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Visit the guide for a complete walkthrough and the locations of all secrets. Moreover, the guide contains a list of all trophies (with separate walkthroughs and notes) and a separate chapter that offers quick and accessible tips for the difficult segments of the game (e.g. puzzles).

The walkthrough, which is the main part of the guide, offers extensive tips for levels and flashback sequences. The individual missions offer support for puzzles, combat, as well as choices and their possible consequences. Moreover, we’ve listed the locations of collectibles (notes, documents, posters, recordings) and usable evidence. The flashbacks often take form of hidden rooms with unique collectibles – the guide contains walkthroughs for each one of them.

Get Even is a game created by a Polish studio called The Farm 51. This title combines elements of exploration and action game where you can fight with enemies directly. One of the game’s strong points is the intriguing story. In Get Even you play as detective Cole Black who wakes up in psychiatric hospital, suffering from some memory losses. The main character, under supervision of mysterious Red, starts using a special VR goggles that allow him to relieve memories again. Black thinks that this will help him in escaping from the hospital, get the missing pieces and learn what have happened.

Jacek “Stranger” Halas (www.gamepressure.com)

About Get Even Game Guide

Author : Jacek “Stranger” Halas for gamepressure.com

Guide contains :
57 pages, 299 images, 25 videos.

Trophy Guide

Last update : July 06, 2017,
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Game Guide

Last update : June 28, 2017,
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Hot Topics of Get Even Game Guide

  • Find and save the hostage | Black | Walkthrough Get Even Guide.
  • Stealing the prototype and destroying the data | Black | Walkthrough Get Even Guide.
  • “The Grace_Kidnapping” files | Red | Walkthrough Get Even Guide.
  • Introduction | Trophy Guide Get Even Guide.
  • Further exploration of building B | Black | Walkthrough Get Even Guide.

Get Even Video Game

  • genre: Action
  • developer: The Farm 51
  • publisher: Bandai Namco Entertainment
  • platform: PC, XONE, PS4

Get Even is a first-person perspective game, which combines elements of shooter, adventure, and psychological horror. Although the title includes shooting sequences in a form typical of FPS titles, much more emphasis was put on unraveling the game’s complex story.

In Get Even the player assumes the role of a man named Cole Black – private detective and merciless mercenary. One day, Black wakes up in an old, devastated asylum. His memory is a clean sheet – the only thing he can remember is a failed attempt at saving a young girl who had been held captive with explosives attached to her body.f

The Farm 51’s game has much more in common with adventure games and horrors rather than popular first-person shooters, in which you mow down entire enemy squads single-handedly. True, there are many moments in Get Even when using a weapon is necessary, however, the emphasis is on unraveling the mysteries of the game’s tangled plot, psychedelic even.

  • The Farm 51 – Game developer.
  • Bandai Namco Entertainment – Game publisher.

Get Even PC version System Requirements

Recommended: Intel Core i7 3770 3.4 GHz, 8 GB RAM, graphic card Nvidia GeForce GTX 970 / AMD Radeon RX 480 or better, 40 GB HDD, Windows 7/8/10 64-bit

Minimum: Intel Core i5-2500K 3.3GHz, 8 GB RAM, graphic card Nvidia GeForce GTX 660 / AMD Radeon HD 7870 or better, 40 GB HDD, Windows 7/8/10 64-bit

More About Get Even

Get Even delayed due to Manchester attack

Get Even is delayed again – this time, however, the decision was made due to the recent terrorist attack in Manchester. The game is going to launch a month later.

Get Even gets a new trailer and release time window

This gamescom has seen a new trailer from Get Even, an intrigueing, fantastically-looking FPS horror from Polish developer The Farm 51.

We�ve seen Get Even � the game is alive and kicking

Get Even, an FPS thriller with super-realistic graphics from Polish team The Farm 51, is still in works. However, the game’s release date is a mystery � there is no telling whether it will be out this year.

Get Even is coming in 2016 � FPS Thriller Getting Published by Bandai Namco

Get Even will be released internationally by Bandai Namco in 2016. The ambitious Polish thriller shooter from the creators of Deadfall Adventures and Painkiller: Hell & Damnation is coming to PC, PS4, and XONE.

Get Even First Look: Quantum Break meets Inception

We�ve seen gameplay presentation of this intriguing game. It seems that quite an unique shooter is on its way.

The trophy guide has information on how to get all trophies in Get Even. The guide is divided into several parts. The first part is a general walkthrough for all trophies. There, you can find information about things such as difficulty level for getting trophies, how many times do you have to complete the game to get them or rules for replaying levels in order to get a given achievement. The second part is the list of all trophies. Each achievement has its description that informs you about the requirements and how to get it in an easiest way. The last, third, part of this guide has pages dedicated to the most complex achievements, that is those that require you to complete a set of specific steps in order to unlock them. In the descriptions of many trophies you can find high-resolution pictures with marked actions that must be completed or important places to visit.

