The Blair Witch Project Volume One: Rustin Parr
Walkthrough Written by:
Linda Shaw, Ozma, and Norma Kuderna
The following walkthrough was played in NORMAL Combat and NORMAL Puzzles
HARD PUZZLE solutions have been added where needed!
After the introductory conversation between Stranger and Doc. Holiday, and
the Colonel, pick up the Compass on the chair. Exit the room, and RUN over
the plank suspended between the floor levels. Pick up the Pistol, turn and
kill the zombie using as little ammo as possible. Return over the plank.
Follow the instructions from the Colonel and when you reach the door with
the lever, before "using" the lever, restore your Health (using the "["
and "]" keys to select the Doctor's Bag, and then the ENTER key to "use"
the Health). Select the Weapon of your choice, then put it away. Move as
close to the lever as possible, then SAVE YOUR GAME (Saved Game Titled:
TRAINING) (F2 key). Push the lever, and immediately RUN backwards, drawing
your weapon of choice and firing at the two zombies. When you've killed
both zombies, your training mission is complete. In HARD PUZZLE MODE, at
the end of the Training Session, Holiday gives Stranger a hard time about
smoking. She'll take the cigarettes.
Go through the door, following Stranger. Go around the hallway, through
the double doors. Move to the sofa. Listen to the Colonel. After a few words
from the Colonel, Stranger enters the room and sits down beside Doc. Holiday.
The Colonel continues briefing you on your mission in Burkittsville, Maryland
with the mutilations of children. Exit the room, turn right and enter through
the door. Pick up your weapons. When the conversations stops, pick up your
luggage on the counter and enter Burkittsville - Day 1.
BURKITTSVILLE - DAY 1
(Saved Game Titled: D1BEGIN) Talk with InnKeeper and get your room key.
Search your room, turn on the radio. Nothing much to do in the room. No
phone either. Leave and go to the motel office to talk with Innkeeper again.
You can ring the bell and get a nickel from the soda machine.
The Townhall (where the Sheriff's office is located) is closed now. Go to
Diner to get something to eat and hear the latest gossip. Talk with Gretchen
and the other townspeople. Gretchen will give you advice on who to talk
with in town. After leaving the diner walk down the street and go into the
Register Newpaper building. Talk with Horace Gusten. He gives you the morning
edition and is very helpful. You will need to talk with Junior(Sheriff)
in the morning! Leave the Newspaper office and read the current issue of
the Register, Burkettvilles only paper. Return to motel and talk with Innkeeper.
He tells you that if you want to go out to Rustin Parr's place you will
need the map from the general store. He warns you to stay away from Tappy
Creek and the Blair Witch.
Return to your room and try to sleep. Your bathroom door will slam shut
and wake you up. Check it out! Use your Sensor Tracking Device and head
into town! It will lead you to the Town Hall (Sheriff's Office) Enter and
look around the front office. Read the note on the door and take the axe
from the wall next to the door. Save your game before entering the The Town
Hall -Sheriff's Office.
Enter the Town Hall. Turn right and move towards the door in front of the
counter. Get the FireAxe from the wall, and read the note attached to the
door. Go forward down the hall, then enter the door directly in front of
you. SAVE YOUR GAME. When you move closer to the Sheriff, be prepared to
RUN BACKWARDS and DRAW YOUR WEAPON. You discover that he is a Demonite.
Shoot and kill the Sheriff. Exit the Town Hall and continue your search
for the apparition that appeared and left from your bathroom at the Inn.
Turn right. Go down the street to the alley before the Church. Shoot and
kill the zombie jumping around outside the Cemetary. [At this point, you
may choose to move into the Cemetary, kill more zombies and then exit].
Return to the Diner, but be prepared to shoot as you approach the front
steps and door. Kill the demonite that jumps out of the window, then enter
the Diner. Again, draw your weapon and kill the man who had been sitting
at the counter earlier when you visited the Diner and who made the comment
about the Pies. Exit the Diner and use your Sensor Tracking Device again.
