Jericho is the 14th chapter in Detroit Become Human. This walkthrough will guide you through all the choices of the Jericho level for 100% completion.
Triggers automatically after completing On the Run Chapter.
Flowchart (100%):
Here’s a quick overview of the 100% complete flowchart for Jericho.
Graffiti Locations
During this chapter you must find several 7 Graffitis. Remember you can check what the next graffiti looks like by holding and can scan the graffitis with (must be close enough to them). The graffitis have their own in-depth guide for their locations and scan-symbols. See: Jericho Graffiti Locations Guide or refer to the video guide below.
Checkpoint: Arrive at Ferndale
» See Jericho Graffiti Locations Guide for the graffitis, these are covered in a separate in-depth guide. Here we’ll focus more on the tasks for 100% completion.
- Flashback of Another Deviant: At the start of the chapter when Markus gets off the train he will automatically have a memory flashback of another android he met in ‘From the Dead’. Cannot be missed.
- Analyze Station Graffiti: This is for finding the first Graffiti. After exiting the train turn to your left immediately. There you see a big red graffiti covering a wall. Scan the one clue on it that looks like an “X”.
- Read “On the Run” (Magazine No. 32): For “Android on the Run!” Kara must have escaped the house with Alice in “Chapter: Stormy Night” and in “Chapter: On the Run” she was seen by police and ran across the highway to escape. Then this magazine spawns at the train station on a bench (before going down the escalator).
- Read “Fortune Teller” (Magazine No. 15): This spawns instead of “On the Run” (in the same book, same location as No. 32) if Kara spent the night in the Abandoned Car in “Chapter: Fugitives” and stealthily evaded the police in “Chapter: On the Run” without being seen or chased (no highway chase). #32 spawns if she was chased across the highway, #15 spawns if she escaped stealthily without triggering the highway chase. You can also get “Fortune Teller” near the end of the game in “Chapter: Meet Kamski” (if it doesn’t spawn here already).
- Read “Android Astronauts” (Magazine No. 13): This magazine always spawns regardless of your decisions so far. It’s in the same book as other two described above, on the bench at the train station. Swipe right to change cover topics.
- Exit the Station: Head down the escalator at the end of the train station.
- Follow the Signs: Now you must follow the clues on the Graffitis. If you have any trouble with this, refer to the Jericho Graffiti Locations Guide.
- Ask Android the way to Jericho: At the bottom of the escalator, talk to the android on the left side waiting at the bus stop.
- Leave the Streets: After the third Graffiti you have to walk down the street. Walk until you reach the very end of the area, stick to the left sidewalk after the 3rd Graffiti. Where the map ends you can scan two more clues from a Graffiti behind a fence. After scanning the clues you can go under the fence and leave the streets. This is part of the story and unmissable on your way to the Fourth Graffiti. After going under the fence, remove the wooden plank leaning against the wall that blocks the 4th Graffiti. Then you can scan it and move on to the next area (Junkyard).
- See Android Body: Just after the 4th Graffiti you come to a junkyard. Check on the left side from where you entered. There’s a dead android hidden behind a white car, easy to miss this one.
- Continue on the Jericho Trail: This is also a linear story task and not missable. Just continue following the clues on the Graffitis and this will unlock somewhere during/after the junkyard section.
- Use the Dumpster to Climb Up: After scanning the first clue on the 5th Graffiti in the Junkyard (the white-colored one that looks like a person’s head), you will have to pull a dumpster to a wall to climb up. Again, this is a linear story task and cannot be missed.
Checkpoint: Reach the Roof
- Cross the Gap: After climbing up the dumpster to the roof you must scan two more clues on the white Graffiti that looks like a head. These two clues are only visible from the roofop. One is really easy to overlook, it’s a white shape just above the head’s eye, on the forehead (because it’s a white symbol on white background it’s pretty much invisible). The other symbols is a black “X” shape on the far left side of the head Graffiti. After scanning these, you must move on to the gap. Preconstruct the path to take. Do a wall jump to cross over to the other side.
- See Android Body: Drop down into the next yard. There’s another android body here, relatively easy to see on the far left side of the area (in area with 6th Graffiti). Just be sure to look at it before climbing up to the next building.
- Reach the Door: After scanning the 6th Graffiti (looks like an advertisement on the tall building overlooking the yard) you can Preconstruct another climbing path that leads up to the building. Stick to the left wall and jump on the ladder to pull yourself up.
- Explore Abandoned Office: Completes automatically when you’ve climbed into the building (after preconstructing the climbing path). Unmissable.
