The Blair Witch Project Volume One: Rustin Parr - part 1 Walkthrough Written by: Linda Shaw, Ozma, and Norma Kuderna October 3, 2000 ------------------------------------------------------------------ Cheat Codes At any time in the game, by pushing the F10 key, type in the following commands Code Results IWORKFORGOD God mode BIGHEAD Big Head Mode T2000 Terminator Skin NOD3D Invinsibility GETINTOMYBELLY All Weapons GIBNPLENTY Gratuitous Dismemberment GIVEMEFAITH Restore Health HELLFREEZEOVER Freeze Enemies MEDIUMRARE Get Crossbow BIGSTICKOFDEATH Get Shotgun GOODTIMESMAN Get Dynamite MEETMYPALTOMMY Get Tommygun BURNYOURASSOFF Get FlameThrower SMILEYNOMORE Get Elephant Gun IAMAWIMPFORTHIS 100 Bullets SUNOFGOD Get Charge Radiance Emitter THEDOGFARTED Gas Mask WWBEWARE Get Silver Bullets RECHARGE Restore Flashlight Battery ICANSEE Night Vision Goggles VAMPBEWARE Get Lith Bullets DEMONBEWARE Get Mercy Bullets SNOWSTORM Snowflakes Fall FLAMEONASTICK Flaming Ammo THUNDERSTORM Create Storm (Inside, too) COMBATSSCARY Easy Combat PUZZLESARESCARY Easy Puzzles INSTANTCRASH Crash The Game IRULE Hard Difficulty GONEAWHILE Unknown ------------------------------------------------------------------ The following walkthrough was played in NORMAL Combat and NORMAL Puzzles HARD PUZZLE solutions have been added where needed! 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. In HARD PUZZLE MODE, at the end of the Training Session, Holiday gives Stranger a hard time about smoking. She'll take the cigarettes. 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 Town hall (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, Burkettville's 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 Town Hall -Sheriff's Office. Enter the Town Hall. Turn right and move towards the door in front of the counter. Get the Fire Axe 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 Cemetery. [At this point, you may choose to move into the Cemetery, 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 Town Hall, go to the Diner. Soon the Sheriff enters. 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 want to wake her. Search the schoolhouse, pick up the chalk. Use the chalk on the front of the Schoolhouse. Now you can get the partial Map and information from the Deputy at the Town Hall. When he does, quickly leave the Diner and return to the Town Hall. Speak with Deputy Charlie Hobart and he'll give you a partial map to Parr's House. Head out of the Sheriff's Office and down the street. At the School sign you'll come to the front door of the School. Might as well enter the Schoolhouse and speak to the Teacher for some more information!! After speaking with the Suzanne Ascot, the School Teacher, exit the school and move towards your Motel. Behind the Motel is the Brody House, where the only surviving child resides. Go to the right of the Motel Office and follow the thin alleyway up to the Brody house. Speak to Mrs. Brody. She refuses to allow you to speak or see her son. When your conversation is over, Holiday will state that she is ready to head for the woods. Return to your Motel room, grab your gear and head the Hotel Office. 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. In the screenshots section 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 (see map) 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 in the screenshots section, 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 Spider, 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 Inn Keeper if you haven't already done so about sending a telegram to Spookhouse. 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. 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 with 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 beside the School yard. Use your Map (very often!), Sensor Device, Compass, and draw the weapon of your choice! To be concluded next issue - o -