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Chapter 9: Fugitives

Two men stand on rainy street at night

Start of chapter: Escape from the bus

After the intro video, control passes to Kara. Wake Alice up and leave the bus. Trying to ask the driver for help will be useless — the dialogue will lead nowhere. Once outside, follow Alice to the end of the street and use R2 to scan the surrounding area to find available shelters.

Choosing a shelter for the night

The game offers three options for overnight accommodation, each of which will lead to different events:

An important moment with a stranger

While you are walking down the street, Alice will sit down on a bench. Approach the girl to calm her down. After a short conversation, an android will appear behind Kara.

Optimal route: abandoned house

This option is most favorable for achieving a positive outcome.

First, go to the location of the abandoned car and open the gate. Once inside the yard, go to the far left corner and examine the gate. Then return to the entrance (on the right side) — there you will find wire cutters. Take the tool and use it on the gate.

After successfully completing the QTE sequence, during which you cut a small hole, crawl inside with Alice.

Meeting Ralph

Move across the courtyard to the main entrance of the building. Important: do not remove the boards from the window beforehand. First, look inside through the second window from the door, then try to enter. The door will be locked, and Alice will disappear from view.

Return to the entrance to the courtyard, where you will find Alice in the arms of an android named Ralph. Now you must convince him to let you stay the night. Select your responses in the following order:

  1. “Innocence”
  2. “Insist”
  3. “Stay”

After the dialogue, Ralph will let Kara and Alice into the house.

Settling in for the night

Starting a fire

After a short cutscene, start preparing for the night. Press R2 to scan the room and collect the necessary items for the fireplace:

All three items are on the floor in the main room. Place them in the fireplace and light the fire.

A bed for Alice

Scan the room with R2 and find the pillow on the floor. Move it closer to the fireplace. Then go to the next room, where Ralph is busy drawing on the wall. Talk to him briefly and return to Alice.

Final step: talk to the girl, and after a short dialogue, lie down next to her in bed. This action will strengthen Alice’s trust in Kara, after which the chapter will end.


Alternative route: parking

After leaving the bus, talk to the group of androids on the opposite side of the street. Turn the corner and enter the laundromat—there is a magazine on the table to the right of the entrance. Note: for this branch, you will need to steal the sleeping man’s clothes, but leave him alone for now and go back outside.

Cross the street to the bus stop — Alice will want to rest. Talk to her, and an android will appear offering help. When the scene ends, move forward to the wire fence on the left — there is a door there that Kara can open when she notices the rusty car.

Once you enter the parking lot, approach the car and break the window to get inside. Alice will express her desire to look for another place, but convince her to stay. The girl will reluctantly agree, and the characters will settle down for the night.


Alternative route: motel

Clothing extraction

After getting off the bus, talk to the parked androids and go into the laundromat around the corner. Take the magazine from the table on the right, then proceed to steal the clothes — this is a prerequisite for this branch.

Open the dryer opposite the sleeping man—Alice will try to dissuade you from stealing, but ignore her protests. Now for the most difficult part: carefully remove the remaining clothes from the man’s knees. You only have two attempts — if you fail a third time, he will wake up and the motel option will become unavailable. Take the basket to the table and change your clothes before leaving.

Making money

The store is located directly opposite the bus stop. Go inside and ask the cashier for help. The man will refuse, but this will open up the opportunity to rob the cash register. Kara can also steal chocolate bars from the shelves.

Choosing a method of stealing money:

For the second option: examine the stack of soda cans on the shelf, then talk to Alice and ask her for help. The girl will approach the cans and knock them over. While the cashier is distracted, Kara will be able to quietly take $50 from the cash register.

Night at the motel

When you go outside, you will encounter Alice’s dissatisfaction due to the theft she was involved in. Select the “APOLOGIZE” option — this will restore good relations. Enter the motel, pay for the room, and go up to the second floor to room 28.

Sequence of actions in the room:

  1. Turn on the light
  2. Hang up both jackets
  3. Talk to Alice
  4. Put her clothes on the heater in the bathroom
  5. Talk to Alice again to get her ready for bed

Critically important: in conversation, choose “PROMISE” and “ALWAYS. Then turn off the lights, kiss Alice, and lie down next to her—this will strengthen her bond with Kara as much as possible before the chapter ends.

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