Drifting through life, Mick Carter never expected to witness a murder that would change everything. Soon, he finds himself buried in a dark mystery, only to emerge with inexplicable powers and a thirst for vengeance against those who would see him dead. But what does a man like Carter have to lose in this deadly game? His journey poses the ultimate question: how does one seek justice after feeling like a discarded shadow?
In The Drifter, every decision you make brings you closer to uncovering the truth behind the events that turned Carter’s life upside down. It’s a perilous path where death lurks at every corner, and surviving becomes a game filled with twists and turns reminiscent of a Final Destination movie. In this post, we’ll guide you through each chapter, offering essential choices that could keep Carter alive long enough to expose his true enemy and clear his name.
All Chapters and Choices in The Drifter: Full Walkthrough
Prologue
The prologue is more than just an introduction; it sets the stage for Carter’s bizarre resurrection and the unfolding mystery. You can’t go wrong here—the actions are scripted, but here’s a breakdown of what to engage with:
- Old tarp (click twice).
- Light filters in from vents.
- Heavy door.
- Old feller. Bet he’ll lend me a hand (click twice).
- Go to your inventory and drag the tarp onto the old feller.
- Rebar.
- Heavy door.
- Look at open door.
- Flow hatch.
- Dive past the door.
- Flow hatch.
Chapter 1: Welcoming Party
Following a dead phone and a missing address for his sister, Annie, Carter finds himself hunting for a way to recharge. This chapter is your key to moving forward in this gripping narrative.
Overpass
- My phone must have fallen from my pack.
- My pack’s in tatters.
- That looks just like…
- I wonder what Bill’s doing down here.
- Bill might have a phone.
- He must have heard those shots.
- Someone’s joyride ended here.
- Use phone charger on wrecked car.
- Bill – wrecked car.
- Use keys on car.
- The bonnet (twice).
- Small jetty along the waterfront (walk right).
- Petrol can.
- Overpass (walk left).
- Use petrol can on bonnet.
- The bonnet.
- Bill – See what’s wrong with the car.
- Bill – Need a replacement for the fuel line.
- Way under the bridge.
Underpass
- Busted washing machine (click twice).
- The reporter won’t just give me her knife.
- She’s watching what I’m doing.
- Silty water drains towards the reservoir.
Overpass
- Bill – Heard anything about people going missing.
- Bill – The Pitt closing down.
- Back to underpass.
Underpass
- Reporter – Maybe there’s something to what the reporter was saying (both dialogue options).
- Use knife on washing machine.
- 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
Having escaped his demise, Carter finds a second chance but will need to unravel the time lost during his absence. How long has it been? What comes next?
- Probably my best bet.
- Fire’s out.
- Discarded newspaper.
- Use newspaper on barrel.
- Barrel’s been moved away.
- Use knife on wall.
- Old outlet’s blocked up (drain).
- Combine rum with lighter.
- Use lighter on the barrel.
- Old outlet (drain).
- I’m trapped under the body.
- Bill’s ragged form (click twice).
- Use knife on Bill’s jacket lining.
- Creased Japanese features, narrow eyes twinkle above a wry grin (twice).
- Barrel.
- Combine cloth with rum bottle.
- Use bottle on barrel to make molotov.
- Throw bottle.
- Go drain.
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
Returning to his son’s grave brings a bittersweet reminder of the life Carter lost. Sarah, his wife, is there to wrap him in comfort as he unearths the events leading to his fate.
- Speak and follow Sarah.
- My sister, Annie (three times).
- Show Annie the newspaper.
- Take the urn.
- Talk to Annie.
- Talk to yellow jacket.
- Give Annie the urn.
- Grab the shovel.
- Short path back to the entrance.
- Go to the headstones and talk to Annie.
- Back to main entrance.
- Hide behind large headstone.
- Use shovel next to tree.
Under the Cemetery
- Use lighter on the next vault (to your right).
- Talk to Alec (twice).
- Mausoleum door.
- Attach wet rag to iron hook.
- Use lighter on rag.
- The masonry is crumbling here (twice).
- Hide in the shadows and wait for the mulindji to pass.
- Use hunting knife on the heavy beam.
- Use umbrella on the coffin.
- Climb onto the coffin.
- Hide inside the coffin.
- Use lighter.
- Use hunting knife on coffin lid.
- Scream for help (three times).
Hospital
- Take out the IV bag.
- Nurse call button.
- Talk to yellow jacket (twice).
- DI Hara – tell him about those bodies and the soldiers.
- Take out the IV bag.
- DI Hara – maybe he’s noticed people going crazy and thinks I murdered Bill.
- Check the nightstand for the TV remote and use it on the television.
- Press the call button.
- Something’s sticking out of her back pocket.
- Use the syringe on the IV bag.
- Use the syringe on the cop.
- The cop lays face down.
- Go to hospital corridor.
Chapter 4: The Hunter Hunted
As night falls and Carter unfolds the truth to Sarah, he senses a calm before the inevitable storm—a race against time to locate his sister while the danger intensifies.
- Check the answer machine (twice).
