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Detroit Become Human Guide by gamepressure.com

Detroit Become Human Guide

Table of Contents

Great Escape | Kara | Detroit Become Human Walkthrough Detroit Become Human guide, walkthrough

Last update: 02 July 2019

Chapter 'The Great Escape' has three main branches in the Flowchart and one additional, depending on the decisions made. These main branches are strictly related to the decisions taken in the previous chapter 'Fugitives', i.e. they depend on which resting place you have chosen (car, abandoned house or motel).

The weapon used optionally in this chapter comes from the 'Stormy Night' section, if you picked it up from Todd's room.

Overnight In the car

This is the fastest option in this chapter, it can lead to pursuit and equal endings, as in other places where you could have stayed.

You will find the scissors in the pile of tires. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
You will find the scissors in the pile of tires.

After the night in the car - the simplest option from the previous chapter - you will find a scissors nearby. Use them to get rid of the diode and change the look of the heroine, looking in the mirror of the car. You can also find the smoldering android by the wall and a newspaper. Look through the gate to see the policemen sniffing around - thankfully you are safe.

Clothes can be found in the trunk of the car - its a required element for the story. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Clothes can be found in the trunk of the car - it's a required element for the story.

Try to open the trunk of the car. Turn the punishment next to the gate, where you will find a crowbar. With his help, you will open the boot, where you will find clothes. Finally, wake Alice and head for the exit gate to the street.

Use R2 to see pointers above the policemen and obstacles that you can hide behind. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Use R2 to see pointers above the policemen and obstacles that you can hide behind.

The last action in this branch of the 'Flowchart' is to sneak past the police unnoticed. With each policeman on the street, you'll see a pointer showing the chance to be recognized. Navigate on both sides of the street, use R2 and hide behind elements such as a stop or pillars. When you are near taxis, pick up an umbrella from the basket to hide from the patrol, then watch the ATM and then you will reach the station.

If you fail and you are detected, the chase will start - it is described later in this chapter.

Overnight in the abandoned house

It is important not to forget to take your weapons with you when you change clothes - the lack of weapons limits the possibilities of interaction. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
It is important not to forget to take your weapons with you when you change clothes - the lack of weapons limits the possibilities of interaction.

When you wake up in an abandoned house with Ralph, a lot of main and optional interactions await you. First:

  1. Take wood from under the window and put it in the fireplace,
  2. Check sleeping Alice,
  3. Go up and check the room on the left,
  4. You will find a wardrobe there - take new clothes from there (if you had a weapon, do not forget to pick it up),

At the end, go to the bathroom and change the look, remove the LED and go down (optionally check the bath - you'll find a body there that you can talk to Ralph).

Side effects:

  1. Read the newspaper on the ground floor,
  2. Read the leaflet in the kitchen,
  3. Check out Ralph's stuff and optionally steal some money.
Talking in the kitchen doesnt affect the plot, unless you threaten Ralph with weapons... - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Talking in the kitchen doesn't affect the plot, unless you threaten Ralph with weapons...

In the next stage, you will start the dialogue part. However, it doesn't affect the story, only the side elements in the Flowchart. During the conversation you can:

  1. Discuss the corpses found in the bathroom,
  2. Try to convince Ralph to leave,

Threaten him with a weapon (if you had it and didn't forget to pick it up after changing clothes on the first floor). This is a non-recommended option - it leads directly to Connor's pursuit behind Kara.

Kara and Alice are hiding under the stairs - its up to you if you want to chase them. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Kara and Alice are hiding under the stairs - it's up to you if you want to chase them.

Now you will switch to Connor (this stage always takes place). You start by talking to Ralph, and then go to search the apartment. The only exception is when you threatened Kara with Ralph's weapon. Then he will report to Kara and chase begins. You can find Kara immediately and go on the pursuit yourself (Kara and Alice hide under the stairs). Before that, you can do some extra activities (you can also wait for Hank to call you after a few minutes and you will also skip the part of the chase).

