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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.
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.