When she asks who, say "The Stay Sober Society! When Emmett asks what Marty knows about the society, say "They're sober. Say "They'll be quiet.
Say "Okay then. Forget the whole thing. Cross over the road and run right toward Kid. Say "I guess I'm here to shine your shoes Say "I'm looking for Arthur McFly. Say "Isn't that Artie's hat? Say "Can I have some of those peanuts? Say "What the hell is that!? Enter the park and use Arthur's hat on Einstein to follow him to Arthur's apartment.
Press the buzzer at the right side of the door and Arthur will open the window. Talk to Arthur and select any of the replies: He says that he can't leave the building until his boss says so. Walk right to return to the town center. Return to the barber shop and Kid will chase Marty. After Marty climbs on top of the bandstand to escape, use the tape recorder on Kid to record him telling Marty to get down.
Talk to Einstein to climb down from the bandstand. Return to Arthur's apartment and press the buzzer again. This time, use the tape recorder on Arthur and he will leave his apartment. Use the subpoena on Arthur. When Emmett asks Marty if there any questions, select any reply. Emmett will emphasise certain words when talking to his father. The emphasised words are hints to which action Marty should be taking next. After passing the half-way point, Emmett's father will start emphasising certain words.
Ignore his emphasised words as they are wrong. Follow an action below after Emmett says one of the sentences. There, I said it! A good start! I don't know either, but can be damn sure it wasn't a lawyer!
Do you ever listen to yourself? Would that make you happy? Examine Edna's bicycle to put the rocket on the back. After catching up to Doc, go right and examine the tool box to take the tire iron. Take the antenna on top of the paddywagon. Go back and then go left. Use the tire iron on the spare tire to take the hubcap. Examine the front window to see Kid. Use the antenna on the keys and Marty will attempt to take them. Exit the view of the front window and examine the rear window.
Say "I need a distraction! While Doc distracts Kid, examine the front window and use the antenna on the keys again to take the keys. Go back and use the keys on the doors. Kid will start shooting at Marty, so throw the hubcap at Kid's gun to knock it out of his hand.
Take Kid's gun and use it on the shackles. It is used to attempt to take the keys near Kid in the paddywagon. After telling Doc to distract kid, the antenna is again used on the keys to take them. It is shown to Einstein in the park to follow him to Arthur's apartment.
It is given to Arthur McFly after he leaves his apartment. It is used on the telephone in the soup kitchen to call the Brown residence. It is not used. After Kid starts shooting at Marty through the paddywagon, the hubcap is thrown at Kid's gun to knock it out of his hand. They are used on the back doors of the paddywagon. It is used on the shackles. It is used on the amplifier in the laboratory. After Marty has told George that he can fight his own fights, the guitar is played again to recover the notebook from Biff.
It is shown to Einstein so that Marty can follow him to Edna's apartment. It is shown to Edna after Marty tells her he has something to show her. It is used on the young Emmett Brown to record him muttering equations. It is then used on the jail window so that Doc can tell Marty the solution to the equation.
Marty automatically uses the tape recorder to tap on the red pipe in the soup kitchen. After Marty climbs on top of the bandstand to escape from Kid, it is used on Kid to record him telling Marty to get down.
It is then used on Arthur McFly to get him to leave his apartment. It is used on the spare tire at the left side of the paddywagon to take the hubcap.
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The latest version of this file can be found at www. Keep me logged in on this device. Forgot your username or password? You'll arrive in downtown Hill Valley, outside an apartment building. Use the buzzer and you'll be confronted by a Say "I've got something for you", use the mysterious shoe on Edna when prompted, and you'll be invited up. On the left wall above a desk you'll see some photos - interact with them until you pop another missable achievement.
You're looking for an old time photo of a Strickland in uniform. He was the principal with an anger problem in the movies. It took me two tries to unlock:. Fate In Flux Ema's Marshall. With that finished, select Edna and ask " when did you lose your shoe?
