Blair Witch Project: Episode 1 - Rustin Parr Easter egg Blair Witch Project: Episode 1 - Rustin Parr Hint Blair Witch Project: Episode 1 - Rustin Parr Solution Blair Witch Project: Episode 1 - Rustin Parr Solution Blair Witch Project: Episode 1 - Rustin Parr Solution #2 Blair Witch Project: Episode 1 - Rustin Parr Solution #3 Blair Witch Project: Episode 1 - Rustin Parr Cheat-code

See Blair Witch Project: Episode 1 - Rustin Parr Easter egg, Hint, Solution, Solution #2, Solution #3, Cheat-code here!

Easter egg for Blair Witch Project: Episode 1 - Rustin Parr


Doc Freshens Up
Upon awakening from her nightmare on Day 2, Doc goes into the bathroom to
reflect
on the dream and its meaning. She goes back into her room and you regain
control.
Return to the bathroom, stand in front of the bathtub and after 8 clicks of the
action button and hearing her say "I've got no time for a bath right now",
she'll
decide that she could stand to freshen up a little.

Coyote Ugly
Having both nickels in your inventory, (one from the hotel office, the other
from
the machine in front of the grocery store) go into the diner. Stand in front of
the juke box and deposit one of your nickels. Then go and give the other nickel
to Gretchen, our favorite waitress. She'll then give you her impression of the
movie "Coyote Ugly". This can be done with our without the Sheriff in the diner
but gives meaning to his comment "Whats wrong with you lady?" I don't think that
this can be done on Day 4 in the game.



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Hint for Blair Witch Project: Episode 1 - Rustin Parr


The forest noises tape recorder settings are:

Bass 2
Treb 5
Freq 3
Pitch 4
Rev

The Mary Brown tape recorder settings are:

Bass 4
Treb 2
Freq 5
Pitch 2
Forward



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Solution for Blair Witch Project: Episode 1 - Rustin Parr


Blair Witch Volume1: Rustin Parr
Ведьма из Блэр. Дело Растина Пера.
Тип: Action + Quest.
Уровень: ''Обычные загадки, обычный бой''
Начало.
1941 год: В США существует общество, которое занимается поиском и уничтожением
ведьм, духов, призраков, зомби т.д. и т.п. Агентство о паранормальных явлениях-
Spookhouse. Вы доктор Эспет Холидей. Ваша задача находить и обезвреживать ведьм,
духов, призраков, зомби.

1.Тренировка.
Для начала нужно пройти тренировку. Кстати  необязательную. Подходим к двери
камеры и открываем её. Выходим из камеры (см. скриншот)
Если всё же хотите пройти тренировку, то заходим в дверь, которая только что
открылась, как и сказал Бигс. Это не составляет трудности.  Делайте, то, что вам
говорит Кен, и выполняйте это.  Возьмите компас на стуле. Нажмите кнопку слева
от
вас и когда откроется дверь бегите туда т.к за вами начнёт гнаться зомби.
Добегите до конца коридора и возьмите на полу пистолет и убейте зомби (рядом в
ящике лежат патроны). После пройдите в открытую дверь. Включите фонарь
(буква ''F'') и пройдите по планке. Далее направо, убейте вышедших из клетки
монстров. Откроется дверь. Там вы сможете взять винчестер и аптечку. Теперь
нужно
идти в следующую дверь. Она находится слева от комнаты, в которой вы находитесь.
Заходим  в комнату и убиваем монстра.  Теперь нужно идти в конец коридора.
Нажимаем на кнопку и дверь открыта. На стене кол. Возьмите его. Теперь вам нужно
добраться к электрическому стулу. Для этого у вас есть карта. Тут всё просто
идёте, убивая монстров, но только нужно поменять кол на пистолет. Конец
тренировки наступит только тогда, когда вы убьёте всех монстров.