  1. Examine the table,
  2. Examine the fireplace,
  3. Examine the kitchen,
  4. Examine the stairs to the first floor,
  5. Analyze Ralph.

If the pursuit is not to start, the chapter ends here. However, if you find androids, see the description at the end of this chapter...

Overnight In motel

Suggesting Alice to take a bath will improve the relations with her. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Suggesting Alice to take a bath will improve the relations with her.

When you wake up in a motel, you have, as usual, several main and side activities to do. The required steps are:

  1. A conversation with Alice,
  2. Watching TV and further conversation with Alice,
  3. Searching for something to eat - go outside.

After these activities, the action goes to Connor. Optionally you can:

  1. After talking with Alice, prepare her bath and change her hairstyle and get rid of the LED diode.
  2. Read the newspaper,
  3. Look at the picture,
  4. Look at the clock,
  5. Look outside through the window.
When Hank reaches the room, Alice will already be avoiding the police on the street. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
When Hank reaches the room, Alice will already be avoiding the police on the street.

As Connor, start by hearing the receptionist. Then follow Hank:

  1. If Hank checks the hotel room, Kara will have to avoid the police to escape (or there will be a chase).
  2. If you check the door, you will immediately go to the chase stage.
Use R2 to see pointers above the policemen and obstacles that you can hide behind. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Use R2 to see pointers above the policemen and obstacles that you can hide behind.

You can avoid being chased by the police if Hank went to investigate the motel room. With each policeman on the street, you'll see a pointer showing the chance to be recognized. Navigate on both sides of the street, use R2 and hide behind elements such as a stop or pillars. When you are near taxis, pick up an umbrella from the basket to hide from the patrol, then watch the ATM and then you will reach the station.

If you fail and you are detected, the chase will start - it is described later in this chapter.

Escape from Connor

Each branch of Flowchart can, but doesn't have to, lead to Connor's chase after Kara and Alice. You will start as Connor and optionally, you will be switching between heroes by doing QTE, which will lead to numerous endings ...

Kara can irreversibly end her storyline at this moment. If you are not very good at QTE, you better not reach the fence. - Great Escape | Kara | Detroit Become Human Walkthrough - Kara Walkthrough - Detroit Become Human Guide
Kara can irreversibly end her storyline at this moment. If you are not very good at QTE, you better not reach the fence.

On the highway, if you fail as Kara in QTE, she will die and her storyline will end. Connor can't catch Alice - better not to take him to the highway.

  1. As Connor, run straight ahead, then turn into the alley indicated by the policeman (in both stages you can be late, which will be noted in the Flowchart as two independent endings).
  2. When you reach the fence grid, you will switch to Kara. You must successfully complete the first QTE and go through the first highway lane.
  3. Connor decides whether to pursue the pursuit (yes: system instability, relations with Hank, not: system instability, relations with Hank).
  4. Regardless of Connor's decision, you still need to safely lead Kara and Alice to the other side in the next QTE (separate branches in the Flowchart: each item includes a successful QTE or deduction by the car).
  5. If Connor is not killed, he will catch Kara. If he gets away, she will run away. If not - she will die.
  6. Regardless of whether Kara escaped Connor or died, you still have the option of saving Connor in the last QTE.

Endings

There are many endings that mainly apply to Kara - whether she survives or dies. Connor can also die in this chapter.

  1. If Kara was sleeping in a motel or car, he could avoid the policemen and skip the chase to get to the train station.
  2. During the chase on the highway:
  3. If Connor doesn't take the chase or Kara wrestles Connor, caught on the highway, and Kara defeats the highway, you unlock the first end in Flowchart;
  4. If Connor takes the chase and dies on the highway and Kara reaches the other side, you unlock the second end in Flowchart;
  5. If Kara dies on the highway, you will unlock the last end of the Flowchart and finish the thread (only one column will be available if Kara dies - it will be unlocked regardless of whether Connor survived or not).
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