Get Even is a game created by a Polish studio called The Farm 51. This title combines elements of exploration and action game where you can fight with enemies directly. One of the game’s strong points is the intriguing story. In Get Even you play as detective Cole Black who wakes up in psychiatric hospital, suffering from some memory losses. The main character, under supervision of mysterious Red, starts using a special VR goggles that allow him to relieve memories again. Black thinks that this will help him in escaping from the hospital, get the missing pieces and learn what have happened.

Jacek “Stranger” Halas (www.gamepressure.com)

General information about the trophies in Get Even

The indicative difficulty level for the trophies 3-4/10 – More or less half of Get Even trophies can be acquired without any effort, you only need to carefully explore the areas and complete the storyline. The trophies from the second group are more problematic which can be caused by various factors. The most difficult trophies are those that require you to find all tracks connected with Black’s memories. In some locations (especially in buildings B and C of the psychiatric hospital) you can find many tracks which means that it is easy to miss some of them. The game gives you hints on which secrets you have missed but it won’t inform you about their exact location nor how do they look like. Another problematic trophies are those that require you to make certain decisions. Most of the times their descriptions are minimal and you get them later, that is when the hero witnesses consequences of his actions. The last group of the more difficult trophies is connected with being stealthy (mainly Non Omnis Moriar, an achievement rewarded for completing the whole game through stealth and avoiding unnecessary killing). Here, it all comes down to planning a perfect path. Warning – The game is rather short and it allows you to replay levels which definitely lowers the difficulty of getting trophies.

Expected playtime (100% playthrough) – around 15 hours. The main story should take around 7-8 hours on the first try (more if you’ve chosen a stealth approach), while the mission to gather all remaining trophies will take a similar amount of time, especially if you’ve skipped some of them during your playthrough.

Number of trophies 41 (PS4 version) – There are 28 bronze trophies, 8 silver trophies, 4 gold trophies and 1 platinum trophy.

Offline trophies 41 – You get all trophies in the single player mode.

Online trophies 0 Get Even doesn’t have a multiplayer mode.

Does the difficulty level affect your ability to gain trophies? – No. If your main goal is to get trophies, choose the lowest difficulty level (“Gentle”). It will help you get past opponents during a stealth playthrough, as there is a set of dedicated trophies that are a reward for this play style.

Option to replay levels Available – Each memory that belongs either to Black or Red can be replayed again at any moment of the game – there are special rooms where you can select the completed memories (the room with evidence boards in Black’s mind and Ramsey’s basement).

Required minimal number of playthroughs One + replaying levels – After completing the game you can use the option, mentioned above, to replay the levels in order to get those trophies that you don’t have in your collection.

How to get all trophies in Get Even

Step 1 – Stealth playthroughs of all flashbacks

Getting access to and getting past all flashbacks is a first major part of the game. During their course, focus on staying undetected and avoid unnecessary kills (except mandatory ones) as this playstyle enables you to acquire a major achievement (Non Omnis Moriar, received at the end of the game) and other trophies that are awarded thanks to a stealth playthrough. Aside from stealth, focus on your attention on evidence and engage in optional interactions with the encountered patients – these actions are also a subject of a number of other, less prominent, achievements which nevertheless still count towards the overall tally.

Note – If you’ve chosen a more casual and/or aggressive approach for your first playthrough in order to discover all evidence without too much hassle, you may simply ignore the stealth trophies and make an attempt to score them during the further playthroughs.

Step 2 – Stealth playthroughs of Red’s flashbacks

Red’s flashbacks begin automatically after the final Black scene. The rules stay the same – stay undetected and avoid unnecessary kills. Aside from the above, you’ll have the opportunity to unlock a number of Red-oriented trophies.

Warning – After taking control over Red you can still access Black’s missions. If you want to complete any of his memories then you can choose in the game’s main menu the option that allows you to continue playing as Black.

Step 3 – Find all tracks in Black’s memories

You don’t have to do this step only after you complete the game but this is a good way to do it. In the room in Black’s mind you can find boards with collected evidence in each level. Try to visit all locations and find 100% of interactive tracks. For “clearing” all evidence in each location you get one trophy per level.

Step 4 – Find all hidden memories

Hidden memories can only be accessed in a level in which you found 100% of evidence. After that you get a four-digit code that can be entered in an electronic lock that blocks access to a secret room in a given memory. This allows you to get two trophies – for finding first hidden memory and finding all hidden memories.

