Detroit: Become Human – How to Get 100% Completion in Fugitives

Find out how to 100% complete Fugitives in Detroit: Become Human, to earn all of the markers in the chapter flowchart.

The Fugitives chapter in Detroit: Become Human focuses on Kara and Alice as they search for a place to stay the night after fleeing Todd’s house. There are a lot of different things you can find and complete Fugitives with 100%, as well as a series of three main endings, which will drastically change the next chapter containing these characters. Here we’ll show you what you need to know to get 100% complete for Fugitives in Detroit: Become Human, and continue on to the next.

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Fugitives – 100% Completion

As with most of our 100% completion walkthroughs, we’ll focus mainly on the hard to obtain items, the markers on your flowchart that won’t stand out right from the start. There are a few here, and some of them will rely on specific choices and endings in Stormy Night.

Grabbing the gun in Stormy Night will give you the option to rob the clerk at the store, allowing you to easily get your hands on the cash in the register. You’ll need this in order to stay at the motel and unlock that particular ending. You’ll need the gun in order to score quite a few markers on your flowchart, so try to make sure you have it on hand when you need it.

You’ll also need to steal the clothes from the laundromat in order to get access to the motel ending. Once you have the money and the disguise, you can end the chapter at the motel, allowing you to start there in the next chapter involving Kara and Alice, On the Runa

Aside from these main choices, there are a few different things you can do as well. You can steal a chocolate bar from the store, as well as a toy and a pair of wire cutters. You’ll need to grab both the chocolate bar and the toy at some point, and offer both of them to Alice during all three of the chapter’s endings. Because of all of the options included in this chapter, expect to play through it multiple times to get everything to 100% completion.

We’re still working on completing all of this chapter, but you can see all of the items that we’ve completed thus far on the flowchart image below.

Fugitives – All Endings

As we said before, there are a total of three different endings that players can achieve in this particular chapter. These endings are each tied to the three main places that Alice and Kara can choose to stay.

Alice and Kara Stayed in Motel

If you steal the clothes and money, you can head over to the motel and pay for a room. The room is $40 a night, and once you enter the office, there’s no way to fail out of it. Grab the key from the front desk and then head to room 28 to tuck Alice in for the night. This is by far the safest route that you’ll have available for the upcoming chapter, however it does require you to do a few things that Alice doesn’t like.

Alice and Kara Stayed in Abandoned Car

This ending is the easiest to obtain as it does not require you to do a whole lot of preparation. In fact, all you need to do to earn this ending is find the parking lot next to the bus stop where Alice rests, and then head inside. Break into the car and choose to stay here. Alice won’t like it very much, but it’s low-key and a great way to stay hidden if you want to minimize risks in the next chapter.

Alice and Kara Stayed in Squat

This ending is one of the trickier ones, as you’ll need to acquire a pair of wire cutters, then convince a deviant android to let you stay. Once you do convince it to allow you to stay, head inside, fix up a bed and fire for Alice, and then cuddle up for the night. You can find wire cutters in the store, where you can steal them, or by grabbing them out of the parking lot with the abandoned car.

We will update this article with more information as we learn how to 100% complete all of its markers, so check back for more information at a later date. For now, head back over to our Detroit: Become Human walkthrough or continue on to the next chapter, From the Dead.


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Author
Josh Hawkins
Josh has been exploring fantastic worlds and getting lost in video games for as long as he can remember. Starting out on the Super Nintendo with Super Mario World, and ending up in the world of next-generation gaming. He enjoys digging into the story and lore of massive RPGs, as well as getting lost just trying to make that last jump in any platformers he gets pulled into, as well as everything in between. He holds a Bachelor of Fine Arts in Creative Writing for Entertainment.