http://www.ign.com/wikis/detroit-become-human/Spare_Parts
Fugitives
After the opening cutscene, you’ll be in control of Kara with Alice. Hit the prompt to wake Alice up and exit the bus. You can ask the bus attendant for help, but the dialogue will not give you anything and you must exit the bus. When outside, move with Alice through the street and over to the end of the street. Use R2 to look ahead and scan each of the locations nearby that are potential shelters.
LOOKING FOR SHELTER
You will have three main options for finding shelter with Alice. Depending on what you do, the story will mildly change. You can try to stay in a nearby hotel, an abandoned car in a parking lot, or close abandoned building.
As you move down the street, Alice will walk over to the nearby bench and sit down. Walk up to her to comfort her, and you’ll see an android appear behind Kara. There will be a short dialogue before you can move again with Alice.
There are multiple ways to find shelter in any of the three locations, but the most direct and “Good Ending”-friendly way to do this would be to stay in the abandoned house. First head over to where the abandoned car is located and open the gate.
Once inside, move over to the gate on the far left side of the corner. Examine it and then head back to the far right side near the entrance to pick up some wire cutters. Walk back to the gate and begin to cut away into the area.
After hitting the prompts to cut a small hole, hit the buttons to go inside and bring Alice with you.
THE ABANDONED HOUSE
Walk around the yard of the abandoned house towards the front entrance. As you move around to the door, you can peek inside via the second window closest to the door. Don’t pull the wood window beforehand. Go up to the door and try to enter, you can’t do so and Alice will disappear.
Kara will have to go back to where you first came from to find Alice being held up by an android named Ralph. You’ll have to choose dialogue options that will convince Ralph to let you stay in the house. First start with the Innocent choice, then Insist, then choose to Stay. Ralph will lead both Kara and Alice inside.
GETTING SETTLED IN
When inside and after a short cutscene, you’ll have to make a fire and build a bed for Alice to sleep in. Use R2 to scan the area around you and pick up the necessary objects to start a fire in the fireplace.
You’ll gather matches, wood, and some paper in the room on the ground. Place them in the fireplace and you’ll start a fire. Look around for a pillow on the ground using R2, and bring it closer to the fireplace.
Next move over to the other room and you’ll find Ralph scribbling into the wall. Talk to him briefly and then head back to Alice. Talk to Alice and after a brief dialogue sequence, you’ll be able to lay down in bed next to her. Doing so will boost her trust for Kara and then a short cutscene will end the chapter.
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