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Trouble at Bridgeton (Trouble_Bridgeton.txt)

TROUBLE AT BRIDGETON (Dorothy Millard)

I have decided to break the walkthrough up into three subsections. 
Hopefully this makes it easier to find what you need.

(You begin in the manager's office) X DESK, READ FILES (you're given an 
overview of the escapees), X TROUSERS (you find your wallet), X WALLET 
(it contains some coins and your credit card), DROP WALLET, S

Finding Leila, Emily, Angela, Tony and Marlin: 5xS, BUY PUMP (with the 
credit card), E, E, N, X CHAIR (you find a toffee), E, E, S, BUY BOOK, 
READ BOOK (about WWII), S, BUY BLANKET, W, N, BUY RADIO, W, W, 4xN, W, W, 
W (here's *Angela*), GIVE TOFFEE (she collapses), CARRY ANGELA, S 
(*Emily* is sitting in a pond), N, W, S, W, N (*Tony* is here), READ BOOK 
(it tells you how to handle Tony), DROP BOOK, SMASH CASE (using the 
pump), DROP PUMP, GET MEDAL, GIVE MEDAL (Tony follows you), S, E, S, 
WAIT, WAIT (the pet shop owner arrives), W (*Marlin* is playing dog), GET 
LEASH, PUT LEASH ON MARLIN, LEAD MARLIN, ON RADIO, E, N, N, N (you're at 
the park keeper's cottage), KNOCK DOOR, IN, TALK KEEPER (you tell him 
about Emily but he won't help), OUT, , S, 4xE, N, E, TALK POLICE (they 
talk the keeper into draining the pond. It takes a while, so let's find 
Leila), N, E, E, E, N, W (in the lobby), ENTER LIFT, PRESS BUTTON (you 
reach the roof where *Leila* is. If the radio's been on long enough, it 
should start playing soothing music now. Otherwise wait a few moves. When 
it does, Leila will follow you), ENTER LIFT, PRESS BUTTON, E, S, W, W, W, 
S (here's a very cold and wet Emily), WRAP EMILY IN BLANKET, N, N, X 
FLOWERS (you find some matches which you'll need later), E, E, E, N, N, E 
(you're back in the ward with the first five people), DROP RADIO, W, S.

Finding Alan and Jo: S, W (you notice a man on a seat), X SEAT, X FOLDER 
(there are accounts in it), E, E, S, E, TALK COOK (he's out of bread), W, 
N, W, 5xS, W, GET BIRO, E, N, N, E, BUY BREAD, FOR COOK  (this is only 
possible if you talked to the cook first), W, N, E (in the bank), GET 
FORM, FILL FORM (with the biro), GIVE FORM (the teller hands you $5), 
DROP BIRO, W, W, BUY CLOTHES, E, N, E, BUY CHOCOLATES (with the $5), W, 
N, E, S, E, GIVE BREAD (the cook hands you a key), W, N, U, UNLOCK DOOR 
(you enter one of the bedrooms), DROP KEY, GET VOUCHER, E, D, W, S, S, S, 
W, BUY HAMBURGER (with the voucher), E, S, E, E, E, N, BUY CAMERA, S, S, 
W, W, TAKE PHOTO (of the necklace), DROP CAMERA, N, W, 4xS, W, N, W 
(here's *Alan*), TALK ALAN (he talks about his office), SHOW ACCOUNTS (he 
follows you), E, S, E, N, W (to the hotel), TALK CLERK (he won't let you 
upstairs, but he's fond of chocolate!), GIVE CHOCOLATES, U, N, W (you 
find *Jo*), GIVE PHOTO, GIVE CLOTHES, GIVE HAMBURGER (this prevents her 
from going into the fast food shop), E, S, D, E, 9xN, E (two more inmates 
back in the ward), W, S.

Finding George, Janet and Keith: E, GET HANDCUFFS, W, 5xS, E, E, N, BUY 
FIREWORKS, S, S, BUY SPADE, N, W, W, S, S (you're outside the Public 
House), E, RING BELL, BUY BEER (with your coins), W, LIGHT FIREWORKS 
(with the matches from the park. This attracts the landlord), E, ENTER 
BAR, UNTIE MAN (it's the real landlord; the other must be *George*), W, 
PUT HANDCUFFS ON GEORGE (he gives up), D (you see footprints leading 
towards the wall), TOUCH WALL (a opening appears), D (into the sewers), 
S, U, U (you're lost in a field), DIG (you uncover the manhole again), E, 
E (*Janet* is cornered by a bull), TALK JANE (she needs help), W, W, D, 
D, N, U, U, GET BEER (which you bought earlier), GIVE BEER (the farmer 
comes to Janet's aid), TAKE HAND (she follows you), W, W, N (*Keith* is 
here), KNOCK DOOR (he notices Janet), S, D, D, N, U, U, W, 8xN, E (you 
have brought in the final inmates - the game has been won!)

Notes:
You can carry a maximum of 10 objects.
No matter what, the landlord appears in the street when you set off the 
fireworks, but if you haven't used the bell first you can't enter the 
room behind the bar afterwards.

Jacob Gunness - August 2003

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