The Drifter walkthrough – Full guide

The Drifter walkthrough – Full guide

Screenshot by Destructoid

Drifting through life, seeing wherever it’ll take him, Mick Carter is thrown into the deep end when he witnesses a murder and becomes the next victim soon after. But what they couldn’t predict was that Carter would resurface—the same man but with a newfound existence.

What’s a dead man walking got to do with his day but enact revenge on the same people that disposed of him like he was nothing?

With death around every corner, life inside The Drifter is feeling more and more like a Final Destination movie. Here we’ll show you every single choice you should make to keep Carter standing long enough to unearth the mystery surrounding that dark day and clear his name as the Bucket Butcher.

In-game prompts are written in bold.

All chapters and choices in The Drifter: Full walkthrough

Prologue

Train track wide establishing shot
Screenshot by Destructoid

As this is a lead-up to the murder mystery and acts as the origin for Carter’s strange resurrection abilities, there aren’t really any ways you can mess up the prologue. This entire section is scripted, but here’s everything we clicked on and the order we did it in:

  1. Old tarp (click twice).
  2. Light filters in from vents.
  3. Heavy door.
  4. Old feller. Bet he’ll lend me a hand (click twice).
  5. Go to your inventory and drag the tarp onto the old feller.
  6. Rebar.
  7. Heavy door.
  8. Look at open door.
  9. Flow hatch.
  10. Dive past the door.
  11. Flow hatch.

Chapter 1: Welcoming Party

Carter submerged in the reservoir, his hands bound
Screenshot by Destructoid

Carter’s phone dies before he can get his sister Annie’s address. The hunt to recharge his phone is on.

Overpass

  1. My phone must have fallen from my pack.
  2. My pack’s in tatters.
  3. That looks just like…
  4. I wonder what Bill’s doing down here.
  5. Bill might have a phone.
  6. He must have heard those shots.
  7. Someone’s joyride ended here.
  8. Use phone charger on wrecked car.
  9. Bill – wrecked car.
  10. Use keys on car.
  11. The bonnet (twice).
  12. Small jetty along the waterfront (walk right).
  13. Petrol can.
  14. Overpass (walk left).
  15. Use petrol can on bonnet.
  16. The bonnet.
  17. BillSee what’s wrong with the car.
  18. BillNeed a replacement for the fuel line.
  19. Way under the bridge.

Underpass

  1. Busted washing machine (click twice).
  2. The reporter won’t just give me her knife.
  3. She’s watching what I’m doing.
  4. Silty water drains towards the reservoir.

Overpass

  1. BillHeard anything about people going missing.
  2. BillThe Pitt closing down.
  3. Back to underpass.

Underpass

  1. Reporter Maybe there’s something to what the reporter was saying (both dialogue options).
  2. Use knife on washing machine.
  3. Back to overpass.

Overpass

  • Shouts came from the jetty.
  • One of them wrestles with the kicking reporter.
  • A man waits in the boat.
  • Use hunting knife.
  • Rough hessian clings to my face.
  • Hands are tied behind my back.
  • Use knife on hands.
  • Rough hessian clings to my face.
  • Use knife on rope.
  • Jerry can sinks.
  • Combine rubber tubing with can.
  • Use knife on rope.

Chapter 2: Deceased Estate

Carter looking through cemetery office window
Screenshot by Destructoid

Carter’s back from the dead, escaping the same fate that took so many before him. What gave him this chance? How much time has passed?

  1. Probably my best bet.
  2. Fire’s out.
  3. Discarded newspaper.
  4. Use newspaper on barrel.
  5. Barrel’s been moved away.
  6. Use knife on wall.
  7. Old outlet’s blocked up (drain).
  8. Combine rum with lighter.
  9. Use lighter on the barrel.
  10. Old outlet (drain).
  11. I’m trapped under the body.
  12. Bill’s ragged form (click twice).
  13. Use knife on Bill’s jacket lining.
  14. Creased Japanese features, narrow eyes twinkle above a wry grin (twice).
  15. Barrel.
  16. Combine cloth with rum bottle.
  17. Use bottle on barrel to make molotov.
  18. Throw bottle.
  19. Go drain.
Carter holding Alec's headstone
Screenshot by Destructoid

Herald

  • Heavy wooden doors.
  • She eyes me disinterestedly (you can exhaust all dialogue options with her, but she won’t take Carter seriously).
  • Back out to the street.
  • Morning paper.
  • Fast asleep, hoping passers-by will read his sign.
  • The coins glitter from inside the cap.
  • Use coins to get newspaper.
  • An alley.
  • The alley continues.

