Roadmap



Overview
-Estimated Trophy Difficulty: xx/10 (Personal estimate=2/10) (Trophy Difficulty Poll)
-Offline: 11 (6 , 4 , 1 )
-Online: 0
-Approximate Amount Of Time To 100%: 2-4 hours.
-Minimum Number Of Playthroughs Needed: 1
-Number Of Missable Trophies: 7 - "A Minumum of Panic" , "Tuned Out" , "Door Prize" , "Chucklehead" , "Demystifier" , "Escape Artist" , "Tannen Tamer" .
-Glitched Trophies: "Escape Artist" (See trophy for details.)
-Does Difficulty Affect Trophies?: No difficulty options
-Do Cheat Codes Disable Trophies?: None available

Introduction:

Great Scott! Our favorite time travelling partners from the mid 80's return to us for some more crazy time based antics in Episode 2: Get Tannen! This series is made by the creators of the "Sam and Max" games, Telltale Games, it will come to us in 5 different episodes each released a month apart from each other. This guide/walkthrough covers the second episode. The first thing I would like to mention is that I would highly suggest not using a walkthrough to play for the first time through, as it is much more fun to play through the game and figure things out on your own. If you are mindful of what the missable trophies are and when and how to get them, you can easily play through this game and get 100% in one playthrough without following a walkthrough. However, I realize that there are some of you who want to get through it as fast as possible, or simply be absolutely sure they don't miss anything, so for these people a walkthrough is provided under "Kid Restraint" .

If you plan on playing this without the walkthrough, take note of the missable trophies to make sure you can get 100% in this game in one fell swoop. Be sure to free Artie without causing a ruckus near the beginning for the "A Minimum of Panic" trophy. During your very short stay in 1986 about mid-way through the game be sure to get "Tannen Tamer" , as once you finish that scene you can no longer go back. Once you return to 1931 and have access to the speakeasy, I'd suggest picking up the "Tuned Out" , "Door Prize" , "Chucklehead" , and "Demystifier" trophies. When you come close to the end of the game be sure to go out of your way a bit and get "Escape Artist" . As long as you take note of these trophies, you can play without the walkthrough and still get 100%, but the walkthrough is there in case it is need.

A few notes about how the walkthrough is set up, which is the same as the walkthrough for Part 1:

  • Dialog (_____): __________ This denotes a conversation taking place in the game. The first blank inside the brackets shows who you are talking to, and the second blank shows which conversational option you should choose to unlock a trophy/progress in the game. If the second blank shows "Any" you are welcome to choose whichever choice you like, the outcome will be the same.
  • Trophy: _________ Unlocked! This shows at what points each trophy should unlock during the story line.
  • Walk ___________ This is to tell you where you need to take Marty to in order to obtain a trophy/progress through the game. Remember that you can hold to make Marty run. The directions I provide when referring to the town square are in the form of cardinal directions (north, east, south, west) and they are all taken from the center of town square. This means that the courthouse is on the east side, the police station is on the west, etc. Remember whenever I give a direction like east or west it is referring to east or west from the center of town. Directions like right or left refer to directions from the point where you are standing.
  • Interact with ________ To interact with something you simply need to highlight it and press When "Interact with _________ (With ______ equipped)." is shown, that means you need to equip that item before interacting with the specified object.
  • Use Item __________ to equip. Pressing opens up your inventory. Now you need to scroll over to the item specified in the blank spot and click to "Use Item", or more simply put, equip it.
  • To exit. This is simple. Whenever this is shown in the walkthrough it means that we are done with this conversation or location. Pressing will exit the conversation or leave the area so that you can continue.

Step 1: Play Through The Game.

The first thing I recommend you do is simply play through the game. Whether you are using the walkthrough or not, this will earn you a fair percentage of the trophies. Be sure to watch out for the missable ones: "A Minumum of Panic" , "Tuned Out" , "Door Prize" , "Chucklehead" , "Demystifier" , "Escape Artist" , "Tannen Tamer" . As long as you know what to look out for you can get these trophies even without following a step-by-step walkthrough. See them in the trophy guide to find out when, where, and how to unlock them. If you aren't using the walkthrough and you get stuck, pressing will open up a hint menu, then you can press to reveal more hints. The hint level can be increased from the options menu to make them even more blatant about what you should do. This has no effect on the game, or the trophies, so feel free to abuse the hints as much as you like. If you watched out for and achieved all of the missable trophies, then once you finish this step you should have 100% of the trophies. If you missed something move on to step 2.