Step 5 – Getting the rest of the trophies

Leave all trophies that you haven’t already unlocked for last. They are mainly trophies connected with combat, sneaking and making various decisions. The most important choices are made in the psychiatric hospital when you play as Black. You can, e.g. help a patient escape or scan a person that, as a result of your decisions, didn’t die prematurely.

In this page you can find the list of all available trophies in Get Even. You can get these achievements on any gaming platform on which this game was released. In the descriptions of the trophies you can find the requirements that are necessary to unlock them. We also made additional suggestions on how to get them in the easiest way. More complicated trophies are described in the next few pages of this guide.

Action Hero

Trophy type: Silver

How to unlock: You must eliminate all enemies in the main room in their hideout in less than 30 seconds.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Assuming Direct Control

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must use assimilation on an enemy.

Commentary: This is trophy is easy to get and it is almost impossible to miss it. You can unlock it after Red becomes a playable character. You can get it right after starting Red’s first memory – “Grace_Kidnapping – investigation”. Sneak behind the first enemy, presented in the picture, and press the interaction button to use assimilation which allows you to eliminate that enemy and get his weapon.

Benefit of the Doubt

Trophy type: Bronze

How to unlock: Help Jared escape his captors.

Notes: A detailed walkthrough for this achievement can be found on a respective page found in this chapter.

Beyond the Veil

Trophy type: Silver

How to unlock: You must escape from the psychiatric hospital.

Commentary: You get this trophy automatically by making enough progress in the storyline. You receive it during the last memory connected with Black – “The Offer”. This trophy is received after listening to all conversations between Black and Howard in a void. After that Black is moved to the psychiatric hospital for the last time and shortly after Red becomes playable character.

Broken

Trophy type: Bronze

How to unlock: You must summon the memory about your loss.

Commentary: You get this trophy automatically by making enough progress in the storyline. This trophy is received after completing Red’s memory called “Rose_Atkins – reveal”.

Call the Plumber

Trophy type: Bronze

How to unlock: You must sabotage sanitation in order to distract ADS guards.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Chronic Survivor

Trophy type: Silver

How to unlock: You must help Boyce in his escape from the psychiatric hospital.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Clean Job

Trophy type: Silver

How to unlock: You must break into the building where Jasper is imprisoned without raising an alarm.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Cleaning Up the Mess

Trophy type: Bronze

How to unlock: You must find all evidence from the murder scene in the warehouse.

Commentary: The murder scene is visited during one of Black’s memories. You must find and examine all interactive items but also perform scans in all interactive locations. Remember that you can check your progress (and replay the memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the evidence board which holds the data you’ve collected throughout the duration of the flashback.

Cogito Ergo Sum

Trophy type: Silver - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Silver

How to unlock: You must unlock one of the hidden memories (it doesn’t matter which one).

Commentary: Hidden memories can be accessed when you replay Black’s levels. They are hidden rooms that can be recognized by metal door that are closed or by gates with a lock that allows you to enter a four-digit code. An example of a such passage can be seen in the picture.

In order to unlock any of the secret rooms you must know a four-digit combination - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

In order to unlock any of the secret rooms you must know a four-digit combination. You can get those codes by gathering 100% of all tracks in a given memory. When you do that you can go back to the evidence room in Black’s mind and look at the board with the evidence. The code, that unlocks a hidden room is displayed in the upper left corner, an example can be seen in the picture above.

Convert

Trophy type: Silver - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Silver

How to unlock: Let John Keating survive till the Party and confront him about his new believes.

Commentary: This achievement requires you, while playing as Black, to ignore all situations in which you can free patients during your explorations of buildings B and C. Go through the hospital’s areas until you participate in a party which happens during your second visit in the block C. When you exit the room where the party took place you meet John Keating who is inside of the room on the left (the picture above). The achievement is unlocked immediately after that but Keating must be shot.

Diagnosis

Trophy type: Bronze

How to unlock: You must gather all evidence in the building B of the psychiatric hospital.

Commentary: There are two moments in the game where you have some time to explore the block B. This happens during Black’s campaign. You must find and examine all interactive items but also you must make scans in all interactive locations. Remember that you can check your progress (and replay memories) in the evidence room. Warning – In the board with the evidence gathered in block B you can find two photos instead of one and each one of them takes you to a different visit in the hospital.

Note – The achievement will be unlocked only after you’ve made your way back to the evidence room and had taken a look at the evidence board which holds the data you’ve collected during both visits to Building B.

Die Another Day

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must scan Albert Hall when he is alive.

