Blair Witch Volume 1 - Rustin Parr
Submitteed by: Dj Simo
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
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
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 poi!
nt 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
oods, it's a good idea to SAVE YOUR GAME HERE.
(Saved Game Titled: D2FOREST1STTIME)
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
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
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 B!
athroom 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 w
ill 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 spell Tel-os-mah.
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
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
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
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 hol!
d. 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
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
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.