Step 2 (Optional): Clean Up Playthrough

If you happened to miss a trophy here or there, now is the time to start a new game and track it down. Upon completing this step, you will now have 100% of the trophies.

[PST Would Like to Thank T_I_M_B_0 for this Roadmap]

Back to the Future - Episode 2: Get Tannen! Trophy Guide

Printable Guide
Show completed trophies
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11 trophies ( 6  )

  • Defeat Kid Tannen.

    This trophy is story related and cannot be missed. This will unlock upon beating Kid Tannen.

    The walkthrough for earning this trophy, as well as all the others above can be found  below.

    -Interact with Passenger's Side. Wait for the cop and Doc to move
    -Interact with Front Bumper. Wait for the cop and Doc to move again
    -Interact with Driver's Side. Wait for the cop and Doc to move once again
    -Interact with Rear Bumper
    -Interact with DeLorean Keys
    -Interact with Driver's Side
    -Interact with Driver's Seat

    Scene changes to Hill Valley town square.

    -Dialog (Edna): "My grandpa needs me."
    -Dialog (Einstein): Any
    -Interact with stick
    -Interact with Edna by looking all the way to the right
    -Dialog (Emmett): Any
    -Dialog (Emmett): "Start without me."
    -Interact with Courthouse Doors
    -Walk to the Soup Kitchen. Directly across from the Courthouse

    Scene changes to a back alley.

    -Interact with Medium Crate
    -Interact with Medium Crate

    Scene changes to inside a bar.

    -Trophy: Art Lover Unlocked!
    -Interact with Numbers on the right side of the bar. (Combo 7-23-30)
    -If you choose to pick up the "Sheet of Paper", DO NOT, and I repeat, DO NOT, examine it from your inventory. This will block you from getting the "Door Prize" trophy further down the road. If you are the type who prefers to play it safe, I'd suggest avoiding it all together, but simply picking it up will not effect your trophy. *Credit to Archigos for the confirmation*
    -Interact with Chloroform
    - Use Item "Bottle of Chloroform" to equip
    -Interact with Ink Bottle (With Bottle of Chloroform equipped)
    -Interact with Sign Switch. (These next few moves must be done fairly quickly or else Cueball will come back down downstairs and you will need to load your autosave)
    -Interact with Panic Button. Wait briefly until Matches flips the switch himself
    -Interact with bottle
    -Interact with Panic Button
    - Use Item "Bottle" to equip
    -Interact with Matches (With Bottle equipped)
    -Trophy: A Minimum of Panic Unlocked!

    Scene changes to Marty's House, 1986.

    -Interact with Front Door
    -Dialog (George): Any
    -Dialog (George): Any
    -Dialog (Lorraine): Any
    -Dialog (George): Any
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Dodge! >"
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Jump!"
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Dodge! >"
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Jump!"
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Dodge! >"
    -Dialog (Tannen Brothers): Any
    -Dialog (Tannen Brothers): "Duck!"
    -Trophy: Tannen Tamer Unlocked!

    Scene changes to Hill Valley, 1931.

    -Walk over to Edna, who is in the the center of town square
    -Dialog (Edna): Any
    -Dialog (Edna): Any
    -Walk over to Emmett inside the Gazebo
    -Dialog (Emmett): Any
    -Dialog (Emmett): Any
    -Dialog (Emmett): Any
    -Walk to the Flophouse, on the north side of town square
    -Interact with Flophouse Door
    -Dialog (Doc): "Where's the DeLorean?"
    -Dialog (Doc): "About the speakeasy arsonist..."
    -Dialog (Doc): "Why 1931?"
    -Dialog (Doc): "Run This Through For Me..."
    -Trophy: Demystifier Unlocked!
    -Dialog (Doc): "You're in the park."
    -Dialog (Doc): "Save Einstein!"
    - to exit the conversation and the Flophouse
    -Walk back out to the center of town square
    -Interact with Edna
    -Dialog (Edna): I've got a story for you!"
    -Dialog (Edna): "Would-be Inventor Strands Dog on Courthouse"
    -Walk over to the Soup Kitchen.
    -Walk into the back alley
    -Interact with Door