Kill the zombie around the Church area (go all the way around). Walk down
the street and kill other Zombies that pop up out of the ground. When you've
killed them all you will see a short scene showing the Church door opening
to you. Go up the to the Altar and read the Bible. The Stained Glass window
will break. Look around and then leave the Church. As you leave the Church
you will see a brief scene with a zombie with a hole in the center of its
body pop up out of the ground. Run, following the Zombie to the Schoolyard.
You will meet up with several other zombies. An automatic sequence follows
as you kill them all. A short video sequence follows and you wake up from
your dream to begin Day 2.
BURKITTSVILLE - DAY 2
(Saved Game Titled: D2START) Leave your Inn room and go straight to the
Town Hall-Sheriff's Office. Speak with Sheriff Bowers (not a very friendly
fellow, huh?). When you leave the TownHall, go to the Diner. Soon the Sheriff
enters. (Saved Game Titled: D2DINER)
In HARD PUZZLE MODE you will have to distract the Sheriff. Head to the Librarian
and visit, then go to the Reporter at the Newspaper. The Reporter will give
you a file on a previous incident that happened at the school. Odd symbols
are written on the Schoolhouse wall (look at the file in your Inventory).
You may buy Red Paint from the General Store, and use that, but as soon
as you leave the Town Hall after speaking with the Deputy, the Sheriff arrests
you. Uh oh....End of Game.
Alternate Solution in HARD PUZZLE MODE: Go talk to the Schoolmarm, then
head off to talk to Kyle Brody's Mother. Don't forget to pick up the note
at the bottom of the steps leading up the hill (by the mailbox). Go back
and talk to the Schoolmarm, she should be asleep and you don't wantto wake
her. Search the schoolhouse, pick up the chalk. Use the chalk on the front
of the Schoolhouse. Now you can get the partial Map and information from
the Deputy at the Town Hall.
When he does, quickly leave the Diner and return to the Town Hall. Speak
with Deputy Charlie Hobart and he'll give you a partial map to Parr's House.
Head out of the Sheriff's Office and down the street. At the School sign
you'll come to the front door of the School. Might as well enter the Schoolhouse
and speak to the Teacher for some more information!! After speaking with
the Suzanne Ascot, the School Teacher, exit the school and move towards
your Motel. Behind the Motel is the Brody House, where the only surviving
child resides. Go to the right of the Motel Office and follow the thin alleyway
up to the Brody house. Speak to Mrs. Brody. She refuses to allow you to
speak or see her son. When your conversation is over, Holiday will state
that she is ready to head for the woods. Return to your Motel room, grab
your gear and head the Hotel Office. (Saved Game Titled: D2GOTGEAR) [NOTE:
DO NOT USE CHEATS while in your room, BEFORE getting your gear. Using cheat
codes at this point will PREVENT Holiday from being able to exit the Motel
Room, even though you have your gear. LEAVE the room with your gear, THEN
activate CheatCodes if you so desire] You can send a telegram to Spookehouse
about your progress or lack thereof! Now head for the side gate of the Schoolhouse.
Once in the woods, it's a good idea to SAVE YOUR GAME HERE. (Saved Game
You need to find the following locations in the following order:
1) Rustin Parr's house (see map below)
2) Canes & Sticks
3) Coffin Rock
Once you've found Coffin Rock, (Saved Game Titled: D2SCARYROCKS) Holiday
will be ready to return to the Town. As you're attempting to get back to
town, and finding yourself going around and around in circles, Holiday sees
a WHITE OWL, Ne-Ahs-Jah. Follow the WHITE OWL. (Saved Game Titled: D2WHITEOWLFOLLOW)
Run along with the Owl, as it flies overhead. The Owl takes you to Ascaya
Gigagei, the Wise Indian. After talking with the Wise Indian, you learn
that you will return to him after you have learned more about the Woods
and surrounding area. He gives you a magic necklace, that allows you to
see things in the Woods that you would NOT ordinarily be able to see. Exit
his hut and head back down the same path that brought you to his hut. Draw
your Weapon of choice, and SAVE YOUR GAME.
