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Just Adventure original

Blair Witch Volume 1: Rustin Parr Walkthrough

by Randy Sluganski about 5 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

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 right
and follow Kyle Brody. If you go any other direction you will not catch him. 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 behind
the town hall. Pick up the shovel. Use the shovel on the pastor. If you shoot
him or if he goes into the forest to Coffin Rock, 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.