    This next section is a bit tricky. The door guard will begin to ask you random questions. Whatever the question ends with, thats what the answer to the question starts with. For example, the door guard asks: "Who gave you the right to knock on my door?", you answer with "Doris Day". He will ask you 3 questions, they all follow this pattern. Get them all correct and you will be allowed into the speakeasy.

    Question Round 1 (Question—Correct Answer)
    Who gave you the right to knock on my door?--Doris Day
    Who said you were worthy?--The old grey mare
    Who is the king of Siam?--Am I
    Who told you to come here?--Hieronymous Bosch
    Who died and made you boss?--Boss Hogg

    Question Round 2 (Question—Correct Answer)
    What will you do if I let you inside?--Sidle up to your boss
    What will you do if I break your leg?--Leggo your Eggo
    What will you do tomorrow?--Row my boat
    What will you do when I send you away?--Wait til Wednesday
    What will you do if there's a raid?--Radio for help

    Question Round 3 (Question—Correct Answer)
    Where do you hang your hat?--Hattiesburg
    Where do you live?--Livermore
    Where do you come from?--From Russia, with love
    Where you born?--Borneo
    Where do you want to be tomorrow?--Rome
    Where are you going?--Inglewood

    There may be 2 or 3 additional questions that may be asked, but these are the only ones I was asked in 30 minutes straight of talking to the guy. As long as you know the trick, these questions are just common sense anyway.

    -Trophy: Door Prize Unlocked!

    Scene changes to inside Kid Tannen's speakeasy.


    -Interact with Zane
    -Dialog (Zane): "About these caricatures on the wall..."
    - to exit conversation
    - Use Item "Photo of George McFly" to equip
    -Interact with Zane (With Photo of George McFly equipped)
    -Walk around to the other side of the bar
    -Interact with Officer Parker
    -Dialog (Officer Parker): "So you've got troubles?"
    - to exit conversation
    -Walk over to Cueball
    -Interact with Sheet Music
    -Dialog (Sheet Music): "I Don't Care"
    -Wait for Trixie to finish singing
    -Dialog (Sheet Music): "Angry Song"
    -Wait for Trixie to end her song
    -Dialog (Sheet Music): "Sad Song"
    -Walk back over to the bar
    -Interact with Officer Parker
    -Dialog (Officer Parker): "Tell me your troubles"
    - to exit conversation
    -Walk back over to the Sheet Music
    -Interact with Sheet Music
    -Dialog (Sheet Music): "Secret Song"
    -Walk over to the bar.
    -Interact with Officer Parker
    -Dialog (Officer Parker): "About that secret..."
    -Dialog (Officer Parker): "No"
    -Dialog (Officer Parker): "What about the people Kid killed?"
    -Dialog (Officer Parker): "C'mon, pull yourself together."
    - to exit conversation
    -Walk over to the stage
    -Interact with Sheet Music
    -Dialog (Sheet Music): "Happy Song"
    -Trophy: Tuned Out Unlocked!
    -Interact with Trixie
    -Dialog (Trixie): "What's a nice girl like you..."
    -Dialog (Trixie): "Why do you stay with Kid?"
    -Dialog (Trixie): "Insurance Policy?"
    - to exit conversation
    -Walk to the exit
    -Dialog (Kid): Any
    -Dialog (Kid): Yes
    - Use Item on Lighter to equip
    -Interact with Kid (With Lighter equipped)
    -Walk to the exit
    -Walk out of the alleyway
    -Walk to the center of town square
    -Interact with Edna
    -Dialog (Edna): "Nice song!"
    -Dialog (Edna): "Can I have a copy of your song?"
    - to exit the conversation
    -Walk through the center of town over to Einstein
    - Use Item on Artie's Pipe to equip
    -Interact with Einstein (With Artie's Pipe equipped)
    -Walk to the Flophouse on the north side of town square
    -Interact with Flophouse Door
    -Dialog (Doc): "Send Artie to Trixie!"