Chapel

  • The chapel is that way.
  • Must be the caretaker here (twice).
  • A solid oak door.
  • Pick up the coins.
  • A loose brick.
  • Use brick on cemetery office window.
  • Take pamphlet near cemetery office door.
  • Take leaf blower.
  • The chapel is this way.
  • The caretaker’s hung up his coat.
  • Ragged shards of glass decorate the gaping window frame (cemetery office).
  • Looks like it doesn’t need a key from that side.
  • Take leaf blower.
  • There’s a narrow window next to the office door.
  • He’s fiddling with a panel on the wall.
  • Back out to the city – Newspaper office.

Herald

  • Give money to sleeping man.
  • Combine man’s drink with red handkerchief.
  • Give bottle back.
  • An alley.
  • The smell of the dumpster.
  • The lid of the dumpster.
  • Use leaf blower on umbrella.
  • An umbrella.
  • The alley continues – Mum’s final resting place.
  • Ragged shards of glass (cemetery office window).
  • Use umbrella on door and enter office.
  • Burglar alarm.
  • Leather-bound book.
  • Leave office.
  • Use handkerchief on cemetery map.
  • Look at map.
  • This headstone is half obscured by flowers.
  • Move the bouquet.

Chapter 3: From Out The Grave

Carter in a pitch black chamber, looking up at the hole he fell down
Screenshot by Destructoid

The cold reminder hits Carter hard. A soft, comforting voice wakes him at his son’s grave. It’s Sarah, his wife. At least you made it to the funeral.

  1. Speak and follow Sarah.
  2. My sister, Annie (three times).
  3. Show Annie the newspaper.
  4. Take the urn.
  5. Talk to Annie.
  6. Talk to yellow jacket.
  7. Give Annie the urn.
  8. Grab the shovel.
  9. Short path back to the entrance.
  10. Go to the headstones and talk to Annie.
  11. Back to main entrance.
  12. Hide behind large headstone.
  13. Use shovel next to tree.
Carter buried alive
Screenshot by Destructoid

Under the cemetery

  1. Use lighter on the next vault (to your right).
  2. Talk to Alec (twice).
  3. Mausoleum door.
  4. Attach wet rag to iron hook.
  5. Use lighter on rag.
  6. The masonry is crumbling here (twice).
  7. Hide in the shadows and wait for the mulindji to pass.
  8. Use hunting knife on the heavy beam.
  9. Use umbrella on the coffin.
  10. Climb onto the coffin.
  11. Hide inside the coffin.
  12. Use lighter.
  13. Use hunting knife on coffin lid.
  14. Scream for help (three times).

Hospital

  1. Take out the IV bag.
  2. Nurse call button.
  3. Talk to yellow jacket (twice).
  4. DI Hara – tell him about those bodies and the soldiers.
  5. Take out the IV bag.
  6. DI Hara – maybe he’s noticed people going crazy and thinks I murdered Bill.
  7. Check the nightstand for the TV remote and use it on the television.
  8. Press the call button.
  9. Something’s sticking out of her back pocket.
  10. Use the syringe on the IV bag.
  11. Use the syringe on the cop.
  12. The cop lays face down.
  13. Go to hospital corridor.

Chapter 4: The Hunter Hunted

Annie's abandoned car in The Drifter
Screenshot by Destructoid

What felt like a never-ending night is coming to its end after explaining everything that’s happened so far to Sarah. Finally, there’s a moment of peace for Carter. But he can’t rest yet, not when his sister has just joined the missing persons list alongside that reporter, Angela Grace.

  1. Check the answer machine (twice).
  2. Speak to Sarah – Finding Annie, the reporter, The Pitt, and the soldiers.
  3. The platters behind Sarah (as many times as you want).
  4. Use DI Hara’s number on the phone.
  5. Get Annie’s photo off the board (under the clock).
  6. There’s a single key on the key-hook (near back door).
  7. Leave – Mum’s final resting place.

