force.

Doc and Marty set out for 1986 with things seemingly all under control but things are not as they seem.

TO BE CONTINUED

This discussion has been closed.