    Scene transitions to the back alley.

    -Interact with Door
    -Walk up to the stage
    - Use Item on Edna's Lyrics to equip
    -Interact with "I Don't Care" Lyrics (With Edna's Lyrics equipped)
    -Interact with Trixie
    -Dialog (Trixie): "Arthur's waiting outside!"
    -Interact with Trixie
    -Dialog (Trixie): "What happened out there?"
    -Dialog (Trixie): "Tell me what happened!"
    -Dialog (Trixie): "Don't destroy the evidence!"
    - to exit conversation
    -Walk over to the exit and leave
    -Interact with Puddle of Blood
    -Interact with Door
    -Walk around to the other side of the bar
    - Use Item on Caricature of George to equip
    -Interact with Caricatures. (With Caricature of George equipped)
    -Walk over to the stage
    -Interact with Trixie
    -Dialog (Trixie): "Look who made the Wall of Fame!"
    -Trophy: Moll Mender Unlocked!
    -Walk over to the roulette table
    -Interact with Croupier
    -Dialog (Croupier): "Bet on 7, 23, & 30"
    -Trophy: Escape Artist Unlocked!
    -Walk back to the Soup Kitchen, then to the back alley
    -Interact with Door
    -Interact with Caricatures. (The Caricatures near Zane, not the ones near Officer Parker) Repeat 2-3 more times until you see a picture of "Chuckles LeNart"
    -Trophy: Chucklehead Unlocked
    -Walk up on stage

    This is the point of no return. If you continue from here you will no longer be able to roam the city at your whim, so make sure you have done anything you wanted to do before continuing on.

    -Interact with Sheet of Music
    -Dialog (Sheet Music): "You Should Care"
    -Trophy: Police Blotter Unlocked!
    -Dialog (Matches): Any
    -Dialog (Officer Parker): Any
    -Interact with Flask, located behind the trash cans
    - Use Item on Flask to equip
    -Interact with Einstein (With Flask equipped)
    -Interact with Button
    -Interact with Trash Cans
    -Interact with Barrels
    -Interact with Kid Tannen
    -Interact with Leaky Barrel
    - Use Item on Hooch Barrel to equip
    -Interact with Gap (With Hooch Barrel equipped)
    -Interact with Trash Cans
    -Interact with Police Car
    -Interact with Kid Tannen. Repeat twice more until Edna escapes
    -Interact with Trash Cans
    - Use Item on Lighter to equip
    -Interact with Hooch Trail (With Lighter equiped)
    -Interact with Harness
    -Trophy: Kid Restraint Unlocked!

  • Find a hidden passageway.

    *Missable* *Glitched* To make sure you can obtain this trophy you must be sure to interact with the "Numbers" on the right side of the bar while rescuing Arthur from the goons early on in the game. These are needed in order to continue on the short path to this trophy.

    Inside the speakeasy after Matches shows Kid a stick of dynamite, you will see Kid take a secret passage. After he does, head over to the Croupier and talk to him. Select the choice: "Bet on 7, 23, & 30". (Be sure to scroll to the bottom of the choices so you don't miss it. If you did not check the numbers located behind the bar when rescuing Artie at the beginning this option will not appear.)

    This will open up a secret passage which gets you a shiny trophy and takes you to the barber shop outside. Please see the "Kid Restraint" trophy for a walkthrough.

    *Important Note* There are reports of the option "Bet on 7, 23, & 30" not showing up for people even after examining the numbers and seeing Kid use the passage. If you know you interacted with the numbers at the beginning and you saw Kid use the passage, but you are unable to bet on those numbers then I suggest starting a new game and trying again.

  • Dry a cop out.

    This trophy is story related and cannot be missed. This will unlock after convincing Officer Parker to help you in taking down Kid Tannen.

