(The first part of the game is somewhat optional. No matter what you do (or fail to do), the story will unfold by itself, dragging you along. The described actions are optimal in my opinion only.) open door unlock it w x bottle take it open it take pill eat it u x tray x carl x bill x ash wait until 10:31 (Bill should leave.) w s se pull line x shape pull line z z nw u x helm z (until Carl yells at you) pull throttle z (until Carl yells) pull clutch g z (until Carl yells) push throttle g d se x thom z nw n e open purse z (until everyone comes in) z (until both Bill & Carl leave) (End of first part. From now on, you need to take matters in hands.) ask ash about thom ask ash about gun w s se search thom take screwdriver d x dresser open drawers take radio x it open it take battery n open panel x pump x wires take them s u x rag nw n e d open locker x safe x gouges open panel with screwdriver x panel tie wires to nine-volt battery tie wires to contacts x safe take all from it read note x pictures read letters u w ne ask bill about thom se open compartment unlock it open it x pole take it s sw ask carl about thom show pictures to carl show letters to carl take rag with pole x shirt take it ne n nw ask bill about shirt show shirt to bill z (until Carl seems ready to jump Bill) attack bill z take bottle take pills put pills in whiskey bottle z (until you win)