2.Задание.
Теперь вам надо идти к секретарю. Встречаемся со Странником. Начинается ролик.
Тут вы узнали что, человек по имени Растин Перр убил  детей,  в живых остался
Кайл Броди. Вам нужно отправится в город Баркствиль штат Мериленд и узнать, что
там произошло. Далее идём в лабораторию, которая находится справа от кабинета
полковника. Тут встречаем Наташу и Странника.  Начинается ролик, Холидей
собирает
свои вещи: пистолет, винчестер, излучательсвета, электрошок. А также сенсор
спектрального анализа, диктофон,  аптечку, очки ночного виденья.
Об оружии:
Пистолет и винчестер убивает только зомби и монстров. А вот против духов нужно
иметь излучатель света. Электрошок не очень эффективен, он нужен только тогда,
когда у вас нет патронов. Сенсор спектральных сигналов (буква ''S'') - это такая
вещь, которая начинает трещать, когда где-то поблизости приведение. К сожалению,
не может улавливать монстров.
3. Баркствиль, штат Мериленд.
Для начала идём в кабинет владельца отеля. Поговорив с ним нужно идти в свой
номер. Самая последняя комната, от кабинета владельца отеля. Вам нужно найти
шерифа города. Идём в '' Burkstvil Town Hall''. К сожалению, он закрыт. Прейдете
завтра. Теперь вам надо поесть. Если вы пойдёте в низ по улице, то найдёте
закусочную Грэтчен(Dinner). Как вы видите, тут сидят горожане. Начинаем смотреть
очередной ролик. Холидей рассказывает про то, как пропала её племянница. И она
думает, что это мог сделать Растин Перр.  В общем, полная ложь. После этого
разговора оказываемся на улице уже ночь. Нужно идти в номер. Подходим к отелю,
кто-то стоит на веранде. Лучше включить фонарик(''F''). А! - это владелец отеля.
Поговорите с ним. Далее идём в номер, после такого дня не мешало бы и отдохнуть.
4. Баркствиль, штат Мериленд (ночь).

 	Ложимся спать, но что это? Дверь ванной неожиданно захлопнулась. Быстро
собираем оружие из чемодана, включаем сенсор, берём излучатель. Открываем дверь,
сенсор спектрального анализа начинает трещать, приведение выскакивает из ванной,
стреляем в него, но промахиваемся. Выбегаем на улицу, бежим в ''Town Hall''.
Заходим, берём топор на стене, и идём к двери с надписью ''Frederick Country
Jail''. Ага, вот и шериф, подойдите к нему. Лучше держать пистолет наготове, о
нет, он зомби. Достаём пистолет и стреляем. Далее идём на улицу, надо бы зайти 
к
Гретчен. Слева от вас около церкви монстр, убейте его. Подходим к закусочной,
лучше к двери, но не входим. Разбивается окно, мы видим Гретчен-зомби. Убиваем
её
тоже. Заходим в закусочную тут опять монстры. Перестреляв их всех, идём в офис
прессы. Опять через окно выпрыгивает монстр. Расправляемся с ним. Идём к
кладбищу. Не далеко от офиса  прессы перед вами возникают еще два монстра, прямо
из-под земли. Их убить трудно, но можно. За церковью находится кладбище. Заходим
и за спиной  ещё монстр. Разворот на 180 градусов (End) и огонь по монстру. Идём
вдоль кладбища к  ''Town Hall''. Возле кладбища ещё монстр, убиваем  его тоже.
Приближаемся к ''Town Hall'', сзади  разбивается окно, выскакивает ещё монстр
(уж
любят они окна бить).  Разворот на 180 градусов (End) и огонь по монстру. Идём
вверх по улице, ага ещё три монстра. Убиваем и этих трёх зомби. Если кончались
патроны, то есть топор. Можно применить топор. Как только перебили этих демонов,
идем к церкви. Справа от вас опять монстр, покончив с ним, откроются двери
церкви. Заходим в неё. Посмотрите Библию, которая лежит на подставке. Над вами
разобьётся стекло, и что-то вылетает. Библия исчезнет. Выбегайте на улицу и
следуйте за монстром, который только что появился. Он приведёт вас к школе. Там
вы будете убиты.

