• News
  • Reviews
  • Guides
  • Walkthroughs
  • The romance club
РУС ENG

  • News
  • Reviews
  • Guides
  • Walkthroughs
  • NINTENDO
  • The romance club
  • Games
  • Website advertising

All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)

ShowGamer.comBlair Witch 2019 Walkthrough



Blair Witch 2019 Walkthrough

During the passage, you will be able to perform various actions that affect the ending of the game: stroke or scold the dog, answer or ignore calls, read SMS, call back if you are asked to, listen to Carver's orders, and so on. How exactly to do it is up to you. Only the finale depends on this, not the sequence of events.

Walkthrough Blair Witch

Examine the clearing with cars where you can find useful items. From the nearest car, pick up Peter's case and take the walkie-talkie from the trunk. Walk forward and leave the clearing. Select the walkie-talkie and answer the sheriff on the second wave. Move on, then follow the barking dog and examine the poster.
How to get all endings


Part 1

You can contact Jess. Go after Bullet when he starts to run and look at the footprints. They will lead you to a passage under a tree. Send Bullet there and he will bring Peter's cap. Show the cap and follow the dog.

Part 2

Move along the pit until you faint.

Part 3

Once in the camp, collect useful things. You need a video camera lying on a rock. See the entry on it. After you wake up at night, take your camera with you. Stop it so that the police car is visible on it. Hide the camera and the car will appear near you. Show it to the dog. Destroy the totem on the tree. Walkie talkie to Emmett, srtake the second totem and examine the tree. Talk to the sheriff about him.

Part 4

There is a bunker on the left. Go to the right of him and inspect the car. Take a candy wrapper from the dog's mouth and let him smell it. So you will find a new cassette. Go to the bunker and rewind the tape so as to pick up a baseball from the ground. You can open the bunker and find a note with some devices there. Choose the code yourself or find out later. Follow to the right of the bunker and to the left. Drive the monster away by shining a lantern on it. Follow the rails and see the destroyed bridge. After contacting the sheriff, return to the tree, but it won't be there. Head to the old car between the tree and the bridge. Instead, there will be a sheriff's car here. Read the note, take the key from Bullet and get inside. Try to get started. Get out and connect the wire to the battery under the hood. Sit back, study the diagram and change fuses 6 and 7. Turn on the headlights. You can listen to the radio to get a prize: an SMS with a code for the bunker door. Follow next.

Part 5

Run after the dog when it finds a trail. Pick up the pack, then find the sheriff's corpse and examine it. There is a cassette in hand. View it, then pick up the shovel. Bullet won't feel a thing. Keep moving back, run from the light and get into the cave.

Part 6

Move forward, and when the lights go out, try to find something. Sunre you can continue to move and get out.

Part 7

Explore the camp and pick up notes and other things. Examine the cassette and destroy the totem. Climb up to the right of the tent and pick up the token by the candle. Go up to the right and find the stone where the item is buried. View the last entry and stop so that the stone is raised. Ask Bullet to dig up the item and show it to him. Follow the dog. Follow small leaf tornadoes until you pass out. Release Bullet from the embrace.

Part 8

Go straight ahead and you will see a field with leaves. Follow the left and turn left at the sign towards camp A. Go across the bridge and climb into the trolley. Ride it forward until you get to the camp. A log blocks the way ahead. Examine the hut and equipment on the right. View the recording (the cassette is on the table) to open the hut. There are notes inside. Ride the trolley further by turning the arrow on the rails. Turn to the barn on the right and go around it. Look through the window and ask Bullet to get a measuring device. Return to the trolley and drive on. You will run into logs. On foot, go to Camp B and look for rotten equipment in the far part. Remove the valve from it. Return to camp A and install the valve with the meter on the device. Use the cassette to light the furnace in the equipment. Turn the valve while holding the arrow ingreen zone. Get on the railcar and go to the sawmill.

Part 9

Go to the right of the trees to get to the sawmill.

Parts 10-11

Find the cassette in the building on the left. Enter the building on the right, rewind the tape so that the door to the next room is open. Examine it and take out a piece of paper with a clue to the riddle from the box. Exit and open the lock on the lattice of this building. Go upstairs and inspect the body. After you see the corpse, go outside and go to the beginning of the sawmill to meet Carver.

Part 12

Look around the camp. Among the branches is a camera. View the entry. Follow forward through the forest towards the white tree, but bypass the red monsters. Break the branches on the tree and follow the light path that is visible on the camera until you find a deer carcass. Refresh the corpse, then keep moving. You will soon find a gun, but Ellis won't kill his dog.

Part 13

Pick up a dog and carry it with you or leave it right away. In the first case, it will be necessary to go forward for a long time until Ellis faints.

Part 14

Explore the surroundings until you faint. Walk past the dead deer, look around and wait for a path to form among the branches. Follow there and look up.

Part 15

In the cave, shine on the monsters on the ceiling. Go ahead, study the cassette and talk to Jess. Next will be hallucinations.

Part 16

Check out the camp andgo up to the house. Come inside. Find the key and unlock the door under the stairs.

Part 17

Then there will be a long segment with the study of the house. In order not to get caught by monsters, turn the camera to the side, otherwise you will be seen and killed. Also, to open the door with the symbol, you need to find a hole in the next room, get through it and pick up the cassette. It will come in handy later, when you hit the boards with hanging chairs. Rewind the record before the explosion. Once in the basement, talk to Carver, take the key from under the table and go downstairs. Follow along and watch the final video.