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Chapter 16
Detroit: Become Human

Chapter 16

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.

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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
  1. 1
    Kara is Reset/Obey Zlatko: Allow the reset program to complete by not escaping or taking too long.
  2. 2
    Follow Zlatko to the basement.
  3. 3
    Head to the ground floor living room to receive an order from Luther.
  4. 4
    Take the Tray to Zlatko: Pick up the tray of food from the coffee table and head upstairs to Zlatko's workshop.
  5. 5
    Android Torso: Zlatko will ask you to dispose of the android torso. Take it next door to the storage room.
  6. 6
    Explore 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.
  7. 7
    rA9 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.
  8. 8
    Todd’s Red Ice Pipe: Upper floor, storage room (on the shelf between two doors).
  9. 9
    Escape: Upper floor, bedroom - read the magazine ‘AX400 On the Run’ - only available if you escaped without getting caught during ‘On the Run’ chapter.
  10. 10
    Alice’s Book: Upper floor, bedroom (on a chair next to the fireplace).
  11. 11
    Fireplace: 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.
  12. 12
    News Flash of Escape: Upper floor, big/main room - check the TV in the corner - only available if you escaped over the highway.
  13. 13
    See a Kid Through the Door: Upper floor, corridor - check the very last door and peek through it.
  14. 14
    Offering Coat: Ground floor, entrance hall (find the coat rack between the front door and the living room).
  15. 15
    Discussion with Zlatko: Ground floor, living room - check the coffee table where you sat at the start and pick up the tray.
  16. 16
    Changing Appearance: Ground floor, entrance hall - look in the mirror next to the stairs leading down to the basement.
  17. 17
    Monster’s Cell: Basement, corridor - check any of the cells to trigger the memory of Alice being distracted by strange noises.
  18. 18
    Search House for Alice: When memory is regained, or if you escaped before losing it, search for Alice.
  19. 19
    rA9: Upper floor, storage room (corner adjacent to the workshop).
  20. 20
    Empty Shotgun: Upper floor, bedroom (on the nightstand).
  21. 21
    Fireplace Embers: Upper floor, big/main room (interact with the fireplace).
  22. 22
    TV: Upper floor, big/main room (interact with the TV).
  23. 23
    Alice Found: Go to the small chamber room upstairs (the very last room). Alice is there.
  24. 24
    Hide-and-Seek: Once you have Alice, you must play hide-and-seek.
  25. 25
    Luther goes to collect Alice/Enter Big/Main Room: Slip into this room first.
  26. 26
    Hide under the table in the middle of the room.
  27. 27
    Hide in one of the two closets.
  28. 28
    Set Fire to the House: Pick up a burning ember to start a fire.
  29. 29
    Get Spotted: Luther will catch you, continuing the chase.
  30. 30
    Move throughout the upstairs rooms to hide.
  31. 31
    Enter Bedroom: Take the left door. Hide under the bed or in the closet before Zlatko arrives.
  32. 32
    Get Spotted: Don't hide or leave too soon to continue the chase.
  33. 33
    Go through the corridor and wait for Zlatko to leave the room.
  34. 34
    Get Spotted: Don't run into the bathroom fast enough to continue the chase.
  35. 35
    Go 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.
  36. 36
    Sneak through storage room: Continue through the next room.
  37. 37
    Open 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.
  38. 38
    Get 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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