    Recruiting Officer Parker's help begins with you approaching him in Kid's speakeasy. Start off by saying: "So you've got troubles?". Parker will begin to tell you about his issues, but he will then stop as soon as Trixie begins singing an upbeat song. Exit the conversation and walk up to the sheet of music next to Cue Ball on the stage. Change the song to "Sad Song" and return to Officer Parker. Now select the dialog option: "Tell me your troubles.". Exit the conversation again and head back over to the sheet of music. Select "Secret Song" and go back to Officer Parker. Select the conversation option: "About that secret...", followed by "No", then "What about the people Kid killed?", and finally, "C'mon, pull yourself together." Now you want to leave the speakeasy.

    Walk over to Edna who is located in the center of town square and ask her if you can have a copy of her song. Now head back to the speakeasy and equip Edna's Lyrics. Walk in front of Trixie and interact with "I Don't Care" lyrics to swap them out. Walk over to the sheet of music near Cue Ball and select the newly added "You Should Care". Upon hearing this song, Officer Parker will have a change of heart and agree to help you, your trophy will now unlock.

    See the walkthough located under the "Kid Restraint" trophy for more info.

  • Get a gangster's girl to do the right thing.

    This trophy is story related and cannot be missed. This will unlock after convincing Trixie to help you take down Kid Tannen.

    The path towards obtaining Trixie's help is to start off by asking her about her relationship with Kid.

    Say: "What's a nice girl like you...", followed by "Why do you stay with Kid?" and then "Insurance Policy?". After talking to you she will reveal her "interest" in Artie. Head over to Zane and ask him about the caricatures. Now equip your picture of George and interact with Zane to have him draw a charicature that looks like Artie. Head outside and walk to the center of town to show Einstien Artie's Pipe. Einstein will lead you to Artie, who will then follow you and Doc to the Flophouse. Tell Doc to send Artie to Trixie. Then head inside the speakeasy and tell Trixie that Artie is waiting outside for her. Trixie will exit, you will hear gunshots, and Trixie will return. Now ask her these questions in the following order:

    --"What happened out there?"
    --"Tell me what happened!"
    --"Don't destroy the evidence!"

    Now exit the speakeasy and examine the pool of blood found and listen to Kid talk about what happened. Re-enter the speakeasy and Zane will present you with a caricature of George, which conveniently looks exactly like Artie. Equip the new caricature and walk over to the other side of the bar near Officer Parker and place the caricature on the wall. Walk over to Trixie and say: "Look who made the Wall of Fame!". Trixie will be so upset about Arthur's alleged death and will agree to help you with Kid, triggering your trophy!

    See the walkthrough located under the "Kid Restraint" trophy for more info.

  • Defeat the Tannen Brothers in six jumps.

    *Missable* This trophy can be obtained when ambushed by Biff and his brothers in 1986. The standard formula for this encounter is: Question, Dodge, Question, Dodge, Question, Dodge, etc. The question you choose is meaningless, so choose whichever tickles your fancy. The order the dodges need to be in are:

    Dodge >
    Jump
    Dodge >
    Jump
    Dodge >
    Duck

    Upon that final "duck" the Tannen brothers will be out of commission and you will be one trophy richer. See the "Kid Restraint" trophy for a more detailed step-by-step guide.

  • Rescue Arthur with minimal fuss.

    *Missable* This takes place near the beginning of the game and is not terribly difficult. Arthur is taken for interrogation by Kids' goons and you need to free him without causing too much of a ruckus. There are a few ways to do this, since certain things don't necessarily need to be done in order. To get the trophy wait until you are inside the bar/behind the counter and take out each of Kids' lackeys one by one.

    - Start by grabbing the Chloroform and pouring it into the ink bottle
    - Now turn on the sign using the sign switch
    - Now you must be a bit faster, as Cueball will only stay upstairs for a short period of time
    - Once Cueball is upstairs, activate the Panic Switch
    - Wait until Matches flicks the switch back to normal
    - Pick up the bottle that recently dropped and hit the panic switch again
    - When Matches is fumbling around for the switch this time, use the bottle on him

    If you did this without making much fuss (ie. hitting Matches with the bottle while Cueball is still in the room), then the trophy will unlock. If not, load your autosave and try again. For a more detailed walkthrough, see the "Kid Restraint" trophy.

  • Track down a missing accountant.

    This trophy is story related and cannot be missed.