Chapel

  1. Pick up caretaker’s thermos.
  2. Head back out into the city.

Herald

  1. Herald front desk – Ask about Annie and show her picture.
  2. Click on the typewriter.
  3. Back out to the street.
  4. Ford Transit – Annie’s house.

Annie’s house

  1. Refill caretaker’s thermos at the kettle.
  2. Place Bill’s mini-tape into the second slot of the cassette player.
  3. Red phone.
  4. Use the laptop so Sarah puts down her mobile, then ask to borrow it.
  5. Use Sarah’s mobile on red phone.
  6. Give Sarah her phone back and leave.

Overpass

  1. DI Hara – Annie and the Mulindji, to trace Nazari, and get into the reporter’s office. Feel free to use all dialogue options. You can even offer him a cuppa.
  2. Visit the underpass, then to the small jetty.
  3. Old barrel (twice).
  4. Use thermos to peel the barrel label.
  5. Place label against street light.
  6. DI Hara – ask him to run Trinity Biotech.

Nazari’s office

  1. Place Trinity Biotech on the X-ray lightbox and turn it on.
  2. Nazari – Trinity Biotech, Roth, and Grace.

Chapel

  1. Give caretaker his thermos back.
  2. Leave.

Herald

  1. A letter has slipped off her desk.
  2. She missed the waste paper basket.

Annie’s house

  1. Sarah – Roth, Trinity Biotech, and ‘quantum cognition’ on the laptop.
  2. Give Sarah the rejection letter.
  3. Table next to door for Annie’s registration plates.
  4. Leave

Overpass

  1. DI Hara – Dr. Roth and Annie’s plates.

Herald

  1. The coast is clear.
  2. Grace’s office seems to double as janitorial storage.
  3. The computer’s off.
  4. Grace’s work space – Dr. Roth.
  5. Combine MedCon ballpoint pen with Dr. Roth’s payments.

Nazari’s office

  1. Nazari – Quantum cognition, Dr. Roth, and Trinity Biotech.

Overpass

  1. DI Hara – Trinity Biotech.

Annie’s car

  1. Use side door.

Herald

  1. Use HDD on computer.
  2. Computer’s off.
  3. Locate Maxwell Holden in phonebook.
  4. Pick up phone.
  5. Door stands open.
  6. There’s gotta be something.
  7. Use busted trolley on massive filing cabinet.
  8. Small barred window.
  9. Screwdriver.
  10. Use vacuum cleaner bag on hive.
  11. Place bag in filing cabinet.
  12. Move fan.
  13. Connect extension cord to fan.
  14. Use screwdriver on barred window.
  15. Unplug extension cord and hang outside window.
  16. Battered air conditioner.
  17. The downpipe.
  18. Downpipe’s bent.
  19. Swing over.
  20. Use pipe on extension cord.
  21. Combine pipe with cord.
  22. Use hook on dumpster lid, then throw it to the roof.
  23. Climb the rope, then fall into the dumpster below.

Chapter 5: Chains That Bind

Carter looking at a strange creature in Holden's place
Screenshot by Destructoid

Chasing leads, Carter finds himself on Hull Road, feeling like he’s close to Biotech’s location. He’s safe for now, but he’s heading into the eye of the storm.

  1. Use screwdriver on car boot.
  2. Thick bush lines.
  3. Tracks.
  4. Corrugated iron.
  5. Look through grate.
  6. Use car jack on grate.
  7. A picture frame.
  8. Heavy steel door.
  9. Wooden door.
  10. Bloody sheet.
  11. Scripted moment with the Butcher.
  12. Head feels weird.
  13. Look at chain.
  14. Heavy door.
  15. Speak to Holden.
  16. Holden asks what drives evolutionary change? Choose death.
  17. Why is this ability not a good thing? Choose quantum cognition.
  18. Talk to Peters (vent).
  19. Pipe.
  20. Masonry.
  21. Meat-hook.
  22. Use hook on masonry.
  23. Throw masonry at plastic cup on freezer.
  24. Use toothbrush on masonry.
  25. Ask Holden questions.
  26. Tap on pipe three times.
  27. Speak to Peters (twice).
  28. Call out for Holden and tell him about Biotech.
  29. Throw masonry at Holden.
  30. Tap on pipe three times.
  31. Use cat collar button on vent.
  32. Call for Holden.
  33. Use masonry on broom.
  34. Use pliers on freezer cord.
  35. Use cord on radiator base.
  36. Use broom to bring down Esky on top of freezer.
  37. Grab ice.
  38. Put ice at radiator base.
  39. Throw masonry at Holden.
  40. Kick Holden.
  41. Old iron fire-door.
  42. Grab grubby hose.
  43. Heavy steel door.
  44. Attach hose to gas bottle.
  45. Wooden door.
  46. Use iron rebar on man.
  47. Take rifle.

