Pirate's Cove | Kara | Detroit Become Human Walkthrough Detroit Become Human guide, walkthrough
Last update: 02 July 2019
Pirate's Cove is one of the calmest chapters of the Detroit: Become Human. It always goes successfully and has one end, but nothing wrong can happen.
The weapons are used optionally in this chapter and in other chapters it can be found in the container inside the tavern.
You will start driving a car:
- Talk to Luther,
- Look at Alice,
- Watch the news.
After a while, the car breaks down. Check the engine. Continue ahead, along the road and take the side road to the right. Go to the funfair (you can skip these steps and go all the time):
- Before entering you will see a map - look at it.
- Going forward you will encounter a "diviner's booth" with which you can interact.
- Turning to the right, you will see a frozen android.
- Going deeper into the park, check the buildings on both sides of the alley.
At the end of the alley you will find an abandoned farmhouse - go inside. The key thing to do is prepare a bed (the pillow can be found on the window in the corner of the room). Additional activities available at the inn are:
- Read the newspaper,
- Find the ra9 sign on the wall,
- Read the leaflet lying on the floor next to the ra9 markings,
- Let Luther ignite the fire,
- Look through the window,
- Look at the pirate's figure at the door.
Then you have to talk with Alice and Luther, and then the group of androids will get inside (side steps, if you want, you have to do so before talking to Luther). In the next QTE events, you can: put out a fire, protect Alice, capture a weapon or a burning stick from the fireplace. In the next QTE you can: fire in the air from the weapon, push the android, question them or threaten them. None of the performed activities has any special meaning, because they lead in any combination to the same events. From here, the cutscene starts, during which you will occasionally press the indicated buttons, after which the task will end.