Use your Map to find your way as best you can, back to the main path that
leads to Town. You will be confronted by wild dog-like werewolves. Kill
them all. Some of the creatures you see, you cannot destroy, so just run
past those. Several Stick Figures pop out at you. You CAN kill those. When
you do, be sure to pick up the glowing red "head" of the Stick Figures and
watch what happens. Eventually, after much running around and following
paths and ALMOST to town, you will be confronted by a Giant Scorpion. The
object is to kill the Giant Scorpion/Spider. Use DYNAMITE sticks to kill
the Giant Scorpion, or almost ALL your bullets from either gun/weapon! When
you've killed the Giant Spider, the trees at the base of the screen will
"open up", revealing the path you need to take to return to Town. (Saved
Game Titled: D2SCORPIANDEAD)
Go down the path, RUN if you want to hurry and get out of there! As you're
reaching the outskirts of Town, you will notice one of the Stick figures
up in the tree on the right. It wasn't there before! Must be new, or you
couldn't see it without the amulet device from the Indian. Go on into town
and begin Day 3.
BURKITTSVILLE DAY 3:
(Saved Game Titled: D3BEGIN) You wake up in your Motel Room, and notice
that you need more weapons/ammo before going back into the Forest. As you
approach your Motel door, the Deputy knocks and you let him in. He hands
over the Police Report on the child killings. He also gives you a Stick
Figure from Parr's cell. Go through the Police Report before leaving your
Motel room. Go speak to the InnKeeper if you haven't already done so about
sending a telegram to Spookhouse.
(Saved Game Titled: D3HARDTWANA) In HARD PUZZLE MODE, The Deputy will visit
you in your Motel Room, and give you the Police Report, but not the stick
figure from Parr's Cell. Parr said Nev-ur-givn in his cell. You know two
of the symbols from the sheet of paper, but not the order. You get "Nev"
from the field notes, from Kyle's Coffin Rock Sketch. Enter the following
symbols using the symbol chart in your inventory:
Row 2, 5th Symbol from the left = Nev
Row 1, 2nd symbol from the left = ur
Row 1, 1st symbol on the left = givn
Solve the chemical analysis of the metals in your Motel Room. Use the eye
dropper and use Test Tubes: 6, 1, and 4 on the metals. Then visit the General
Store for Paint Stripper. Saturate the Twana with Paint Stripper.
Visit the Church and speak with Pastor Ascot (Schoolmarm's husband). Enter
the Schoolyard and speak with the Little Girl, Mary Brown, sitting on the
ground by the swings. She appears to be talking with someone, but who? After
talking with her, you realize that she is missing some sort of pet.....Mister
Brownie. You make a note to return it to her if you find it.
Leave the Schoolyard and head for the Burkittsville Historical Society
Library and speak with Mr. Peter Durant, the Historian. He provides you
with a book with information you jot down in your personal notebook. Return
the book to Mr. Durant. After returning the book to him, use your "action"
key on him and he will provide you with a book on Native American Folklore.
After jotting down more notes in your notebook, return the book to him once
again. Use the "action" key once again, and he will give you a little information
on Robin Weaver. There's a note in your "To Do" list to find and interview
Robin Weaver. That comes later.
Leave the Library and head back to your Motel. Go to the Innkeeper's Office
and inquire about your parcel. When you discover that it hasn't arrived
yet, exit the Office. As you exit the Motel Office, Justine appears in her
car and hands over the weapons and medical supplies you'd requested. Enter
your Motel room. It's time to analyze those recordings of Mary Brown's conversation
and the noises you recorded in the Forest/Woods. Below are the settings
you should use in order to correctly "analyze" the recordings:
MARY BROWN'S RECORDING:
4 2 5 PITCH = 2nd "slot" from the left
Bass Treb Freq PLAY THE RECORDING IN FORWARD
An automatic sequence occurs where Holiday indicates that there were definitely
2 voices in the schoolyard.
