Solution for Blair Witch Volume 1: Rustin Parr 

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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. 
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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: 
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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. 



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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."    



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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: 
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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.
