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The Drifter Walkthrough – Chapter 5

Welcome to our walkthrough of The Drifter, a point and click adventure from Powerhoof Studios.

In this part of the walkthrough we look for Annie and escape the Bucket Butcher.



Chapter 5: Chains that Bind

You will be back at Annie’s car.

How do I open the boot to Annie’s car?

Use the screwdriver you picked up earlier on the boot.

Pick up the car jack from the trunk.

Where can I find clues to the location of the Trinity lab?

Check the up arrow near the forest on the left. You will go around and then hear a muffled thump. Check the corrugate iron at the back.

Look through the exposed window. Then use the car jack you picked up earlier on the rusty window.

What are the clues in the darkroom and the corridor beyond?

Interact with everything in the darkroom to find out the room belongs to Maxwell Holden, the Bucket Butcher.

Exit through the door on the right. Go through the corridor. Check the doors and body.

In the next room, remove the bloodied sheet.

How do I escape?

Move towards the door you came through, on the left. Keep moving but you can’t escape but the story will progress.

How do I escape from the cell?

For the story to progress, you’ll need to examine the bindings on your head, and interact with the door.

Talk to Maxwell.

Since you don’t know the answer to his question, he will kill you. You will learn the answers to his questions by dying over and over. Eventually he will let you off the hook and leave.

In the initial stages of this level, you can interact with the hook above you and the crumbling patch of masonry on the wall. The pieces of this puzzle you will need to interact with are as follows.

  • crumbling masonry
  • cup
  • pipe
  • radiator
  • hook
  • broom
  • cable
  • vent (and the prisoner next door)
  • food
  • esky

You will also have the following (additional) items in your inventory.

  • chunks of masonry (rocks)
  • metal tag

Because the level changes, based on your interaction, and new items are added, it is difficult to take a screenshot of all of these pieces. So, explore carefully, and notice when things change.

For now speak to the voice coming through the pipe.

Check the masonry behind you.

Check the hook above you next to add it to your inventory. Use it on the masonry. You will now have chunks of masonry in your inventory. Inspect everything in the room. Speak to the voice again and he will throw done some tools in the vent. Eventually, Maxwell will come back when you have inspected everything in the room.

Speak to Maxwell by standing up, it will cause him to leave. Use the masonry in your inventory to throw it at Maxwell’s head. Exhaust all dialogue options as well. Make Maxwell leave by clicking on your body. Don’t talk to him when he hoists you up as he will just sit you down. Instead struggle with things around you. He will knock you out and leave.

Once you wake up throw rocks at the cup on the freezer to add it to your inventory.

Check the pipe to your right and tell the cop in the vent about it. Maxwell will return. Ask him for water by using the cup on him. He wants to know the location of Trinity’s lab.

Make Holden leave again. Once he leaves speak to the cop. He will tell you the location of Trinity’s lab. Use the masonry on the broom next to the freezer and put it in your inventory. Now yell at the door to make Maxwell come back in.

Use the glass on him again and tell him about Trinity’s lab. He will bring you some food and water. Eat the food.

You will find a cat’s tag. Keep it in your inventory and annoy Maxwell to get him to hoist you again. Once hoisted tap on the pipe three times to get the other prisoner to distract him.

While hoisted, use the cat’s tag on the vent to find a pair of wire cutters.

Scream at the door to get Maxwell to come back and let you down. Use the wirecutters on the fridge wire.

Combine the hook and the wire and wrap the whole thing around the radiator. Maxwell will have brought in an esky and placed it on top of the freezer. Use the broom to knock it down.

Check the esky for dry ice and use the dry ice on the radiator.

Now call for Maxwell, and then annoy him and he will hoist you to break the pipe.

Interact with Maxwell to kick him. This will free you. Head out to the corridor.

What do I do after getting out?

Speak to the other prisoner through his barred door. Check the gas bottle to the left.

You need an attachment.

Where do I get the attachment?

Go to the left to the darkroom. Check the shelf.

How do I free the prisoner?

Use the gas axe on the canister and free the prisoner. Keep the hefty chunk of ironbar in your inventory.

How do I escape?

Head to the right. Eventually, use the iron rebar on the prisoner.

Where do I get a weapon?

Check the knocked out Trinity guard for a weapon.

Use the weapon on the hatch.

This will end the chapter.


Thank you for reading the walkthrough for The Drifter.

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