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The Blair Witch Project Volume I Walkthrough

The document provides walkthrough instructions and cheat codes for navigating through different days and locations in the game The Blair Witch Project. It describes interacting with non-player characters, combating enemies, solving puzzles, and exploring various settings like the inn, diner, townhall, church, and school.

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JohNoiado
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0% found this document useful (0 votes)
665 views12 pages

The Blair Witch Project Volume I Walkthrough

The document provides walkthrough instructions and cheat codes for navigating through different days and locations in the game The Blair Witch Project. It describes interacting with non-player characters, combating enemies, solving puzzles, and exploring various settings like the inn, diner, townhall, church, and school.

Uploaded by

JohNoiado
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
  • Introduction and Cheat Codes
  • Testing/Training Mission
  • Burkittsville - Day 1
  • Burkittsville - Day 2
  • Burkittsville - Day 3
  • Burkittsville - Day 4
  • The End?

The Blair Witch Project

Volume One: Rustin Parr


Walkthrough Written by:

Linda Shaw, Ozma, and Norma Kuderna

Between the 3 of us, we have TONS of saved games.

If you find that you just cannot outrun the Shadow at the end, or you cannot make it past a
certain point, let us know what DAY you're in, what GAME MODE you're in and we'd be
more than happy to forward a saved game to you.u.

Saved game Titles are marked in GREEN.  Please be specific about which Saved Game
Title you wish.

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  (Saved Game Titled:
TRAINING)  (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
(Saved Game Titled: D1BEGIN)  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
(Saved Game Titled: D2START)  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.  (Saved Game
Titled: D2DINER)

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 wantto 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. (Saved Game Titled: D2GOTGEAR)   [NOTE:  DO NOT USE CHEATS while in
your room, BEFORE getting your gear.  Using cheat codes at this point will PREVENT
Holiday from being able to exit the Motel Room, even though you have your gear.
LEAVE the room with your gear, THEN activate CheatCodes if you so desire]  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. (Saved Game Titled: D2FOREST1STTIME)

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 (see map below)

2)  Canes & Sticks

3)  Coffin Rock
 Once you've found Coffin Rock, (Saved Game Titled: D2SCARYROCKS) 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.  (Saved Game Titled: D2WHITEOWLFOLLOW)  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.  The object is to kill the Giant Scorpion/Spider.  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.   (Saved Game
Titled: D2SCORPIANDEAD) 
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:
(Saved Game Titled: D3BEGIN)  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.  

(Saved Game Titled: D3HARDTWANA)  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.  Enter the following symbols using the symbol chart in your
inventory:

Row 2, 5th Symbol from the left = Nev

Row 1, 2nd symbol from the left = ur

Row 1, 1st symbol on the left = givn

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 = 2nd "slot" from the right

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 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!   (Saved Game Titled: D3HARDWOODS)

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, 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.   (Saved Game
Titled: D3HPOSTTWANA)  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.  Some have used Dynamite to kill it, while
others use their gun to shoot the red glowing and dangling hearts, and Holiday can kick
the stones at the base of the area.  This causes the Stick Figure to fall apart.  You might
also want to try the ray gun.  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.  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:
(Saved Game Titled: D4BEGIN or in HARD mode:  D4HARDSTART)  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.  (Saved Game Titled:
D4CATCHKYLE) 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.  (Saved Game Titles: D3CATCHPASTOR)  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.
(Saved Game Titled: D4HSHOVEL)  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. (Saved Game Titled:
D4BONKEDPASTOR or D4SAVEDMARY)  [As posted by and suggested by Tim
Toner:  You might consider switching on the nighvision goggles as soon as you pick up the
shovel. This changes the pursuit, with its awkward camera angles, into a first person shooter
(it's also reminiscent of the 'run through the woods' sequence from the BWP). Spare no time--
as you're crouching to pick up the shovel, start pressing forward to run, and as you're getting
up from the crouch, hit the N key, and don't forget to 'draw' the shovel! I've reassigned the Rt
Mouse Button to be my default Draw. Saves time and sanity.]   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!  (Saved Game Titled: D4HARDFLYINGHEADS)  Yes, that's right.
Decapitated heads.  In HARD PUZZLE mode, you need to try and RUN out of the circle
of decapitaed 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!  (Saved Game Titled: D4RWEAVERSHOUSE)  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:  (Saved Game
Titled: D4HOTHOSTEZEHTWANA)
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.

Now SAVE YOUR GAME!  (Saved Game Titled: D4GOING2COFFINROCK)  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..  (Saved Game Titled: D4TRAP4)  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!  

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