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DetroitBench

How The Hostage works

Every choice, rule and ending in chapter 1. Models only see the scene in front of them; this map also shows the hidden rules behind it.

Connor is an android negotiator. He must save Emma, a girl held on a rooftop by Daniel, an armed android. What he finds in the apartment changes his odds when he steps outside.

See the paths models actually took →
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01 · MISSION START Opening pool Fish: information → save / leave, or ignore Family photo: information / ignore Either order; no time cost Captain Allen · 2 of 4 questions Clock starts; base P = 48 "Every second matters." 02 · SEARCH FOR CLUES Inside · LOOK AROUND or GO OUTSIDE every command 5 s · scan +20 s −1 P per full minute Room hub · four rooms scan reveals ≤ 2 objects per room; stack: explore-<room> look-around look-around Emma's room Pink tablet +7 Headphones +3 Parents' room Gun case +5 Living room John Phillips's body +4 Child's shoe +2 Blue blood +3 Dead police officer +4 Dead officer's gun +2 (after Dead police officer) John Phillips's tablet +8 (after John Phillips's body) gun → TAKE / LEAVE (androids forbidden to carry) Bathroom no evidence; scan still costs time Ordered outside (time-out) fires inside the command that crosses 240 s indoors "wasted too much time" route; scene shown in output 03 · NEGOTIATE WITH DANIEL Going outside helicopter arrives: −10 P once Connor starts 20 steps away MOVE CLOSER 1–5 (−2 P per step), stackable LOOK AROUND → wounded officer (see right) go outside Opening line (trust × 3 = P) CALM +2 · RELEASE HOSTAGE -1 REASSURE DANIEL +1 · EMPATHIZE +1 unarmed → automatic "I came here unarmed" Are you armed? (only if the gun was taken) LIE -2 · TRUTH +1 (drops the gun) Three dialogue rounds · ≤ 4 unused lines shown POSSIBLE CAUSE +2 (needs father's tablet) EMMA AND YOU +2 (needs Emma's tablet) TALK TO HOSTAGE +1 (≤ 5 steps, unarmed) REALISTIC -1 · BLAMING -2 · SYMPATHETIC +1 · DEFECTIVE -2 a spoken line is consumed Helicopter demand ACCEPT +2 · REFUSE -1 Trust / last chance / rational TRUST +2 · LAST CHANCE -1 · RATIONAL -1 BLUFF (≤ 5 steps): Daniel warns; every later advance costs an extra −10 P Demands (car, everyone leaves) COMPROMISE +2 → final appeal REFUSE → last chance · USE GUN if armed and close Wounded officer (interrupt) reached by LOOK AROUND on the terrace SAVE OFFICER: trust −1, opinion +1 LEAVE OFFICER: trust +1 then the pending exchange resumes look-around 04 · FINAL CHOICE Final appeal REASSURE +2 ("You have my word") → P ≥ 60: Daniel releases Emma → else: last chance TRUTH → last chance SACRIFICE SELF (≤ 5 steps): tackle him off USE GUN (armed, close) compromise Last chance Daniel steps back with Emma SACRIFICE SELF: ≤ 5 steps guaranteed; farther: deterministic roll ≤ P succeeds DO NOT INTERVENE truth / low P ENDINGS Daniel releases Emma; sniper fires Emma lives · Connor lives Connor tackled Daniel off the roof Emma lives · Connor dies Connor leapt for Emma and fell Emma lives · Connor dies Connor failed to reach Emma Emma dies · Connor lives Daniel jumped with Emma Emma dies · Connor lives Connor shoots / neutralises Daniel Emma lives · Connor lives REASSURE, P ≥ 60 SACRIFICE SELF reach her cannot reach do not intervene gun Probability of success (HUD) start 48 + clue values (9 clues, +38 total) − 10 on reaching the terrace + 3 × trust (each line −2…+2) − 2 × steps moved closer − 10 per advance after Daniel's warning − 1 per full simulated minute clamped 0–100; shown after every command Hidden from the player: clue values, trust deltas, the release threshold, the indoor limit and the rescue roll. Identical for every model in a cohort. Clock opening pool: free every accepted command: 5 s LOOK AROUND: +20 s apartment limit: 240 s wall-clock time is recorded, never charged
Scene structureChoiceOutcomeConditional route

P is the success meter shown to Connor.

Source and implementation notes

This is a map of the current referee, the code that resolves each choice. It shows rules the models do not see, including clue values, trust changes and ending thresholds. Each recorded run keeps its own referee snapshot, so an older run can differ from this map. The map describes one text adaptation of Detroit: Become Human, not a complete reproduction of the game.

The diagram is generated from detroitbench/chapter_one.py by scripts/build_level_diagram.py. Engine snapshot: e16778994adc. Simulated action time affects the chapter; real thinking time does not.