- Speak to Sarah – Finding Annie, the reporter, The Pitt, and the soldiers.
- The platters behind Sarah (as many times as you want).
- Use DI Hara’s number on the phone.
- Get Annie’s photo off the board (under the clock).
- There’s a single key on the key-hook (near back door).
- Leave – Mum’s final resting place.
Chapel
- Pick up caretaker’s thermos.
- Head back out into the city.
Herald
- Herald front desk – Ask about Annie and show her picture.
- Click on the typewriter.
- Back out to the street.
- Ford Transit – Annie’s house.
Annie’s House
- Refill caretaker’s thermos at the kettle.
- Place Bill’s mini-tape into the second slot of the cassette player.
- Red phone.
- Use the laptop so Sarah puts down her mobile, then ask to borrow it.
- Use Sarah’s mobile on red phone.
- Give Sarah her phone back and leave.
Overpass
- 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.
- Visit the underpass, then to the small jetty.
- Old barrel (twice).
- Use thermos to peel the barrel label.
- Place label against street light.
- DI Hara – ask him to run Trinity Biotech.
Nazari’s Office
- Place Trinity Biotech on the X-ray lightbox and turn it on.
- Nazari – Trinity Biotech, Roth, and Grace.
Chapel
- Give caretaker his thermos back.
- Leave.
Herald
- A letter has slipped off her desk.
- She missed the waste paper basket.
Annie’s House
- Sarah – Roth, Trinity Biotech, and ‘quantum cognition’ on the laptop.
- Give Sarah the rejection letter.
- Table next to door for Annie’s registration plates.
- Leave.
Overpass
- DI Hara – Dr. Roth and Annie’s plates.
Herald
- The coast is clear.
- Grace’s office seems to double as janitorial storage.
- The computer’s off.
- Grace’s workspace – Dr. Roth.
- Combine MedCon ballpoint pen with Dr. Roth’s payments.
Nazari’s Office
- Nazari – Quantum cognition, Dr. Roth, and Trinity Biotech.
Overpass
- DI Hara – Trinity Biotech.
Annie’s Car
- Use side door.
Herald
- Use HDD on computer.
- Computer’s off.
- Locate Maxwell Holden in the phonebook.
- Pick up phone.
- Door stands open.
- There’s gotta be something.
- Use busted trolley on massive filing cabinet.
- Small barred window.
- Screwdriver.
- Use vacuum cleaner bag on hive.
- Place bag in filing cabinet.
- Move fan.
- Connect extension cord to fan.
- Use screwdriver on barred window.
- Unplug extension cord and hang outside the window.
- Battered air conditioner.
- The downpipe.
- Downpipe’s bent.
- Swing over.
- Use pipe on extension cord.
- Combine pipe with cord.
- Use hook on dumpster lid, then throw it to the roof.
- Climb the rope, then fall into the dumpster below.
Chapter 5: Chains That Bind
With every lead taken, Carter feels the weight of the storm approaching as he edges closer to Biotech’s hidden secrets.
- Use screwdriver on car boot.
- Thick bush lines.
- Tracks.
- Corrugated iron.
- Look through grate.
- Use car jack on grate.
- A picture frame.
- Heavy steel door.
- Wooden door.
- Bloody sheet.
- Scripted moment with the Butcher.
- Head feels weird.
- Look at chain.
- Heavy door.
- Speak to Holden.
- Holden asks what drives evolutionary change? Choose death.
- Why is this ability not a good thing? Choose quantum cognition.
- Talk to Peters (vent).
- Pipe.
- Masonry.
- Meat-hook.
- Use hook on masonry.
- Throw masonry at plastic cup on freezer.
- Use toothbrush on masonry.
- Ask Holden questions.
- Tap on pipe three times.
- Speak to Peters (twice).
- Call out for Holden and tell him about Biotech.
- Throw masonry at Holden.
- Tap on pipe three times.
- Use cat collar button on vent.
- Call for Holden.
- Use masonry on broom.
- Use pliers on freezer cord.
- Use cord on radiator base.
- Use broom to bring down Esky on top of freezer.
- Grab ice.
- Put ice at radiator base.
- Throw masonry at Holden.
- Kick Holden.
- Old iron fire-door.
- Grab grubby hose.
- Heavy steel door.
- Attach hose to gas bottle.
- Wooden door.
- Use iron rebar on man.
- Take rifle.
Chapter 6: Best Laid Plans
As Carter forges unexpected alliances, he’s closer than ever to rescuing Annie.
- Speak to everyone.
- Look at Holden’s gadgets.
- Road maps near the back door.
- Toy box.
- Give Holden the battery.
- Use the map on the laptop.
- Go to the steel gate.
- Holden’s duffel bag.
- Use device on cameras (three times).
- Duffel bag for metal detector and rifle.
- Use metal detector on spot near the gate and underneath the sun.
- Swap detector for shovel.
- Ventilation shaft.
- Crawl through the vent.
- Speak to Annie.
- Use rifle on door.
- Play cartridge.
