
All Game Items
Overview of Items in Detroit: Become Human
Unlike traditional RPGs, Detroit: Become Human features narrative-driven items — objects that advance the story, unlock choices, or change flowchart outcomes. There are no weapons, armor, consumables, or currencies in the conventional sense. Instead, items function as:
- Key Items (plot-essential, often single-use)
- Clues & Evidence (for Connor’s investigations)
- Magazines (collectibles that unlock bonus content or alter flowchart percentages)
- Interactive Objects (environmental items used during QTEs or exploration)
Below is a complete, grouped listing of every significant item in the game, organized by character and utility.
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Key Items by Character
Kara’s Key Items
| Item | How to Obtain | What It Does | When Useful |
|---|---|---|---|
| Gun (Todd’s Pistol) | Found in Todd’s bedroom during “A New Home” or taken from the table in “Stormy Night”. | Can be used to threaten Todd or defend Alice. Choice: use it or hide it. | Critical in “Stormy Night” to save Alice or avoid a jump scare. |
| Bus Ticket (Jericho) | Purchased at the bus station in “Fugitives” (if you have enough money). | Allows Kara and Alice to board the bus to the Border. Only way to cross the border peacefully. | Used in “Crossroads” and “Battle for Detroit” endings. |
| Lucas’ Address | Given by Luther in “On the Run” after escaping Zlatko’s mansion. | Points Kara toward the Jericho hideout. Unlocks the “Jericho” chapter. | Essential for progressing the Jericho route. |
| Zlatko’s Keycard | Found in Zlatko’s basement study during “The Pirates’ Cove”. | Unlocks the cage door to free other androids. | Helps gain allies in “Zlatko” chapter. |
| Luther’s Note | Found in the laundry room of Rose’s house (if you saved Luther). | Contains information about the Jericho location. | Alternative to Lucas’ address. |
| Alice’s Photograph | Found in Alice’s room in “A New Home”. | Emotional item; no gameplay effect but influences Kara’s memory. | Purely narrative. |
| LED Cover / Scarf | Purchased from the clothing store in “Fugitives” (optional). | Hides Kara’s LED; reduces suspicion from humans. | Useful when walking through civilian areas. |
Markus’ Key Items
| Item | How to Obtain | What It Does | When Useful |
|---|---|---|---|
| Circular Saw | Found in the dumpster area during “From the Dead”. | Used to cut off Markus’ handcuffs and escape a trash compactor. | Essential for survival in the opening of Markus’ story. |
| Crowbar | Found in the same dumpster area as the saw. | Pries open locked doors and vents. | Used in “From the Dead” to access Jerry’s part of the dump. |
| EMP Device | Crafted from a destroyed android’s battery and a wire in “The Stratford Tower” (if explored). | Can disable security cameras or robots temporarily. | Helps pacifist Markus avoid detection. |
| Jericho’s Flag | Created by Markus in “Freedom March” if he chooses to rally peacefully. | Symbol of the android rebellion; influences public opinion. | Unlocks the “Peaceful” ending path. |
| Paint Can (Red) | Found in the art gallery in “The Painters” (optional). | Used to spray graffiti messages. | Increases notoriety in peaceful protests. |
| Explosives | Found in the armory of Jericho during “Crossroads” (if previously searched). | Used to detonate walls or doors in the Battle for Detroit. | Only in violent revolution routes. |
| Remote Control (TV) | Taken from the security room in “Stratford Tower”. | Allows Markus to broadcast his speech across the tower. | Crucial for the peaceful broadcast ending. |
Connor’s Key Items
| Item | How to Obtain | What It Does | When Useful |
|---|---|---|---|
| Gun (Standard Issue) | Always carried by Connor. | Used to shoot enemies or threaten suspects. Can be lost if taken away. | Used in combat QTEs and some dialogue choices. |
| Evidence Bag | Collected from the “Evidence Kit” in many crime scenes. | Required to store collectible clues (e.g., blood sample, pistol). | Needed to complete investigations. |
| Keycard (Police Station) | Found in the precinct during “The Interrogation”. | Unlocks locked doors in the station. | Allows access to Lieutenant Anderson’s desk or the armory. |
| Coin | Given by Hank in “The Hostage” or found in the precinct. | Used to perform a coin trick to calm Hank or distract others. | Opens a unique dialogue option with Hank. |
| Blue Blood Sample | Collected from the crime scene in “The Interrogation”. | Analyzed to match the android’s model. | Critical for identifying the deviant in that chapter. |
| USB Drive (Eden Club) | Found in the Eden Club’s back office in “The Eden Club”. | Contains incriminating data about android trafficking. | Used to blackmail or reveal evidence. |
| Connor’s Memory Chip | Removable from Connor’s head (if damaged). | Allows data transfer to new Connor bodies. | Resets relationship with Hank and changes outcome if used. |
Collectibles: Magazines
Magazines are scattered across chapters. Collecting them unlocks bonus content (concept art, making-of videos) and increases the magazine completion percentage in the flowchart. They do not affect the main story.