5. Баркствиль, штат Мериленд (день 2).
Вы просыпаетесь, оказывается это, был сон. Теперь вам нужно пойти к владельцу
отеля, чтобы поговорить о телефоне. К сожалению, он вам скажет, что телефона
нет,
но есть телеграф. Позже попросите послать его телеграмму. Как только поговорили
с
хозяином, идите в местную школу. Место, где весит табличка - это и есть школа.
Там увидите учительницу, которая спит, она расскажет вам о Кайле Броди (дом
Броди
находится за отелем). К тому же она даст вам рисунок.  Сходите к дому Броди.
Перед вами предстанет ужасающая картина: мальчик с плюшевым мишкой в руках, мать
(неприступная). Мальчик не скажет не слова. Лучше поговорить с матерью, она вам
расскажет о сыне. Теперь вам следует поговорить с шерифом. Следуйте к  "Town
Hall". В   "Town Hall" вы встретите шерифа и его помощника. Шериф вам не чего не
скажет, но его помощник напротив, кое-что сможет сказать, но вам будет мешать
шериф. После разговора с шерифом идите к Гретчен. Вы начнёте с ней
разговаривать,
как вдруг войдёт шериф. Теперь у вас есть возможность поговорить с его
помощником, пока сам шериф пьёт кофе. Теперь вам надо в "Town Hall". Поговорите
с
помощником, он вам расскажет о Пере и даст карту. Теперь вам надо в  местную
редакцию. Поговорите с хозяином редакции, он даст вам выпуск газеты. Кстати, вам
следует сходить в местную библиотеку. Почитайте книгу о здешних легендах и
мифах.
Теперь отправляйтесь в церковь. Священник вам ничего не скажет. После того как
побывали в церкви, идите в свой номер и возьмите снаряжение. Теперь вам надо
идти
к школе, за ней находится калитка, которая ведёт к лесу. Откройте её и бегите
вперёд.



6.Лес (день 2).

Теперь мы в тёмном лесу, возьмите люгер с фонариком. Ваша задача найти дом
Перра,
который был сожжен, и ещё вам надо посетить скалу Коффин. Здесь вам предстоит
действовать самостоятельно и найти всё что нужно. У вас есть два пути, бежать
вперёд или, свернув налево найти дорогу.  Следующей загадкой окажется туман,
после исчезновения, которого вы найдёте камни на земле.
Найдёте шамана по имени Асайя. Он даст вам твану, который даёт своему хозяину
сверхъестественное виденьё.
По дороге вам будут попадаться монстры, которых предстоит убить или убежать от
них.
О монстрах вкратце:
·	Собаки- монстры - если вы хорошо исследовали лес, то видели их очертания
в тумане, их нужно убивать, так как у них скорость движения очень велика, если
где-то неправильно свернули в лесу и там тупик вам предстоит умереть (если мало
энергии или потратить её от укусов данной собаки.)
·	Зомби (мертвецы) - мёртвые люди которых поработила ведьма. Они хорошо
расстреливаются из пистолета.


·	Монстры-тваны - это монстры, состоящие из веток, с горящей красным
пламенем, по середине, сердцем. От них лучше убегать, так как они не
поворотливы.
Или подойти и взять сердце.
·	Прозрачные монстры - это предвиденье,  их убивают из излучателя света.

Вам предстоит убить монстра убить скорпиона предвиденье. Из-за веток вы не
сможете убежать. Убейте его из излучателя. Вам надо будет стрейфится.

7. Баркствиль, штат Мериленд (день 3).
·	Вы просыпаетесь, в вашу дверь кто-то постучал. Это окажется помощник
шерифа, который даст вам папку с делами и твану Пера, дела нужно изучить. После
ваших похождений по лесу у вас закончится весь боезапас (ну или почти весь).
Сходите к хозяину мотеля и пошлите телеграмму. Теперь вам нужно идти в
библиотеку. Почитайте книгу о монстрах леса. Сходите в закусочную Грэтчен. Вам
надо прослушать "звуки леса":
·	Рычажок " BASS " на  4.
·	Рычажок " TRES " на  2.
·	Рычажок " FREQ " на  4.
·	Рычажок " PITCH " на  2 (от начала).
Сходите в церковь и поговорите с Аскотом. Около школы встретите Мери Браун. Она
будет с кем-то разговаривать. Потом она скажет, что потеряла мишку.
Проанализируйте её разговор:
·	Рычажок " BASS " на  2.
·	Рычажок " TRES " на  5.
·	Рычажок " FREQ " на  3.
·	Рычажок " PITCH " на  4 (от начала).
Теперь вам следует отправиться  к хозяину мотеля, и узнайте, есть ли посылка из
агентства. Её не окажется. На улице вы встретите Джастин. Идите с ней к себе в
номер. Она даст вам плазменный пистолет. После её ухода на улице вы встретите
шерифа, поговорите с ним.  Около школы вы встретите учительницу. Поговорите с
ней. Проследуйте с ней к магазину. Вы узнаете, что на складе владельца магазина
нашли труп судьи, который уехал. Подозреваемый владелец магазина.  Далее идите в
лес.