2 5 3 PITCH = 2nd "slot" from the right
Bass Treb Freq PLAY THE RECORDING IN REVERSE
Holiday hears her OWN voice saying: "Stranger, where are you? I need you
Now get your gear from your suitcase (all of it, you'll need it!). Leave
your Motel Room and head for the Woods. As you exit your Motel Room, you
meet up the the Sheriff outside. He tells you that he's watching you! As
you enter the Schoolyard, Suzanne Ascot, the Schoolmarm exits the schoolhouse
and tells you about the arrest of Kohl at the General Store. Leave the Schoolyard
and go down past the Historical Society Library. Speak to everyone standing
around the General Merchant's store, and then the Deputy standing at the
door. Now it's time to head for the Forest by side the Schoolyar. Use your
Map (very often!), Sensor Device, Compass, and draw the weapon of your choice!
(Saved Game Titled: D3HARDWOODS)
FOREST - DAY 3:
Enter the Forest, SAVE YOUR GAME. Don't bother visiting Asgaya yet, as he's
not home. Run and shoot your way through MadDogs, Zombies and Stick Figures.
Be sure that after killing a Stick Figure, you touch the glowing Red Heart
on the ground when the Stick Figure "falls apart." This prevents the Stick
Figure from "regenerating" and frees the soul/spirit of the Entity. Your
objective thus far in the Forest is to go all over the Forest, and uncover
unseen locations from your previous visit in Day 2. When you have done that,
go and visit Asgaya. He will explain things to you. When you've visited
Asgaya, exit his hut.
Leave Asgaya's hut and make your way to the thin pathway that leads to the
backside of Parr's House. Standing and facing the thin pathway, put away
your flashlight and/or any weapons you might be carrying. Scroll through
your Inventory ("[" or "]") and select PARRS TWANA. Watch the cutscene and
then begin your new "direction" by walking forward towards Parr's House.
You'll discover the house BEFORE it was burned to the ground. You've just
entered a new Portal. Get the page from Parr's Diary on the floor by the
stairs leading down to the basement in Parr's House. Get the 2nd page to
the Diary from the FirePlace on the main floor. Turn around from the Fireplace
and get the bullets on the floor of the Bookshelf. Exit this room through
the opening on your left and go up the stairs to the 2nd floor. Enter the
room on the right, get the First Aid Kit and the 40 bullets from the box
on the floor. Go through and into the adjoining room. Exit to the hallway,
turn left and enter the Bathroom at the end of the hallway. Get the 3rd
page of the Diary on the floor in the Bathroom. Look out the window and
watch the ghostly children running and playing outside. Eerie, huh?
Now go up to the 3rd Floor. Walk to the end, turn left and get the 4th
page of the Diary. Walk towards the drawings on the wall and Holiday will
get a REAL TWANA. Go down to the Basement. Watch and then pick up the sketch
left by Kyle. Use the "ESC" key to exit the close up of the Sketch. Turn
your Sensor Proximity device ON and exit the basement. Leave the house and
SAVE YOUR GAME.
Use the "Sketch" in your Inventory and find the old map you used before.
Also use your COMPASS to find your way to Coffin Rock. Move towards the
water and you'll find and pick up the lost Teddy Bear that belongs to Mary
Brown (the girl in the Schoolyard). Return now to the Portal (thin pathway
leading to the rearside of Parr's House) and use the REAL TWANA. Be sure
that you've turned off your flashlight and put away any weapon you may have
drawn! In HARD PUZZLE MODE you need to pick up the Twana from the thin pathway
(portal). Holiday will say something about making another one for real time.
When the page of symbols appears on your screen, enter the 3 symbols that
Tel = 4th row, 2nd from the right,
os = 3rd row, last on the right,
mah = 2nd row, 1st on the left.
Holiday will say something about the stick figures being covered with DUST.