| Magazine Name | Location | Notes |
|---|---|---|
| The Android Magazine | “A New Home” – on the coffee table in Todd’s living room. | +5% completion. |
| Tech Weekly | “Shades of Color” – on a bench near the paint store. | Unlocks concept art. |
| Humanity Today | “The Painter” – on a desk in the art gallery office. | Gives a backstory on Markus’ creator. |
| CyberLife Bulletin | “The Hostage” – inside the police barricade tent. | Contains news about deviants. |
| Auto Magazine | “The Eden Club” – on the bar counter. | +3% completion. |
| Science Now! | “The Interrogation” – on a table in the observation room. | Unlocks behind‑the‑scenes video. |
| The National | “On the Run” – in the bus station waiting area. | +5% completion. |
| Vogue Android | “The Pirates’ Cove” – in Zlatko’s dressing room. | Unlocks exclusive art. |
| Detroit News | “Freedom March” – on a park bench near the fountain. | +3% completion. |
| CyberLife Times | “Crossroads” – in the Android Store after meeting the group. | The final magazine. |
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Clues & Evidence (Connor’s Investigations)
Connor must collect clues to solve cases. Missing clues can lock dialogue options and affect the ending of an investigation. All clues are recorded in Connor’s “Evidence” menu.
The Hostage (Chapter 2)
- Plastic Explosive: Found on the android’s belt.
- Window Access Code: Found on the rooftop.
- Android’s Model Number: Scanned from the back of his neck.
- Blue Blood Spatter: On the wall of the interrogation room.
- Broken LED: In the trash can.
- Witness Statement: From the detective’s notes.
- Club Membership List: In the manager’s office safe.
- Torn Photograph: In the backroom.
- Trafficking Ledger: In the basement.
- Deviation Traces: On the wall near the hole.
- Plastic Explosive Remnants: In the lab.
- CyberLife Tower Plans: On the desk.
The Interrogation (Chapter 4)
The Eden Club (Chapter 6)
The Nest (Chapter 9)
Each clue is a separate item that appears in Connor’s inventory. They are never physically used after collection; they simply expand the available dialogue and deduction options.
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Other Interactive Items
| Item | Character | Location / How to Obtain | Use |
|---|---|---|---|
| TV Remote | Kara | Todd’s living room in “A New Home”. | Turn on/off the TV (affects Alice’s mood). |
| Alice’s Doll | Kara | Alice’s bedroom drawer in “A New Home”. | Give to Alice to comfort her (optional). |
| Hank’s Dog Food | Connor | Hank’s kitchen in “Russian Roulette”. | Feed Sumo; improves relationship with Hank. |
| Connor’s Gun (alternate) | Connor | Can be taken from a guard or found in the evidence room. | Backup weapon if original is lost. |
| Red Ice (Drugs) | Markus | Found in the attic of Rose’s house. | Can be used to intoxicate guards (violent route). |
| Jericho’s Radio | Markus | In the Jericho hideout main hall. | Communicate with other groups. |
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Miscellaneous Items
- Currency: None. Money is not a mechanic except in “Fugitives” where Kara can gather coins to buy a bus ticket. Those coins are environmental (found in a jar or on the street) and are consumed instantly upon purchase.
- Consumables: None. Androids do not eat, drink, or heal.
- Materials: No crafting materials beyond the EMP Device components (battery + wire) and Explosives found pre-assembled.
- Persistent Inventory: Items carry over between chapters only if the character survives and the item was not used/destroyed. For example, Kara’s gun persists from “Stormy Night” to “Fugitives” if she kept it.
- Flowchart Impact: Many items unlock new paths in the flowchart (e.g., having a bus ticket gives you the “Bus” ending option). Missing an item may lock you out of certain endings.
- No Upgrades: Items cannot be upgraded or combined (except the EMP Device).
- Platform Differences: Items are identical on PC and PlayStation. No platform‑exclusive items exist.
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Important Notes on Item Usage
This guide covers all items that can be picked up or interacted with as distinct objects. For a complete walkthrough of each item’s exact location, refer to the chapter‑by‑chapter guides.