8.Лес (день3)

Вам надо следовать к хижине Асайя. Поговорите с Асайя, дайте ему твану Перра, и
он вдохнёт в не магию. Доберитесь до места, которое находится у дома Перра.
Уберите всё оружие и возьмите твану Пера и используйте её. Вы окажитесь в другом
мире. Идите к дому Перра. У камина найдите патроны и лист из дневника.
Спуститесь
в подвал, там вы найдёте лист из дневника, и увидите К.Броди около мужчины. Кайл
убежит. Далее идём наверх. Зайдите в ванную и найдите листок из дневника.
Найдите
аптечку и патроны. На следующем этаже подойдите к стене и возьмите твану,
которая
поможет вернуться назад. Теперь идите к скале Коффин. Там вы найдёте мишку Мери
Браун. Возвращайтесь обратно и отправляйтесь в реальный мир. Идите к хижине
Асайя. Опять вы попадёте в туман. Теперь вам предстоит убить паука. Расстреляйте
все его сердца и возьмите все камни, на которых сидит паук. Как только вы с ним
покончили, появится призрак Джонатана Прай. Поговорите с ним. Он расскажет, что
его дневник с записями о ведьме хранится около скалы. Теперь идите к хижине
Асайя. Появится Робин Уивер и оставит батарею для излучателя. Следуйте за ней.
Поговорите с Асайя и возьмите патроны из ящиков. Идите к скале Коффин. Найдите
дневник Джонатана Прая. Идите  обратно к хижине Асайя. Убивая монстров по пути.
Поговорите с Асайя о Мери Браун, он даст вам Твану Освобождения. И также даст
твану "Мира мальчика истекающего кровью". Возвращайтесь в город.



9. Баркствиль, штат Мериленд (день 4).


Вам надо найти Мери Браун и К.Броди.  Идите в закусочную Гретчен. Узнаете, что
была сожжена редакция газеты. Идите в церковь. Там вы найдёте Мери и Кайла. Кайл
в дальней комнате. Идите туда. Кайл побежит, бегите за ним. Вы должны дотронутся
до него тваной Освобождения. Он вам всё расскажет. Вы увидите как пастор и Мери
уходят, следуйте за ними. Догоните их и поговорите с пастором. Он выронит
лопату.
Подберите её. Пастор побежит, догоните его и ударьте лопатой (не в коем случае
не
стреляйте в него.)  Прибежит шериф и  появится учительница Аскот. Потом они все
превратятся в монстров. Бегите в лес к месту с тваной.

10.Лес (день 4).



Вы попадёте в магический круг. Вы очнулись, оказывается, у вас были -
галлюцинации. Откроются кусты и вы увидите Робин Уивер. Идите за ней.  Вы
увидите
её дом. Поговорите с ней. С начала она будет молчать, но потом скажет, чтобы вы
взяли твану на стене около шкафа.
Теперь возвращайтесь в город.


11. Баркствиль, штат Мериленд (день 4).
Вас обвинят в убийстве. Появится Странник. Выстрел всех успокоит. Поговорив со
всеми, идите со Странником в лес. Он внезапно исчезнет. Бегите к хижине Асайя.
Поговорив с ним, идите к месту, около которого вы переместились в другой мир. На
тропинке примените твану Робин Уивер (то есть поставьте ловушку). Примените
твану
мира мальчика истекающего кровью и переместитесь в другой мир. Бегите к скале и
берите мальчика. Появится Странник, бегите за ним (если отстанете от него на
метр
вам Гейм Овер).


Reny - Андрей
Reny1987@mail.ru



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Solution for Blair Witch Project: Episode 1 - Rustin Parr


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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Solution #2 for Blair Witch Project: Episode 1 - Rustin Parr


The following walkthrough was played in NORMAL Combat and NORMAL Puzzles



TESTING/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 (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 (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.





MISSION BRIEFING:

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

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

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.  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.   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.