Chapter 7: Rogue Hypothesis
The pace accelerates as the story reaches its peak, revealing secrets that leave Carter questioning everyone around him.
- You can ask Dr. Roth seven questions.
- Follow Annie.
- Go into the scanner.
- Talk to Angela.
- Look at the picture frame.
- Find the elevator and go to the top floor.
First Floor
- Talk to DI Hara.
- Get screwdriver from trailer.
- Look at the wooden palette, use screwdriver on hessian sack, and grab a handful of coffee beans.
Third Floor
- Third floor – Far left door to talk to Dr. Roth.
- Show Roth an image of the founders.
- Leave Roth’s room and go down the right corridor.
- Enter Annie’s room and pick up makeup compact.
- Speak to Annie.
- Swap soup for steak.
- Go into the next corridor to find hidden door.
- Use screwdriver on it.
- Return to the second floor.
Second Floor
- Use coffee beans on the machine.
- Use makeup compact on coffee beans.
- Use Annie’s ticket to get a steak.
Third Floor
- Third floor – Use makeup compact on secret door keypad.
- Go to the fifth floor via the elevator.
Fifth Floor
- Talk to Doctor Klein.
- Interact with reactor Geiger counter, then use Holden’s device.
- Combine screwdriver with Geiger counter.
- Show Klein an image of the founders.
- Take elevator down to the fourth floor.
Fourth Floor
- Follow “Bill.”
- Enter the interface lab, look around by interacting with everything, and talk to Sanjay.
- Show Sanjay an image of the founders and burnt Geiger counter part.
Third Floor
- Go back to the secret door on the third floor.
- Open the curtain.
- Cabinet.
Fifth Floor
- Open reactor locker to get gum.
Third Floor
- Use gum on the third-floor leak (near secret door).
Fourth Floor
- Go to the accelerator lab on the fourth floor and speak to Klein.
- Question Roth about the secret room.
- Return to the interface lab and use gum on data needle (far right).
- Go to the accelerator lab and take the keycard from Roth’s coat pocket.
Third Floor
- Use Roth’s keycard on his room.
- Check wardrobe (twice).
- Insect collection.
- The shower curtain’s pulled across.
- Combine coat hanger and forceps.
- Give Hara the hanger.
- Combine screwdriver and gas mask.
- Combine counter with part from gas mask.
- Go to the secret room and compare founders’ photo with coma patient.
- Tell Annie about Sofia Roth.
Fourth Floor
- Confront Roth in the accelerator lab about his wife.
- Show Klein the gas mask.
Fifth Floor
- Use the Geiger counter on reactor sensors.
Fourth Floor
- Follow Roth’s instructions.
- Accelerator lab.
- Klein – Geiger levels.
- Talk to Sanjay and Annie, click on the bed next to Sanjay.
First Floor
- Hara – All dialogue options.
Chapter 8: A Lesson in History
The veil of secrecy lifts as Carter sees Roth’s true nature laid bare before him. Will he have the power to stop him before it’s too late?
Fifth Floor
- Klein.
- Leave the reactor via ladder.
- Use screwdriver on panel near exposed wire.
- Use steak knife on panel.
- Grab fire extinguisher from accelerator lab and use on fire.
- Go into neighboring lab inside the accelerator.
- Look around Alec’s hospital room.
- Dr. Roth.
- Pull out pistol.
- Keep talking to Roth to learn his passcode.
- Don’t stop talking.
- Use the gun on Carter.
- Turn the valve inside the accelerator lab.
- Use hanger on panel to electrify the water.
- Walk into the water.
- Jump across the reactor gap.
- Klein.
- Repeat the same steps as you did before to get to Roth’s showdown.
- Insert cartridge into computer console when Roth leaves.
- Use knife on the cord tied around Carter’s legs (twice).
- Swim to the door and open it.
Chapter 9: Ascent Into Madness
The final act unfolds where all truths come crashing down. It’s time for Carter to shatter the cycle of despair and reclaim his destiny.
- Climb the ladder (twice).
- Hara.
- Pick up equipment behind Carter, use it on the Mulindji.
- Go into Klein’s open room to the right.
- Pick up Holden’s pulse coil and combine it with the pole.
- Use the pole against the Mulindji.
- Go to Klein’s bathroom and pick up dental floss.
- Enter the canteen.
- Pick up plates on the table.
First Floor
- Phone handset with an oversized antenna.
- Speak to Annie and Sanjay. Get scissors off Annie.
Second Floor
- Use scissors on the old tent in the corridor to the right of the canteen.
- Combine hook with floss and clean it at the coffee machine.
- Give it to Angela.
- Klein – Plates.
- Give plates to Hara.
First Floor
- Reunite with everyone on the top floor.
- Follow Sanjay to the reactor.
Fifth Floor
- Use jerry can on fuel barrel.
- Check Sanjay to get keycard.
- Pick up jerry can.
- Use the vent the Mulindji climbed out of.
You’ve broken the cycle and reached the end of The Drifter. What will be your next adventure? As Carter’s story closes, the door to countless narratives swings open. Continue your journey into the realm of storytelling at Moyens I/O.