Follow our Detroit: Become Human Chapter 16 walkthrough to navigate Zlatko's mansion, recover Kara's memory, and escape with Alice. Includes all memory recovery locations and hide-and-seek strategies.
Walkthrough
- 1Kara is Reset/Obey Zlatko: Allow the reset program to complete by not escaping or taking too long.
- 2Follow Zlatko to the basement.
- 3Head to the ground floor living room to receive an order from Luther.
- 4Take the Tray to Zlatko: Pick up the tray of food from the coffee table and head upstairs to Zlatko's workshop.
- 5Android Torso: Zlatko will ask you to dispose of the android torso. Take it next door to the storage room.
- 6Explore the House to Recover Memory: You have a 10-minute countdown. You need to interact with certain objects to regain memory. Once memory is returned, you cannot find more objects. The number of objects needed varies, but six should be sufficient.
- 7rA9 symbols: Upper floor, storage room (corner where you entered with the android torso) - only available if you chose to take shelter at the abandoned house.
- 8Todd’s Red Ice Pipe: Upper floor, storage room (on the shelf between two doors).
- 9Escape: Upper floor, bedroom - read the magazine ‘AX400 On the Run’ - only available if you escaped without getting caught during ‘On the Run’ chapter.
- 10Alice’s Book: Upper floor, bedroom (on a chair next to the fireplace).
- 11Fireplace: Upper floor, big room - interact with the fireplace - only available if you took shelter at the abandoned house. Alternatively, interact with the fireplace in the ground floor living room.
- 12News Flash of Escape: Upper floor, big/main room - check the TV in the corner - only available if you escaped over the highway.
- 13See a Kid Through the Door: Upper floor, corridor - check the very last door and peek through it.
- 14Offering Coat: Ground floor, entrance hall (find the coat rack between the front door and the living room).
- 15Discussion with Zlatko: Ground floor, living room - check the coffee table where you sat at the start and pick up the tray.
- 16Changing Appearance: Ground floor, entrance hall - look in the mirror next to the stairs leading down to the basement.
- 17Monster’s Cell: Basement, corridor - check any of the cells to trigger the memory of Alice being distracted by strange noises.
- 18Search House for Alice: When memory is regained, or if you escaped before losing it, search for Alice.
- 19rA9: Upper floor, storage room (corner adjacent to the workshop).
- 20Empty Shotgun: Upper floor, bedroom (on the nightstand).
- 21Fireplace Embers: Upper floor, big/main room (interact with the fireplace).
- 22TV: Upper floor, big/main room (interact with the TV).
- 23Alice Found: Go to the small chamber room upstairs (the very last room). Alice is there.
- 24Hide-and-Seek: Once you have Alice, you must play hide-and-seek.
- 25Luther goes to collect Alice/Enter Big/Main Room: Slip into this room first.
- 26Hide under the table in the middle of the room.
- 27Hide in one of the two closets.
- 28Set Fire to the House: Pick up a burning ember to start a fire.
- 29Get Spotted: Luther will catch you, continuing the chase.
- 30Move throughout the upstairs rooms to hide.
- 31Enter Bedroom: Take the left door. Hide under the bed or in the closet before Zlatko arrives.
- 32Get Spotted: Don't hide or leave too soon to continue the chase.
- 33Go through the corridor and wait for Zlatko to leave the room.
- 34Get Spotted: Don't run into the bathroom fast enough to continue the chase.
- 35Go through bathroom: Quickly press circle to hide in the bathroom. An android in the bathtub can alert Zlatko. You can choose to Kill or Spare it.
- 36Sneak through storage room: Continue through the next room.
- 37Open Bear Cage: Open the large cage with the android bear inside for a potential advantage later. Watch Zlatko and Luther's patterns and hide accordingly.
- 38Get Spotted: Moving too soon leads to being caught.
Tips
- If you don't recover your memory within the 10-minute timer, you will get the flowchart nodes Lose Too Much Time/Luther Brought Alice to Zlatko/Kara Remained Reset, ending the chapter and their story.
- If you chose to take shelter at the abandoned house, the rA9 symbols and Fireplace memory fragments are available.
- If you escaped without getting caught during ‘On the Run’, the ‘AX400 On the Run’ magazine is available.
- If you escaped over the highway, the News Flash of Escape is available.
- Opening the bear cage in the storage room can provide an advantage later.
- Kara regains her memory.
- Alice is found.
- Escape from Zlatko's house is initiated.
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