- See Android Body: Up in the building (aka Abandoned Office) check for another dead android. When you enter the room it’s straight ahead, hidden behind a pillar.
- Find the Right Exit: Scan the 7th and final Graffiti by lining up a pillar with part of the wall. Together it has to show an “X” symbol. You need to look at it from the right angle (see Jericho Graffiti Locations Guide). After scanning it, interact with the rubble behind the broken wall on the side of the room. It leads outside to the next area. Now the Graffiti hunt is done!
Checkpoint: Locate Jericho
- Walk Bridge: You see a short cutscene when you go outside. Afterwards, walk on the bridge straight ahead of you.
- Bridge Collapses: When you walk the bridge for long enough it collapses. No worries, it won’t kill you. Backtrack to where you came from.
- Climb Crane and Jump: Now climb up a metallic railing at the end of the area. Then go upstairs and climb the ladder. Once on top walk to the end of the crane and jump down into the water. The screen fades to black for a moment.
Checkpoint: Inside the Boat
- Find a Flashlight: You will have landed safely in water inside the Jericho ship. Pull yourself up the ladder and open the door ahead of you. Do note that on Experienced Difficulty the controls can be really weird here. You need to slowly (very very slowly) turn your Controller to open the door. The motion sensor may not be super accurate here. If you have trouble with it put the game on Casual to change to an easier control scheme. After going through the door you must pick up a flashlight, it’s in a metallic case on a wall.
- Enter the Machine Room: Follow the main path through the Jericho container ship. Just go down the corridor. There are many yellow hatches along the way but they are either locked or just have empty rooms behind them. The only yellow hatch that does matter is at the end of the corridor after going under some rubble. When you pass the rubble check for a yellow hatch on the left and open it.
- Fall off Catwalk: Simply continue down the metallic stairs and across the catwalk. It will collapse and Markus falls down.
Checkpoint: Met People of Jericho
This is the ending of the mission. After Markus falls down he sees other androids staring at him. This is the only outcome to this linear level.
All done! This concludes the Jericho chapter.
Up Next: The Nest
For more Walkthroughs, check out the complete Detroit Become Human Walkthrough.
Nikki says
The picture for the flowchart is blurry and you can’t read the writing for each branch. I was wondering what the top branch that is on it’s own was.
PowerPyx says
Hey, I added zoomed-in pictures below each checkpoint now. The text has better readability there 🙂
@SirUlrichVL says
Wish there was an option to skip/shorten this chapter once you’ve 100% it. There is really nothing in this chapter to warrant full playthrough of it once you’ve got 100%
It’d be great if they gave you an option to skip and basically have it akin to when Connor gets to Jericho with a Markus spin on it. Play the opening cut-scene of Markus looking at the first graffiti clue, then it cuts to the cut-scene of him meeting Simon and the others.
JRHB says
Minor, but you wrote “fall of catwalk” when of course it should be “fall OFF catwalk”.
PowerPyx says
Good spotting, fixed. Thanks!
Pandak says
In one if the empty it’s possible to read a magazine. I guess this only happened cause I missed the one in the train station.
The_Hat says
If you dawdle for a split second after getting off the escalator, a man speedwalks around the corner and bumps into Marcus before apologizing and going along his way.
a moral dilemma says
Actually, when opening the doors in Jericho, it’s not that you have to turn your controller slowly, you just have to hold the button L2 for a little bit after you turn it. Also, a tip for turning your controller, if it doesn’t seem to be working, try recallibrating it by pausing and unpausing the game, or, the method that works best for me, is I move the right side analog stick in whatever direction I want to turn it, as I turn the contoller. Works every time.
bumblebee says
You do have to turn your controller if you have it on the harder difficulty.
CJ says
Anyone else notice Markus looses his jacket?
Marie says
Yeah, when he jumps into the water he comes up without it. That was a badass jacket
Lola says
Has anyone checked all of the doors inside Jericho after Markus jumped in? I always wonder if North’s suspicion that the founder of Jericho’s body was around the ship was found to be true.
Hadley says
Does ‘Fortune Teller’ spawn if you remained undetected in the Squat?
Hadley says
If I have this correct,
#32 Spawns:
– Kara and Alice Crossed the Highway
– Kara and Alice Reached the Other Side (Connor Lives)
– Kara and Alice Reached the Other Side (Connor Dies)
#15 Spawns:
– Kara and Alice Undiscovered in Squat
– Reached the Train Safely
– Kara and Alice Vanished
– Kara and Alice Died on the Highway
Can anyone confirm the #15 Spawns?