Chapter 6: Best Laid Plans

Carter, Hara, and Holden approaching a gate
Screenshot by Destructoid

With multiple surprising alliances formed, Carter is one step closer to finding Annie.

  1. Speak to everyone.
  2. Look at Holden’s gadgets.
  3. Road maps near back door.
  4. Toy box.
  5. Give Holden the battery.
  6. Use map on laptop.
  7. Go to steel gate.
  8. Holden’s duffel bag.
  9. Use device on cameras (three times).
  10. Duffel bag for metal detector and rifle.
  11. Use metal detector on spot near gate and underneath the sun.
  12. Swap detector for shovel.
  13. Ventilation shaft.
  14. Crawl through the vent.
  15. Speak to Annie.
  16. Use rifle on door.
  17. Play cartridge.

Chapter 7: Rogue Hypothesis

Carter looking out of a hatch at a sandstorm
Screenshot by Destructoid

Twists and turns keep coming at Carter, it’s getting harder and harder to keep up. It’s starting to look like everyone but Carter knows what’s going on.

  1. You can ask Dr. Roth seven questions.
  2. Follow Annie.
  3. Go into the scanner.
  4. Talk to Angela.
  5. Look at picture frame.
  6. Find the elevator and go to the top floor

First floor

  1. Talk to DI Hara.
  2. Get screwdriver from trailer.
  3. Look at wooden palette, use screwdriver on hessian sack, and grab a handful of coffee beans.

Third floor

  1. Third floor – Far left door to talk to Dr. Roth.
  2. Show Roth image of the founders.
  3. Leave Roth’s room and go down right corridor.
  4. Enter Annie’s room and pick up makeup compact.
  5. Speak to Annie.
  6. Swap soup for steak.
  7. Go into next corridor to find hidden door.
  8. Use screwdriver on it.
  9. Return to the second floor.

Second floor

  1. Use coffee beans on the machine.
  2. Use makeup compact on coffee beans.
  3. Use Annie’s ticket to get a steak.

Third floor

  1. Third floor – Use makeup compact on secret door keypad.
  2. Go to the fifth floor via the elevator.

Fifth floor

  1. Talk to Doctor Klein.
  2. Interact with reactor Geiger counter, then use Holden’s device.
  3. Combine screwdriver with Geiger counter.
  4. Show Klein image of the founders.
  5. Take elevator down to fourth floor.

Fourth floor

  1. Follow “Bill.”
  2. Enter interface lab, look around by interacting with everything, and talk to Sanjay.
  3. Show Sanjay image of the founders and burnt Geiger counter part.

Third floor

  1. Go back to the secret door on the third floor.
  2. Open the curtain.
  3. Cabinet.

Fifth floor

  1. Open reactor locker to get gum.

Third floor

  1. Use gum on the third floor leak (near secret door).

Fourth floor

  1. Go to the accelerator lab on the fourth floor and speak to Klein.
  2. Question Roth about the secret room.
  3. Return to the interface lab and use gum on data needle (far right).
  4. Go to accelerator lab and take keycard from Roth’s coat pocket.

Third floor

  1. Use Roth’s keycard on his room.
  2. Check wardrobe (twice).
  3. Insect collection.
  4. The shower curtain’s pulled across.
  5. Combine coat hanger and forceps.
  6. Give Hara the hanger.
  7. Combine screwdriver and gas mask.
  8. Combine counter with part from gas mask.
  9. Go to secret room and compare founders’ photo with coma patient.
  10. Tell Annie about Sofia Roth.

