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Blair Witch Project  1: Rustin Parr walkthrough
 

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Blair Witch Project Vol 1: Rustin Parr walkthrough

Blair Witch Project Vol 1: Rustin Parr walkthrough
1.TRAINING MISSION:

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 with the Doctor's Bag. Move close to the lever and push the lever, and immediately RUN backwards, shooting 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 his smoking. She'll take his cigarettes.}

2.MISSION BRIEFING:

Go through the door, following Stranger. Go around the hallway, through the double doors. After the Colonel begins briefing you, Stranger enters. The Colonel continues briefing you on your mission. Exit the room, turn right and enter through the door. Pick up your weapons. When the conversations stops, pick up your luggage.

3.BURKITSVILLE - DAY 1

Talk with the innkeeper and get your room key. Search your room. Leave and go to the motel office to talk with the innkeeper again. If you check the soda machine you will find a nickel.

The Townhall is closed right now, so go to the Diner to get something to eat and talk with some of the locals. Gretchen will give you advice on who to talk to. After leaving the diner walk down the street and go into the Newpaper office. After talking with Horace, he gives you the morning edition. You'll have to talk to the Sheriff, so leave the newspaper office and return to the motel. Go back into the Motel office and talk to the innkeeper. He'll tell you that you'll need a forrest map. Go back to your room and lie on the bed. Your bathroom door slam abruptly and wake you up. Go investigate the bathroom. After the ghost jumps out of the room, grab your gear and head after it! Turn on your Spectral Proximity Sensor to track it. You'll track it into the Town Hall.

Enter the Town Hall. You can grab the axe on the wall if you want. Go towards the door in front of the counter. You should see the sheriff in the back room. When you move closer to him, you'll discover that he is a demon. Shoot and kill him, then exit the Town Hall and continue your search for the apparition. Turn right. Go down the street to the alley before the Church. Shoot and kill all the zombies outside and in the Cemetary. Go back to the Diner. Kill the demon that jumps out of the window, then enter the Diner. Kill the demons inside. Exit the Diner. Kill the zombie around the Church area and kill the other Zombies that pop up out of the ground in the street. When you've killed them all an event will be triggered showing the Church door opening to you. Go into the church, go up to the Altar, and read the Bible. The Stained Glass will shatter. Look around and then leave the Church. As you leave the Church a zombie with a hole in its body will pop up out of the ground. Follow the Zombie to the schoolyard. Kill all the zombies in the schoolyard, then another event will be triggered. A short video sequence will follow and you'll wake up in your bed. It had all been a dream.

END OF DAY 1!

2.BURKITTSVILLE - DAY 2

You've gotta get the forrest map. First, leave the motel and go to Town Hall. Speak with the Sheriff and deputy. The Sheriff doesn't seem friendly so leave the Town Hall and go to the Diner. Soon the Sheriff enters. When he enters, leave the Diner and return to the Town Hall. Speak with the Deputy and he'll give you a partial map to Parr's House. Leave and head to the schoolyard. Enter the Schoolhouse and speak to the Teacher. After speaking with the Teacher, exit the school and move towards your Motel. Behind the Motel is the Brody House. Go to the right of the Motel Office and follow the thin alleyway up to the Brody house. Speak to Mrs. Brody. 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 to the Hotel Office to send a telegram to Spookehouse about your progress. Now head for the side gate of the Schoolhouse. Once in the woods, be sure to SAVE YOUR GAME HERE.

{HARD PUZZLE MODE: In order to get the map you have to go talk to the School Teacher, 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 Teacher again, she'll be asleep so don't wake her. Search the classroom and pick up the chalk. Use the chalk on the front of the Schoolhouse. Now you can get the partial Map and from the Deputy.}

Now enter the forrest and find Rustin Parr's House. I don't remember the exact paths I took, but it's really not that difficult. You may get lost a couple of times, but you'll eventually make it through. Good luck!

So after you find Parr's House, find Coffin Rock. It's very close to the house. Just check your map frequently. After you find coffin rock you'll be ready to return to the Town. As you're attempting to get back to town, you'll find yourself getting lost. You should spot a WHITE OWL. Follow the WHITE OWL, he'll lead you to a safe place. Here, you'll meet an Indian. After talking with the Indian he'll give you a magic necklace that allows you to see things in the Woods that you would NOT ordinarily see. Exit and head back down the same path that brought you to his hut.

Use your Map to find your way back to the main path that leads to Town. You'll have to kill some demon dogs on the way (use pistol or other live ammo weapon). You'll also encounter some apparitons (use your Enhanced Charged Radiance Emitter to dispose of them). Several Stick Figures pop out at you too (shoot them with regular ammo). When you do, be sure to knock over their glowing red hearts (rocks) or they'll reform. Eventually, after much running around and following paths and ALMOST to town, you will be confronted by a Spectral Scorpion that blacks the path. Use whatever you can to kill it (use dynamite if you have it). When you've killed it, the trees at the base of the screen will open, revealing the path to return to Town.

As you go down the path you will notice one of the Stick figures up in the tree on the right. You'll comment on it. Go on into town and begin Day 3.

END OF DAY 2!

5.BURKITTSVILLE DAY 3:

You wake up in your and notice that you need more supplies before heading back into the forest. The Deputy will stop by and hand over the Police Report on the child killings. He'll also give you a Stick Figure (Twana) from Parr's cell. Read the Police Report before leaving your room. Go speak to the innkeeper to send a telegram.

