Fugitives | Kara | Detroit Become Human Walkthrough Detroit Become Human guide, walkthrough
Last update: 02 July 2019
After escaping the house of Todd in the 'Stormy Night' scene, you will move to the 'Fugitives' chapter. This chapter has several possible endings, mainly depending on the chosen place of hiding by night. There are three options: an abandoned car, a motel, and an old house. If within 15 minutes of the meeting of the scavenger-android, you will not find a place to sleep, Kara and Alice will automatically go to sleep in the car.
Important: which place you choose is reflected in the next chapter 'The Great Escape'. This mainly affects the duration of the next chapter, as well as other ways to complete it.
The weapon used as an option in this chapter comes from the 'Stormy Night' chapter if you picked it up from Todd's room.
Car
This is the simplest and fastest option. Not recommended, because your relationship with Alice will be severely affected. After you get off the bus, go straight ahead. After the intersection, head through the gate behind the stop in the direction of the old building. You will notice that an old car is standing in front of the wall. Break the glass and hack inside. If you decide to stay here, the chapter will end.
Abandoned flat
This is the best option, because it can improve the relationship with Alice; however, it also takes a lot of playing time. Behind the bus stop, at the end of the street (opposite to the store) you will find a gate. Go through it. Examine the fence - you can cut it. Near the gate, on the chest, you'll find a metal shears. Cut them a hole in the net and enter the abandoned house. You can also walk around the building and cut the fence from the parking lot. If you've studied both places where the fence can be cut, and you didn't take the scissors next to the car, you can steal the shears from the store.
Go to the front door, then come back to meet Ralph. If you do not give up (this results in a lack of accommodation in this place) and you can convince Ralph or threaten him with weapons, you can come in behind him. Inside:
- Light a fire using the boards near the window and paper from the basket, and matches lying on the fireplace.
- Prepare a bed - take a blanket and a pillow under the stairs and unfold it in front of the fireplace.
- Talk to Alice, optionally give her a candy bar or a mascot (improvement of relationship) stolen from the store.
- Lie down next to Alice or watch her from the chair.
Motel
The road to staying in a motel is long and, unfortunately, causes a deterioration of the relationship with Alice. First you have to go to the shop. In the shop you can also steal:
- Candy Bar - you will be able to give it to Alice anywhere, but she will not accept it (this is an additional option visible in the Flowchart),
- Mascot - after placing Alice to sleep, you can put a mascot beside her, which will slightly improve your relationship with her (this is an additional option, visible in the Flowchart),
- Metal shears - you will find the same near the car, so it is not worth taking them from the store. To steal them, examine the motel from two sides, where there are potential places to cut the fence and do not lift the shears next to the car.
- From the store, you can safely steal only one thing and you have to do it before you attack the cashier. To steal two things, you must have a gun and intimidate the seller - otherwise you will have to put the item on the shelf.
- To get money from the cash register, first talk to the cashier - she will not agree to help.
- If you have a weapon from the 'Stormy Night' chapter, you can attack with a weapon. If you do it immediately after entering the store, an additional event will appear in the Flowchart: customer's entrance to the store. However, it doesn't hinder robbery if you do not hesitate.
- Walk around the store and see a pile of cans between the shelves. You will be able to ask Alice to help you divert the attention of the seller and steal money from the cash register (unless you fail in QTE).
When you rob a shop, it's time to get a new disguise. Opposite the motel, you'll find a laundry room. Get inside. In one of the washing machines you will find clothing that will help you hide the fact that you are an android to purchase a room in a hotel. Go to the washing machine and steal clothes from the inside. Additional items of clothing, you must take a man sleeping on a bench. If you fail QTE several times, you will lose the possibility of theft and sleeping at the motel. In the laundry room, you'll also find a newspaper.
Then head to the motel. Head to room 28 on the first floor and do the following:
- Dress up Alice,
- Talk to Her,
- Optionally give her a candy bar / mascot,
- Go to sleep with her or stay in a chair.