Return to PARR'S house, 2nd floor and use the Tel-os-mah in the bowl at
the end of the counter. Now return to the thin pathway (PORTAL) and use
the Tel-os-mah. (Saved Game Titled: D3HPOSTTWANA) After returning to the
REAL WORLD, leave this area and make your way towards Asgaya's hut. Before
you reach this area, you will be confronted by a huge Stick Figure. There's
no way out. As the Stick Figure approaches you and moves away from the main
area where it "rests", kick the Stones around the central area where the
Giant Stick Figure sits. Some have used Dynamite to kill it, while others
use their gun to shoot the red glowing and dangling hearts, and Holiday
can kick the stones at the base of the area. This causes the Stick Figure
to fall apart. You might also want to try the ray gun. After you've destroyed
the Stick Figure, Jonathan Prye talks to you. He's the Witch Hunter from
100 years past. He tells you he left a Journal at Coffin Rock. Before going
to Coffin Rock to get the Journal, return to Asgaya. Follow the WHITE OWL
to Asgaya. Asgaya tells you that the little boy is possessed by a Demon.
In addition, he tells you that there are "bigger things" at work. Asgaya
tells you to find out the Big Kahuna Demon's name. Get the ammo from the
two suitcases and the First Aid Kit from the table (it looks like a green
herb) before you leave.
Fight or run or both past the MadDogs and Specteres on your way to Coffin
Rock. A small child ghost will follow you for a while. When you make it
to Coffin Rock, you'll see a cutscene for finding the Journal. Look at it
carefully in your Inventory. Return to Asgaya (getting pretty use to the
Woods by now, huh?) Now continue your journey to Asgayas. Be sure to use
your Compass, and weapons to make it to Asgaya's. When you've listened to
Asgaya explain about the Othegwenhda and Hec-aitomix and the sacrifice.
The Teddy Bear, you realize, belongs to Mary Brown, thus making her the
next victim of the boy possessed. To find the Bleeding Boy, you can take
him to Coffin Rock and use him as a distraction for the Demon. Leading the
Demon to Coffin Rock will allow you the opportunity to "trick" the Demon
into another 1000 year path. In HARD PUZZLE MODE you cannot leave Asgaya's
until you have figured out the correct symbols for Bleeding Boy. Use BOTH
sketches/drawings of Bleeding boy, combining the symbols you see. When you
have correctly matched the symbols (listed below for you)
Row 1, 1st symbol on the left
Row 4, 2nd symbol from the left
Row 4, 3rd symbol from the left
Leave Asgaya's, load up on your favorite weapon, and COMPASS and RUN to
town, shooting and killing everything you can that stands between you and
the TOWN you haven't seen in what appears to be ages! lol When you reach
the outskirts of Town, SAVE YOUR GAME!
BURKITTSVILLE DAY 4:
(Saved Game Titled: D4BEGIN or in HARD mode: D4HARDSTART) Visit the Schoolhouse
and speak to the Schoolmarm. Learn about the Newspaper building being burnt
down and Horace Gersten's disappearance. The Schoolmamrm tells you that
she had seen Mary Brown playing in the schoolyard earlier in the day with
Kyle, but that they had gone. Mary was probably at the Church praying with
Pastor Ascot. As soon as you exit the Schoolyard, an automatic sequence
occurs, and Holiday ends up standing in front of the Church. Enter the Church
and walk up to the Altar. A short conversation will transpire between the
Pastor, Mary and Doc Holiday. You find out that Kyle is in the back room.
RUN off the Altar and through the back door. RUN after KYLE, and RUN FAST.
Catch up to him in the Street. (Saved Game Titled: D4CATCHKYLE) Do NOT allow
him to make it to the Sheriff's Office or you'll be arrested for attempted
kidnapping! When you catch up to him in the Street, you "free" him from
the Devil's hold. Kyle tells you some interesting news about the Pastor,
the Newspaper Editor, etc. After learning this news, you see the Pastor
exit the rear of the Church with Mary in tow. (Saved Game Titles: D3CATCHPASTOR)
SAVE YOUR GAME HERE, Quickly!
Turn and run BACK to the Main Street. Turn and run PAST the TownHall and
turn right; between the Schoolyard and the TownHall. Meet up with the Pastor
and Mary. (Saved Game Titled: D4HSHOVEL) He'll drop the Shovel he's carrying
(what's he planning with that little item?). Pick up the Shovel and use
your DRAW key.