Go to the Church and speak with the pastor the go to the Schoolyard and speak with the Little Girl, Mary Brown. She appears to be talking with someone, but there is no one around. You'll record her conversation. Head for the Library and speak with Mr.Durant. He'll provide you with a book. After going through it, return the book. After returning the book to him, talk to him again and he'll give you a book about Native Folklore. After jotting down more notes in your notebook, return the book to him once again. Talk to him again and he will give you a little information about Robin Weaver.

Leave the Library and head back to your room. Stop by the Motel Office and ask about your parcel then exit. As you exit Office, Justine appears in a car and will give you supplies. Go back to your room and analyze the recordings from the woods and Mary Brown. Below are the settings you should use in order to correctly "analyze" the recordings:

MARY BROWN'S RECORDING:
4-BASS 2-TREB 5-FREQ. PITCH = 2nd "slot" from the left
PLAY THE RECORDING FORWARD

WOODS RECORDING:
2-BASS 5-TREB 3-FREQ. PITCH = 2nd "slot" from the right
PLAY THE RECORDING BACKWARDS

Get ALL of your gear and head for the Woods. As you exit the room, The Sheriff will stop you outside and tell you that he's watching you. As you enter the Schoolyard, the Teacher exits the schoolhouse and tells you about the arrest of Kohl at the General Store. They found the judge's dead body in the store. So leave the Schoolyard and go to the General Store. Talk to everyone. Head for the forrest again.

END OF BURKITSVILLE DAY 3!

6.FOREST - DAY 3:

Enter the Forest and fight your way through. Your objective this time is to go all over the Forest, and uncover different locations from your previous visit in Day 2 (check map often). When you have done that, go and visit the Indian (Asgaya). When you've visited Asgaya, exit his 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 and select PARRS TWANA. An event will be triggered. Start walking towards the house. You'll discover the house BEFORE it was burned to the ground. You've just entered through a time Portal. Get the page from Parr's Diary on the floor by the stairs leading down to the basement. Get the 2nd page of the Diary in the fireplace on the main floor. Turn around from the fireplace and get the bullets on the floor next to the bookshelf. Exit 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 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 in the Bathroom. Look out the window and watch the children

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 you'll get a REAL TWANA. Now go down to the basement. Watch and then pick up the sketch left by Kyle. Use the "ESC" key to exit the closeup of the sketch. Turn your Spectral Proximity Sensor ON and exit the basement. Exit the house.

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 (Mr. Brownie) that belongs to Mary Brown. Now return to the Portal (thin pathway leading to the rearside of Parr's House) and use the REAL TWANA. Be sure to put away all your weapons and items before hand.

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. 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. This will cause the Stick Figure to fall apart. After you've destroyed the Stick Figure, Jonathan Prye talks to you. 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 and wants you to find out Demon's name. Get the ammo from the two suitcases and the First Aid Kit from the table before you leave.

Head back to Coffin Rock. 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 and talk to him. The Teddy Bear, you realize, belongs to Mary Brown, thus making her the next victim of the boy possessed. To find the Bleeding Boy Twana, take him to Coffin Rock and use him as a distraction for the Demon. Leave Asgaya's and head back to Town.

END OF FOREST DAY 3!

7.BURKITSVILLE - DAY 4:

Visit the Schoolhouse and speak to the Teacher. Exit the schoolyard and an event will be triggered. Enter the Church and walk up to the Altar. A conversation involving you, the Pastor, and Mary will take place. You'll find out that Kyle is in the back room. RUN off the Altar and through the back door. RUN FAST after Kyle. Catch up to him in the Street. DO NOT allow him to make it to the Sheriff's Office or you'll be arrested. When you catch up to him in the Street, you'll "free" him from the Devil's hold. You'll have a converstation with Kyle. After the conversation, you'll see the Pastor exit the rear of the Church with Mary.

Run BACK to the Main Street. Turn and run PAST the Town Hall and turn right, between the schoolyard and the Town Hall. Meet up with the Pastor and Mary. He'll drop the Shovel he's carrying. Pick up the Shovel. Chase after the Pastor and Mary as they head for the schoolyard fence that leads to the Woods. Hit the Pastor with the Shovel BEFORE he reaches the schoolyard gate. After you've knocked out the Pastor, Mary will talk to you. She'll give you 3 clues and then tell you you're NEXT to be killed. The Sheriff and Teacher will show up and want to know what has happened. The Pastor will wake up and a group of Demon Specteres are let loose. RUN into the forrest. You'll be surrounded by heads. As you escape, you'll be hit by lightning and the heads will disappear. An Old Woman appears. Follow the Old Woman to her House. Walk over to her and talk to her several times before she responds. She'll tell you to get the page off of the wall. Turn and walk towards the Front Door. Look at the wall on the right side standing inside the house. Get the page, then get the Stick Figure (Twana) she gives you with the page. Leave the house and return to Town. As you enter the schoolyard, you're met up by the Sheriff, the Pastor, Mary and the Teacher. Stranger will show up and you two will head back to the forest. When Stranger disappears, head back to Asgaya's hut. Talk to him quickly and then leave and head for the thin pathway leading to Parr's House.

Use your map to find the path quickly. Stand outside the thin pathway and use the Weaver Twana. Then watch. Use your Bleeding Boy Twana and the trap will be set.

Now fight your way back to Coffin Rock. Move to the boy's body in the center of Coffin Rock. As soon as Stranger appears, shoot the Demon, take the boy and RUN back to the Thin Pathway leading to Parr's house. If the Demon reaches you before you can figure out which way to turn and go, you're dead. Game Over. Keep trying over and over again, until you succeed in reaching the spot where the trap has been set. If you FOLLOW STRANGER as he leads the way, you'll get there faster, and SAFER. The Ending starts when the Boy is rescued and safe within the Twana's.

END OF GAME!!!


 

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