Overkill’s The Walking Dead Bridger Unlock
The key to unlocking Bridger is to complete the Bounty Hunter quest-line, where you will search the various maps you’ve completed in order to retrace the events that took place before you met Bridger, who you meet after escaping the Brigade’s assault. You will have to scour a multitude of different maps in order to find these lore items and to unlock her as a playable character.
The first step in this is to pickup a lore item in the mission, “Join or Die” where you set out to assassinate Hurst. You are going to need to make your way through a majority of the map until you eventually reach the finale located at the Lincoln Memorial. After hacking the laptop in order to open the panic room that Hurst is located in and fighting off the horde of enemies attacking you, head into the safe room that he previously occupied after killing him.
Inside, on the shelf behind the desk, you will find a lore item entitled, ‘Bounty Hunter’s Payment’. This will kick things off. Keep in mind while some of the lore items order doesn’t matter, you are required to pick this one up first. Skipping this step will cause the other items not to spawn. After you pick up the item you can either complete the mission or leave early; it does not matter after you have collected it. This applies to every single lore piece.
Georgetown Sniper
Once you have the Bounty Hunter’s Payment, you are going to want to return to Bridger. She is located in the Eckington Camp near where Caleb’s truck is parked. Head to the balcony she is leaning on and walk up to her. She will have a voice line that hints towards what you should do next. If she doesn’t say anything other than her stock lines don’t worry; you can still complete the quest to unlock her. Afterwards, go back to the main menu and head over to the ‘Lost & Found’ tab. Scroll down and find the Bounty Hunter list (it should say 1/6). The payment has a description for three assassinations, and hints towards their locations. You will need to find three calling cards that are located on the hunter’s victims. They are: the Georgetown Sniper, Tiny Saul, and Gary. You can collect these in any order, but we will do this in the easiest order to obtain them.
The first one is the Georgetown Sniper as it gives the easiest hint to his location: Hell or High Water (this is the only story map that takes place in Georgetown and also spawns lore items, as defense missions will not have any). Head through the map normally and keep in mind that you can complete these objectives on any difficulty. You will have to make your way through almost the entirety of the map until you reach the third and final hideout that The Family is located in. This is where you find the water purifier parts inside of the laundromat. Just in front of their camp in the center is a bus stop, and the first calling card will be located to the left of it, and to the right of one of the gates that leads inside to their camp area.
Tiny Saul
Once you have taken the last calling card, double check in the main menu to make sure you have all of them. You should have the Bounty Hunter category at 4/6. Once you are sure you have all three calling cards, it is time for the final part.
Bridger’s Map & Kirk’s Goodbye
Go to the Last Stop. It is also recommended that you do this with a friend for a reason that will be apparent later. Make your way through normally (once again), passing the train after lifting it up and heading into the area with a locked door and a coded puzzle. You will need to flip certain switches around this area that coordinate with a doorlock in order to get to the next area.
The switches are all around the place but be careful as there are trap doors scattered randomly and a plethora of zombies. Like “Listening In”, this area also has a route that instead of taking you the normal way, you are taken on a path that leads you through an emergency exit. If this happens, you cannot get the lore item.You have to restart. After opening the door drop down to the left and start heading towards the center of this subway stop, making your way through a water-infested area.
You’ll see a bunch of camping tents and equipment laying around which gives hints that this was formerly the camp that Bridger resided in. Once you are in the middle of this camp, head left and you should eventually run into a fence and a locked door. The lock on this door is RNG, and can be something that you don’t have, and may require something like a lockpick, even if you only have a chemical kit.
If you are playing solo and it is not the right lock for you to open, you simply have to restart. If you have someone with you however, you can merely have them leave, switch out for the appropriate item, and return back to your game.
[su_note]Make sure the host isn’t the one to do this or it cancels the level. If you have the correct kit though then you don’t need to worry about it. Open the door and head inside to a little area where you’ll find the final item: Kirk’s Goodbye. Once you’ve picked up this last item you have finally unlocked Bridger, the Tactician![/su_note]