Below is a map of the Woods area.  Good luck!  You need to find the following
locations in the following order:

1)  Rustin Parr's house

2)  Canes & Sticks

3)  Coffin Rock



 Once you've found Coffin Rock, 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.
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, or the map above, 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.
Use DYNAMITE sticks to kill the Giant Scorpion, or almost ALL your bullets from
either gun/weapon!  When you've killed the Giant Scorpion, the trees at the base
of the screen will "open up", revealing the path you need to take to return to
Town.

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:

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.

In HARD PUZZLE MODE: 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.



-----------------------------------
FOREST/WOODS RECORDING:
 2         5          3                PITCH = directly in the middle

Bass  Treb    Freq            PLAY THE RECORDING IN REVERSE

Holiday hears her OWN voice saying: "Stranger, where are you?  I need you
here."



-----------------------------------

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!

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 (see map above
and the "x" marking the spot), 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!  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.  This causes the Stick Figure to fall apart.  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.

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:

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.  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.  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.  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.  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!  Yes, that's right.  Decapitated heads.  As you
try to escape, you're hit by lightning (what else could happen?), and the heads
disappear.  An Old Woman appears.  Could this be Robin Weaver?  Let's find out!
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.  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.  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.

How SAVE YOUR GAME!  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..
The Ending scene occurs when the Boy is rescued and safe within the Twana's.



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Solution #3 for Blair Witch Project: Episode 1 - Rustin Parr


Blair Witch Volume 1: Rustin Parr

By Randy Sluganski

A map of the forest is not included as the game will auto-map the paths during
your first visit. Not to mention the paths will occasionally change due to
spells
cast by the Blair Witch. I have attempted to not give away any of the surprises
in the game.

No matter what level you are playing on, it goes without saying you should
attempt to kill every foe you face in the forest. The higher the level you
choose
(normal, expert, etc.), the more foes you will face in the forest. At the
easiest
level, Doc will supply you with the solutions to many of the puzzles.

The tutorial can be skipped by opening the cage door and exiting the room.

Spookhouse

Enter the second door on the left. Watch the opening cinematics, then enter the
briefing room. After learning of your assignment, go to Doc's lab and collect
your supplies.

Day 1

Explore the entire town of Burkittsville. Some places are closed as it is
evening. The town is very small, and you will quickly become familiar with its
layout--school, town hall, church, diner, library, newspaper office, general
store, and motel. There is a nickel in the soda machine outside the general
store, but I never did find a use for it. Once you have visited the diner, you
can return to your motel room.

After you are awakened by a noise, go into the bathroom and turn on the light.
Before following the specter out the door, equip your weapons and your Spectral
Proximity Sensor (SPS). Use the SPS to track the specter to the town hall. In
the
back room of the town hall, you will encounter you first foe. Once you leave the
town hall, you have entered an action sequence of the game and cannot progress
any further until all of the demons have been slain. Most will confront you, but
some will be hiding in the graveyard. After you have wiped out the entire town,
the church doors will open. Enter the church.

Day 2

Go to the town hall and speak with the sheriff. Go to the diner. Once the
sheriff
has entered the diner, exit and return to the town hall to speak with the
deputy.
He will give you a map. Go to the library, speak to the town historian, and then
read up on the history of Burkittsville. Visit the school and speak with the
teacher. Visit Kyle Brody and his mother. The path to their house is the first
right after the motel, across from the town hall. Go back to your room and
collect your weapons.

Enter the forest path; it is to the right of the school. Follow the path to
Rustin Parr's house. After exploring the area, go back into the forest and
follow
the path to Coffin Rock. Once you leave Coffin Rock, you will become
disoriented.
The Blair Witch has placed a spell on the area. Just use your night goggles and
wander around for a while until the paths return to normal. Attempt to return to
town. You will soon discover you are wandering in circles. A white owl will
appear. Follow the owl to the Indian shaman, Asgaya. After listening to his
stories, he will give you an amulet. Return to the forest and attempt to make
your way back to town. The forest is now occupied by demon dogs, zombies, and
twig monsters. Work you way back to the exit to the town. You will find it
blocked by a huge, semi-visible scorpion. It can only be defeated by using your
ECRE weapon (Who you gonna call ...).