Chase after the Pastor and Mary as they head for the Schoolyard fence that
leads to the Woods. Draw the shovel as you're running after him. Hit the
Pastor over the head with the Shovel BEFORE he reaches the Schoolyard gate.
(Saved Game Titled: D4BONKEDPASTOR or D4SAVEDMARY) Mary will speak with
you after you've knocked out the Pastor. She gives you 3 great clues and
then tells you some bad news! You're NEXT to be killed. The demon knows
your name! OH NO! Soon the Sheriff and Mrs. Ascot come and demand to know
what has happened. The Pastor will wake up and a group of Demon Specteres
are let loose. RUN into the Forest. As soon as you make your way further
into the Woods, you suddently realize you're surrounded by decapitated heads!
(Saved Game Titled: D4HARDFLYINGHEADS) Yes, that's right. Decapitated heads.
In HARD PUZZLE mode, you need to try and RUN out of the circle of decapitaed
heads several times. You will be thrown back into the middle of the circle
of heads. A campfire or blue fireball will appear in the center of the circle.
When that appears, walk up to the circle in the center and USE Strangers
cigarettes on that campfire or blue fireball. As you try to escape, you're
hit by lightning (what else could happen?), and the heads disappear. In
HARD PUZZLE mode you need to walk back towards town. When you do, a passageway
will open and Robin Weaver will appear through the newly opened passageway.
An Old Woman appears. Could this be Robin Weaver? Let's find out! (Saved
Game Titled: D4RWEAVERSHOUSE) Follow the Old Woman to her House in the Forest.
After following Robin Weaver to her house, enter the house through the front
door. Walk over to her and talk to her several times before she responds.
She tells you to get the page off the wall. Turn and walk towards the Front
Door. Look at the wall on the right side standing inside the house. Get
that page....then get the Twana she gives you with the page. In HARD PUZZLE
mode, you will not get the Othosetzeh Twana. You will make that later at
Asgayas. Leave her house.
Return to Town. As you enter the Schoolyard, you're met up by the Sheriff,
the Pastor, Mary and Mrs. Ascot. Stranger appears and saves your Hide! lol
You and Stranger will automatically head back into the Forest, while you
recount the things you've done and seen from the past few days! When Stranger
"disappears", make your way to Asgaya's shooting and killing as many monsters
as you can! You can also RUN your tail off if you want, but you'll be faced
with the same monsters when you return! Talk quickly to Asgaya and then
leave and head for the Thin Pathway leading to Parr's House. In HARD PUZZLE
mode, you cannot leave Asgaya's until you have made the LAST TWANA. Use
your Inventory and key in the following symbols: (Saved Game Titled: D4HOTHOSTEZEHTWANA)
4th Row, 4th from the Left - Oth
4th Row, 3rd from the Left - os
1st Row, 2nd from the Left - etzeh
Use your COMPASS and MAP often to find your way as quickly as possible.
Standing outside the Thin pathway, looking at it, use the Weaver Twana.
Then watch. Use your Bleeding Boy Twana and the trap has been set.
Now SAVE YOUR GAME! (Saved Game Titled: D4GOING2COFFINROCK) Turn and head
for Coffin Rock. Again, you'll be shooting monsters, MadDogs, etc. on your
way. As soon as you reach the "outskirts" of Coffin Rock, SAVE YOUR GAME
again. Now move to the boys body in the center of Coffin Rock. As soon as
Stranger appears, shoots the Demon, take the boy and RUN like you've Never
run before. Run to the Thin Pathway leading to Parr's house. If the Dark
Cloud (Demon) reaches you before you can figure out which way to turn and
go, you're dead. Game Over. Keep trying over and over and over and over
again, until you succeed in reaching that spot where the Trap has been set.
If you FOLLOW STRANGER as he leads the way, you'll get there faster, and
SAFER.. (Saved Game Titled: D4TRAP4) The Ending scene occurs when the Boy
is rescued and safe within the Twana's.
Extra special thanks to Revolution reader Linda
Shaw, Ozma, and Norma Kuderna