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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