    This will unlock as soon as you enter the bar where Artie is being kept for interrogation at the beginning of the game. Please see the "Kid Restraint" trophy for a detailed walkthrough.

  • Enjoy a full set from Hill Valley's leading songstress.

    *Missable* After returning to 1931 from 1986, you will have access to Kids' speakeasy. Inside the speakeasy is Trixie who will sing whenever you select a song from the sheet music near the piano. In order to unlock this trophy you must select and listen to, "I Don't Care", "Angry Song", "Sad Song", "Secret Song" and "Happy Song". To select these songs walk up onto the stage and head over to Cue Ball. You will be able to interact with "Sheet Music" on the right hand side of him, allowing you to change the song. You must allow her to finish the song before selecting another. You can tell when it's the end of the song by listening for a brief round of applause. Edna's song is not required for this trophy.

    *Note* When you enter the speakeasy Trixie will already be singing "I Don't Care". Also when talking to Officer Parker about his problems, the "Happy Song" will automatically play. These do NOT count. You need to manually select them all from the "Sheet Music" to get the trophy.

    For a more detailed walkthrough for this trophy, please see the "Kid Restraint" trophy below.

  • Break the password code without cheating.

    *Missable* This one is a bit tricky. Once back in 1931 after your short return to 1986, you will have access to Kids' speakeasy. To get there start by going past the Soup Kitchen to the back alley. There will be a gaurded door here that requires a few different passwords to get into. Interact with the door and the door guard will begin to ask you random questions. Whatever the question ends with, thats what the answer to the question starts with.

    For example, the door guard asks: "Who gave you the right to knock on my door?", you answer with "Doris Day". He will ask you 3 questions, they all follow this pattern. Get them all correct and you will be allowed into the speakeasy and you will obtain a trophy in the process.

    Question Round 1 (Question—Correct Answer)
    Who gave you the right to knock on my door?--Doris Day
    Who said you were worthy?--The old grey mare
    Who is the king of Siam?--Am I
    Who told you to come here?--Hieronymous Bosch
    Who died and made you boss?--Boss Hogg

    Question Round 2 (Question—Correct Answer)
    What will you do if I let you inside?--Sidle up to your boss
    What will you do if I break your leg?--Leggo your Eggo
    What will you do tomorrow?--Row my boat
    What will you do when I send you away?--Wait til Wednesday
    What will you do if there's a raid?--Radio for help

    Question Round 3 (Question—Correct Answer)
    Where do you hang your hat?--Hattiesburg
    Where do you live?--Livermore
    Where do you come from?--From Russia, with love
    Where you born?--Borneo
    Where do you want to be tomorrow?--Rome
    Where are you going?--Inglewood

    As long as you know the trick, these questions are just common sense. See the "Kid Restraint" trophy below for the trophy walkthrough.

    *Note* What the game means by "without cheating" is that you are NOT allowed to use the sheet of paper located in the speakeasy when freeing George. Your welcome to pick up the "Sheet of Paper" while freeing George, but be sure NOT to examine it in your inventory, as this blocks the trophy. *Credit to Archigos for the confirmation!*

  • Find 'Chuckles Lenart'.

    *Missable* When you are inside the speakeasy you will notice some caricatures on the wall. Head over to the ones next to Zane at the exit of the speakeasy (NOT the ones next to Officer Parker). Interact with them 3-4 times and you should see a drawing of Chuckles LeNart. Seeing this picture will cause the trophy to unlock. This can be obtained any time between returning from 1986, and the end of the game. See the "Kid Restraint" trophy for a more detailed walkthrough.

  • Get a full explanation of your situation.

    *Missable* Upon returning to 1931 from your brief stint in 1985 you can find your pal Doc inside the Flophouse. You can ask him about a variety of different subjects. To trigger this trophy, select the dialog in the following way:

    -"Where's the DeLorean?"
    -"About the speakeasy arsonist..."
    -"Why 1931?"
    -"Run This Through For Me..."

    As soon as Doc begins to explain, the trophy will trigger. This can be gotten at any time between returning from 1986 and the end of the game. See the walkthough in the "Kid Restraint" trophy for more info.

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