Crossroads - Connor | Detroit Become Human Walkthrough Detroit Become Human guide, walkthrough
Last update: 02 July 2019
You can play this part of the Crossroads chapter if Connor's storyline is still on (he has found Jericho by killing Chloe during Meet Kamski chapter and he asked about Jericho or he found it thanks to the right clues during Last chance, Connor chapter).
Scan the wall on the train station (a short scene interweaving with Kara's storyline). Things you can do on the ship:
- Locate Kara and Alice,
- Find explosives in the middle of the room,
- Recognize Traci (if she survived The Eden Club chapter),
- Recognize Rupert (if you have helped Hank instead of chasing the deviant during The Nest chapter),
- Read a newspaper (if Markus' march during Freedom March chapter was violent and ended with a fight with the police).
The story gets divided into two parts: one path is available if Markus have survived the Freedom March chapter; the second looks the same but instead of Markus you will speak with North. Regardless of which version you got, you can become a deviant due to software instability. This unlocks different paths for Connor - you can make this decision during one of the dialogs. It is possible to "remain machine" despite having high instability.
Connor has remained a machine
This decision almost always leads to Connor's death - the only exception is when you kill Markus (provided that he is still alive). Notice that you can't save everyone and don't let Connor die if you pick this choice.
A police officer stops you in the corridor:
- You can lie or refer to Perkins - this allows you to continue the chase,
- Attack the police officer - complete the QTE sequence to continue the plot, otherwise you will die (Connor doesn't end his storyline).
- Run - you are shot on the spot.
The next part is short and it doesn't have any complicated choices:
- You can't catch North if Markus is dead - Connor dies (this doesn't end his storyline).
- You confront Markus (provided he is alive). Take out the weapon first to kill Markus (Connor survives).
- The same situation as above but Markus takes out his weapon first - Connor dies (but he doesn't end his storyline).
Connor becomes a deviant
This path is more desirable and leads to a greater number of endings. Connor needs to keep increasing his software instability throughout the entire game - this is done with each "human act" done by the android, especially those connected to emotions and feelings. They can be actions (such as saving a life) or even simple dialogs with Hank. This stage has multiple paths available to Connor. They are closely tied to Markus' actions performed during his own storyline:
Markus has successfully activated the bomb:
- Connor joins the rest of the androids. He can help Markus but a failure means death for Connor.
Connor can start in the later part of his chapter provided that Markus has died at any point of the game before the police raid (optionally, you can also lose Markus when he tries to plant the explosive / he was exiled from Jericho but he returned).
If this happens, Connor will have to do all the work for him. Go down the stairs and meet Lucy. The bridge collapses. Hide from the police. Behind the wall you can see deviants who are about to get executed: you can save them (you get nothing for that) but remember that failing the QTE sequence will end with Connor's death.
Choose the bottom path during the combat simulation to get rid of more police officers. Soon, you will be able to rescue androids who are running away one floor below - rip out the metal pipe near the wall to throw an obstacle down on the police. The path that leads to the explosives is linear. You come across another group of police officers - if you fail at the QTE sequence the bomb won't get armed and Connor will die. After arming the bomb, you can see two paths on the Flowchart: the one above is available if Markus is dead, the one below is available when Markus is on the ship. Connor can die during both of them: if he fails to help Markus or when he fails the QTE sequence during the escape from the ship.