(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)