Express an interest in the speakeasy " Cool. Turns out it once stood on the current site of the video store in the town square. Exit the conversation and select Edna's binoculars to see that the video store was rebuilt in February of To narrow it down further we'll need to check Edna's "archives" and to do that we need her gone. Not dead, just out of the room. Use the radiator to the left of the window, then check the newspapers on the couch to the right.
Now that you've got what you need it's time to hightail it back to the DeLorean. After fueling up and having a brief talk with his father, Marty hops in the time machine with Einstein. Use the switch to turn on the time circuits and flux capacitor, then use the keypad to get this rescue mission underway and to pop another achievement. Back In Time Travel back in time to rescue Doc. After a rather conspicuous arrival in the midst of a good old fashioned bootlegger police chase, Marty and Einstein walk into Hill Valley on June 13th, You're approached for an interview by none other than Edna, who you can say whatever you like to.
The name you give Edna will be your alias for a while, so pick whichever one you like best. I'm a Harry Callahan myself, but your choice has no real bearing on the game. After a brief canine confrontation, you set off to find Doc. But first, let's grab another missable achievement. Walk down the street to the left, past the barber shop and the speakeasy ruins until you spy a sign that reads - "Law Offices of Gale, Zemeckis, and Fine" - a reference to the writers and producers of Back to the Future.
Simply interacting with this sign nets you:. Hi Bob! Sign here. Follow the arrow to the right past the soup kitchen and interact with the jail window to find Doc.
All of Marty's ideas will be dismissed by Doc, although suggesting " Let's go back in time " will reveal " I guess I could break you out of jail You need to track down teenage Doc, so ask Doc " Where can I find your younger self? Before we head off to find a phone, let's get another missable.
Ask Doc " Where've you been? Double back to the soup kitchen on the corner and watch as an even earlier generation of Tannen harangues an even earlier generation of McFly.
After the exchange, head left and use the phone in the back to call the Brown household. Upon interacting with the door, you'll literally run into '31 Doc. He hurries off, but we need to speak to him so hold to catch up. If he gets away, chase him down again until he stops and has another conversation. If he makes it into the law offices, simply wait a few seconds and he'll leave again. Keep pestering '31 Doc until you only have two conversation options and neither work.
Return to the jail and speak to '86 Doc again, mentioning meeting his younger iteration and how he mutters. Ask about the Expo and you'll learn '31 Doc is probably hung up on a math equation. Track down young Doc again and use the tape recorder on him, then return to old Doc and tell him you recorded the muttering.
Return to '31 Doc and tell him " H equals the Hamiltonian Operator! Doc concludes that since you know about his rocket drill, you must be from the patent office. He agrees, as long as you deliver a subpoena You should also pop:. Hello, Young Friend Talk him into it.
Head towards the left side of the courtyard and speak to Edna. Ask " What's the scoop? Return to the soup kitchen, then use the door as if you're going to turn around and leave. Eden enters and picks up a barrel of soup. Notice that Cueball gives her a barrel from the table, not the shelf.
Walk to the left to trigger another cutscene. The shelf with the barrels is on an elevator going down to the basement. Try the door to the right of the telephone, then tell Emmett you're having trouble getting into the kitchen. While Emmett is getting to work on the door, let's head to the right.
When you hear a " Eureka! Talk to Cueball and ask for some soup. When asked, suggest whatever ingredient you like. While Cueball is distracted by the soup, we have to do something a bit delicate. Walk a bit to the right - just enough to change the camera from the close up of Marty's back to a wider view. If you get too close to the main door, Cueball will leave the stove and sit back down.
If that happens, you'll have to try the soup again and suggest another ingredient. Once you get the camera angle to change, stop, and use the red pipe on the wall. Use object highlighting if you're having trouble. This should trigger another cutscene where Edna picks up a barrel of alcohol instead of soup. We need to get it from her so leave the kitchen and return to the place in the park where we spoke to her earlier.
Ask her if you can deliver soup, then tell her you know of a charity that needs soup - the Stay Sober Society in fact. Since you already volunteered the Brown household, Emmett overhears about your plan. To get Emmett on board, tell him " They're sober.
Forget the whole thing ". You should also earn:.
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