Day 3

Visit the motel manager. Speak to him until he offers to send a telegram for
you.
Speak to him some more until he offers to send another telegram. Speak to the
young girl in the schoolyard. Visit the library and ask the historian for books
on Indian folklore. Return to motel. A car will pull up with your supplies. Pack
your gear and head back to the forest. You can visit the general store and
listen
to the townsfolk talk about the murders, but it is not necessary.

Go to the Indian shaman. He will enchant your twana. Go to the area of Parr's
house. You must enter from the north (there are northern and northwestern
entrances). There is a wooden structure at the entrance. Put your enchanted
twana
on the entrance. Go up the hill to the Parr house. Explore the house thoroughly.
Take the twana off the wall in the attic. Make sure to pick up any journal
entries you find. After the cinematic in the basement, pick up the paper on the
floor. Now go to Coffin Rock and explore the area. Go back to the Parr area, but
this time approach it from the northwest. Put the twana you found in the attic
on
the structure at the northwest entrance. This returns the woods to the present
day.

Go toward the Indian shaman's area. The woods will turn black. Keep going east
until you confront the deadly twig monster. Shoot the pouches hanging from the
twig monster. Then kick over the four piles of stones. You must do all of this
while avoiding the twig monster. Speak with the specter. Continue towards the
Indian's shelter. Go back to Coffin Rock and get the journal. Go back to the
Indian. After the cinematic, return to Burkittsville.

Day 4

Go to the church. After speaking with the Pastor, go to the back room. Chase
Brody out the back door. Turn left and run behind the church and the town hall.
Run down the side of the town hall and come out in the front of the hall. Doc
will use the twana on him. If Brody gets into the town hall before you catch
him,
the game will be over once you go inside after him.

Follow the pastor towards the forest. Pick up the shovel. Use the shovel on the
pastor. If you shoot him, the game will be over. During the next sequence, do
not
shoot anyone. After the cinematic, enter the forest. After walking into a large
blue flame, Doc will be in the middle of the clearing. Return to town. Take
object from the little girl. Greet an old friend.

After the cinematics, guess where we're going again? Fight your way to the
Indian
shaman's shelter. After receiving instructions, go to the portal outside of
Parr's house. Use the twana. You will pick up the boy and carry him back to the
portal. Follow the Stranger. Keep as close to him as possible or you will find
yourself surrounded by monsters and unable to draw your weapon. After emerging
from the portal, you can watch the game's concluding cinematics.



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Cheat-code for Blair Witch Project: Episode 1 - Rustin Parr


Demo version cheats
Press [F10] while in the game and enter the following:

Code Result
godgames God Mode
moreammo More Ammo
goldmode Hidden Message


Full version cheats

Hit F10 and enter the following cheats:

Code - Result
IWORKFORGOD - God Mode
GETINTOMYBELLY - All Weapons
BIGHEAD - Big Head Mode
GIBNPLENTY - Gratuitous Dismemberment
T2000 - Terminator Skin
GIVEMEFAITH - Restore Health
NOD3D - Invisibility
HELLFREEZEOVER - Freeze Enemies
BIGSTICKOFDEATH - Get Shotgun
MEDIUMRARE - Get Crossbow
GOODTIMESMAN - Get Dynamite
BURNYOURASSOFF - Get Flamethrower
MEETMYPALTOMMY - Get Tommygun
SMILEYNOMORE - Get Elephant Gun
SUNOFGOD - Get Charge Radiance Emitter
IAMAWIMPFORTHIS - 100 Bullets
RECHARGE - Restore Flashlight Battery
THEDOGFARTED - Gas Mask
ICANSEE - Night Vision Goggles
WWBEWARE - Get Silver Bullets/td>
VAMPBEWARE - Get Lith Bullets
DEMONBEWARE - Get Mercy Bullets
ISUCK - Easy Difficulty
IRULE - Hard Difficulty
COMBATISSCARY - Easy Combat
PUZZLESARESCARY - Easy Puzzles
INSTANTCRASH - Crash The Game
THUNDERSTORM - Create Storm (Even Inside)
SNOWSTORM - Snowflakes Fall
FLAMEONASTICK - Flaming Ammo
ITISDARKNOW - Unknown
GONEAWHILE - Unknown
RAISE - Unknown
NUKEFART - Unknown
TIME - Unknown
OLDHAT - Unknown
BLANK - Black, hot pink, and gray objects
DARK - Darker graphics
STEP - Unknown



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