Fourth floor

  1. Confront Roth in accelerator lab about his wife.
  2. Show Klein the gas mask.

Fifth floor

  1. Use Geiger counter on reactor sensors.

Fourth floor

  1. Follow Roth’s instructions.
  2. Accelerator lab.
  3. Klein – Geiger levels.
  4. Talk to Sanjay and Annie, click on the bed next to Sanjay.

First floor

  1. Hara – All dialogue options.

Chapter 8: A Lesson in History

Carter pointing his pistol at Roth
Screenshot by Destructoid

Just as Carter suspected, Roth was up to something. But it’s too late. He’ll stop at nothing to be with his wife again.

Fifth floor

  1. Klein.
  2. Leave the reactor via ladder.
  3. Use screwdriver on panel near exposed wire.
  4. Use steak knife on panel.
  5. Grab fire extinguisher from accelerator lab and use on fire.
  6. Go into neighboring lab inside accelerator.
  7. Look around Alec’s hospital room.
  8. Dr. Roth.
  9. Pull out pistol.
  10. Keep talking to Roth to learn his passcode.
  11. Don’t stop talking.
  12. Use the gun on Carter.
  13. Turn the valve inside accelerator lab.
  14. Use hanger on panel to electrify the water.
  15. Walk into the water.
  16. Jump across the reactor gap.
  17. Klein.
  18. Repeat the same steps as you did before to get to Roth’s showdown.
  19. Insert cartridge into computer console when Roth leaves.
  20. Use knife on cord tied around Carter’s legs (twice).
  21. Swim to the door and open it.

Chapter 9: Ascent Into Madness

Carter under water, face to face with the Mulindji
Screenshot by Destructoid

The truth has been revealed. We’ve come full circle. It’s time to put a stop to this madness. Break the cycle.

  1. Climb the ladder (twice).
  2. Hara.
  3. Pick up equipment behind Carter, use it on the Mulindji.
  4. Go to into Klein’s open room to the right.
  5. Pick up Holden’s pulse coil and combine with the pole.
  6. Use pole against Mulindji.
  7. Go to Klein’s bathroom and pick up dental floss.
  8. Enter canteen.
  9. Pick up plates on table.

First floor

  1. Phone handset with an oversized antenna.
  2. Speak to Annie and Sanjay. Get scissors off Annie.

Second floor

  1. Use scissors on old tent in corridor to right of canteen.
  2. Combine hook with floss and clean it at the coffee machine.
  3. Give to Angela.
  4. Klein – Plates.
  5. Give plates to Hara.

First floor

  1. Reunite with everyone on the top floor.
  2. Follow Sanjay to the reactor.

Fifth floor

  1. Use jerry can on fuel barrel.
  2. Check Sanjay to get keycard.
  3. Pick up jerry can.
  4. Use vent the Mulindji climbed out of.
Carter using flamethrower on Mulindji
Screenshot by Destructoid

Fourth floor

  1. Keep walking to the right and then climb up the ladder to the next floor.

Third floor

  1. Get back to the secret room and use the keypad.
  2. Open the curtain.
  3. Use defibrillator on Sophia.
  4. Open cabinet for bandages.
  5. Go left from the secret room and open Sanjay’s room.
  6. Pick up sprayer.
  7. Combine scissors and defibrillator.
  8. Combine pulse coil with defibrillator.
  9. Combine sprayer with bandage.
  10. Go down the hatch to the reactor and use sprayer on fire.

Fifth then third floor

  1. Use flamethrower on Mulindji in the reactor and third floor.
  2. Use pulse coil on magnetized hatch.
  3. Get Sophia.

Second floor

  1. Use flamethrower on the hive.

First floor

  1. Climb the stairs and use pulse coil on giant overhead doors.
  2. Give Hara the pulse coil.
  3. Grab Hara’s gun to trick Roth.
The gang covering their eyes at an explosion in the distance
Screenshot by Destructoid

Outside

  1. Look at scrap metal.
  2. Use scrap metal to signal helicopter.

You’ve broken the cycle and reached the end of The Drifter.


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