The Blair Witch Project Volume One: Rustin Parr - part 2 Walkthrough Written by: Linda Shaw, Ozma, and Norma Kuderna Concluded from Issue 77 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 Mad Dogs, 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! In HARD PUZZLE MODE you need to pick up the Twana from the thin pathway (portal). Holiday will say something about making another one for real time. When the page of symbols appears on your screen, enter the 3 symbols that spell Tel-os-mah. Tel = 4th row, 2nd from the right, os = 3rd row, last on the right, mah = 2nd row, 1st on the left. Holiday will say something about the stick figures being covered with DUST. Return to PARR'S house, 2nd floor and use the Tel-os-mah in the bowl at the end of the counter. Now return to the thin pathway (PORTAL) and use the Tel-os-mah. 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 Mad Dogs and Specteres on your way to Coffin Rock. A small child ghost will follow you for a while. When you make it to Coffin Rock, you'll see a cutscene for finding the Journal. Look at it carefully in your Inventory. Return to Asgaya (getting pretty use to the Woods by now, huh?) Now continue your journey to Asgayas. Be sure to use your Compass, and weapons to make it to Asgaya's. When you've listened to Asgaya explain about the Othegwenhda and Hec-aitomix and the sacrifice. The Teddy Bear, you realize, belongs to Mary Brown, thus making her the next victim of the boy possessed. To find the Bleeding Boy, you can take him to Coffin Rock and use him as a distraction for the Demon. Leading the Demon to Coffin Rock will allow you the opportunity to "trick" the Demon into another 1000 year path. In HARD PUZZLE MODE you cannot leave Asgaya's until you have figured out the correct symbols for Bleeding Boy. Use BOTH sketches/drawings of Bleeding boy, combining the symbols you see. When you have correctly matched the symbols (listed below for you) Row 1, 1st symbol on the left Row 4, 2nd symbol from the left Row 4, 3rd symbol from the left Leave Asgaya's, load up on your favorite weapon, and COMPASS and RUN to town, shooting and killing everything you can that stands between you and the TOWN you haven't seen in what appears to be ages! lol When you reach 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 Schoolmarm 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 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 (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 Spectres are let loose. RUN into the Forest. As soon as you make your way further into the Woods, you suddenly realize you're surrounded by decapitated heads! Yes, that's right. Decapitated heads. In HARD PUZZLE mode, you need to try and RUN out of the circle of decapitated heads several times. You will be thrown back into the middle of the circle of heads. A campfire or blue fireball will appear in the center of the circle. When that appears, walk up to the circle in the center and USE Strangers cigarettes on that campfire or blue fireball. As you try to escape, you're hit by lightning (what else could happen?), and the heads disappear. In HARD PUZZLE mode you need to walk back towards town. When you do, a passageway will open and Robin Weaver will appear through the newly opened passageway. An Old Woman appears. Could this be Robin Weaver? Let's find out! Follow the Old Woman to her House in the Forest. After following Robin Weaver to her house, enter the house through the front door. Walk over to her and talk to her several times before she responds. She tells you to get the page off the wall. Turn and walk towards the Front Door. Look at the wall on the right side standing inside the house. Get that page....then get the Twana she gives you with the page. In HARD PUZZLE mode, you will not get the Othosetzeh Twana. You will make that later at Asgayas. Leave her house. Return to Town. As you enter the Schoolyard, you're met up by the Sheriff, the Pastor, Mary and Mrs. Ascot. Stranger appears and saves your Hide! lol You and Stranger will automatically head back into the Forest, while you recount the things you've done and seen from the past few days! When Stranger "disappears", make your way to Asgaya's shooting and killing as many monsters as you can! You can also RUN your tail off if you want, but you'll be faced with the same monsters when you return! Talk quickly to Asgaya and then leave and head for the Thin Pathway leading to Parr's House. In HARD PUZZLE mode, you cannot leave Asgaya's until you have made the LAST TWANA. Use your Inventory and key in the following symbols: 4th Row, 4th from the Left - Oth 4th Row, 3rd from the Left- os 1st Row, 2nd from the Left - etzeh Use your COMPASS and MAP often to find your way as quickly as possible. Standing outside the Thin pathway, looking at it, use the Weaver Twana. Then watch. Use your Bleeding Boy Twana and the trap has been set. How SAVE YOUR GAME! Turn and head for Coffin Rock. Again, you'll be shooting monsters, Mad Dogs, 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. THE END! Or is it? Stay tuned for Volume 2! More fun and gore headed your way! This walkthrough will be updated frequently. This document may be freely distributed by any means as long as the context is not altered in any way and reference/links are provided to this site. Linda's Adventure Game Home Page - http://hometown.aol.com/LShaw3457/Main.html Copyright 10/03/00 - LINDA SHAW, OZMA, NORMA KUDERNA. Updated: October 18, 2000 - o -