|03-30-2011, 06:20 AM||#1 (permalink)|
BTTF Episode 2: Trophy Guide, Walkthrough and Road Map
-Estimated Trophy Difficulty: xx/10 (Personal estimate=2/10) (Trophy Difficulty Poll)
-Offline: 11 (6 , 4 , 1 )
-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
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:
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.
Last edited by Rockets88; 04-11-2011 at 04:51 PM. Reason: Editorial Sweep
|03-30-2011, 06:21 AM||#2 (permalink)|
(The trophies are listed in the order they will unlock when following my walkthrough)
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.
A Minimum of Panic
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.
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:
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.
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..."
-"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.
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!*
Last edited by Rockets88; 04-11-2011 at 08:45 PM. Reason: Editorial Sweep
|03-30-2011, 06:21 AM||#3 (permalink)|
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.
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.
See the walkthrough located under the "Kid Restraint" trophy for more info.
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.
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.
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.
See the walkthough located under the "Kid Restraint" trophy for more info.
Last edited by T_l_M_B_0; 08-09-2011 at 07:07 AM. Reason: Editorial Sweep
|03-30-2011, 06:22 AM||#4 (permalink)|
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 within the spoiler tag below.
Last edited by T_l_M_B_0; 01-08-2012 at 05:24 AM. Reason: Editorial Sweep
|03-30-2011, 07:12 AM||#5 (permalink)|
Join Date: Mar 2011
I just wanted to let you know, for the "Door Prize" trophy, you CAN grab the piece of paper while saving Arthur, you just can NOT examine it.
I grabbed it on my first play through and never examined it, so when I got to the part where I was at the door I did a save, examined the paper and went in, didn't get the trophy as you'd expect, but however after reloading the save (into the alley) I didn't examine the paper (however, still had it) before knocking and got the trophy when I entered.
Love the guide...
|03-30-2011, 07:14 AM||#6 (permalink)|
|03-30-2011, 02:21 PM||#9 (permalink)|
Join Date: Dec 2009
Location: The Netherlands
Sweet, your freaking fast and I like it
btw nice sign too:P
EDIT: followed the walktrough 100% acurate! great job man! just took 2 hours with it
Last edited by Donkey-er; 03-30-2011 at 04:51 PM.
|03-30-2011, 06:56 PM||#10 (permalink)|
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