These main branches are strictly related to the decisions taken in the previous chapter ‘Fugitives’, i.e.

theydepend on which resting place you have chosen (car, abandoned house or motel).

After the night in the car - the simplest option from the previous chapter - you will finda scissorsnearby.

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you could also findthe smoldering androidby the wall anda newspaper.

Look through the gate to see the policemen sniffing around - thankfully you are safe.

venture to pop crack open the trunk of the car.

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Turn the punishment next to the gate, where you will find acrowbar.

With his help, you will launch the boot, where you will findclothes.

Finally, wake Alice and head for the exit gate to the street.

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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.

Side effects:

In the next stage, you will start the dialogue part.

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However, it doesn’t affect the story, only the side elements in the Flowchart.

Now you will switch to Connor (this stage always takes place).

You start by talking to Ralph, and then go to search the apartment.

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If the pursuit is not to start, the chapter ends here.

The required steps are:

After these activities, the action goes to Connor.

Optionally you’ve got the option to:

As Connor, start by hearing the receptionist.

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PlayStation

Detroit: Become Human