Commentary – Shortly after starting your second visit in building B as Black you can come across Albert Hall that is inside of one of the cells. However, this is only possible if, during your first visit in the block B, you ignored Samson Charnel’s request and left him in his cell. Albert Hall can be seen in the picture. You must scan this man. You can find his cell before you reach the section of the hospital in which John Keating is being held and where you have to read numbers from walls which is a solution to one of the puzzles.

Warning – This trophy and Involuntary Manslaughter one are mutually exclusive. If Albert Hall is dead (in the cell you can find his corpse) then you must go back to the evidence room and replay the first part of the visit in the building B during which you can’t release Samson Charnel.

Disowned

Trophy type: Gold

How to unlock: You must say goodbye.

Commentary: This trophy can be acquired at the end of the game, right after the completion of the final Red flashback. However, the trophy will fall to your lap only if you’ve consequently ignored Red’s efforts to stay clear of detection and engaged the encountered opponents as you’ve seen fit (the opposite to this approach (detailed in its respective section) is rewarded with a different trophy (Non Omnis Moriar).

Eyes of a Cat

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must recognize one of the dancers before he attacks you.

Commentary: This trophy is connected with participation in a party, which is a part of Black’s memory, that takes place during your second visit in the building C of the psychiatric hospital. There, you will encounter the dancers. You must remember one of the places where a dancer starts attacking you. Replay the entire scene and shoot him before he makes his move.

Commentary: This trophy is connected with your participation in the party that takes place during your second visit in the building C when you play as Black. You must reach the party room. There, you can see mannequins dancing with patients. Use thermal vision and you can notice that one of the patients is still alive because his body emits heat. This person can be seen in the picture above. You must kill him (preferably with an accurate headshot).

Fuel to the Fire

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must release a couple of cultists.

Commentary: The chance to get this trophy appears during Black’s second major visit in the block B of the psychiatric hospital. During your exploration of the building B you reach the console presented in the picture above. The button on the left unlocks the passage that allows you to continue the game but, in order to get this trophy, you must also press the button in the middle. This releases the cultists. The trophy appears a little later, when you reach the room with patient’s corpse placed on wheelchairs.

Ghost Warrior

Trophy type: Gold

How to unlock: You must reach the meeting place in swamps without raising alarm.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Gnosis

Trophy type: Gold

How to unlock: You must unlock all hidden memories.

Commentary: A more detailed description of the rules for unlocking hidden memories can be found in the description for Cogito Ergo Sum trophy.

I Confess!

Trophy type: Bronze

How to unlock: You must get all evidence in the ADS building.

Commentary: The ADS building is visited in order to steal CornerGun which takes place during one of Black’s memories. You must find and examine all interactive objects but also perform scans in all interactive locations. Remember that you can check your progress (and replay memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

In Extremis

Trophy type: Bronze

How to unlock: You must get all evidence in the memory that takes place before Jasper’s murder.

Commentary: The warehouse is visited in one of Black’s memories. You must find and examine all interactive objects but also perform scans in all interactive locations. Remember that you can check your progress (and replay memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

In the Lions’ Den

Trophy type: Bronze

How to unlock: You must get all evidence regarding the secret hideout of the person that is behind the kidnapping.

Commentary: This trophy is connected with one of Black’s memories. You must find and examine all interactive objects but also perform scans in all interactive locations. Remember that you can check your progress (and replay memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

Inside Job

Trophy type: Bronze

How to unlock: You must collect all evidence in the kidnappers’ hideout.

Commentary: The kidnappers’ hideout is visited in one of Black’s memories. You must find and examine all interactive objects but also perform scans in all interactive locations. Remember that you can check your progress (and replay memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

Intensive Treatment

Trophy type: Bronze

How to unlock: You must collect all evidence in the building C of the psychiatric hospital.

Commentary: There are two moments in the game where you have some time to explore the block C. This happens during Black’s campaign. You must find and examine all interactive items but also you must make scans in all interactive locations. Remember that you can check your progress (and replay memories) in the evidence room. Warning – In the board with the evidence gathered in block C you can find two photos instead of one and each one of them takes you to a different visit in the hospital.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered during both visits to Building C.

Involuntary Manslaughter

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must scan Albert Hall’s corpse.

Commentary: You can find Albert Hall’s corpse shortly after starting your second visit in the building B while playing as Black. However, it can only happen if you, during your first visit in the block B, rescued Samson Charnel. The corpse can be seen in the picture. You must use the scanner on them. Hall’s body can be found before you reach the hospital’s section in which John Keating is imprisoned and where you must read numbers on walls which is required to solve one of the puzzles.

Warninig – This trophy and Die Another Day one are mutually exclusive. If Albert Hall is still alive then you must go back to the evidence room and replay the first part of the visit in the building B during which you must release Samson Charnel.

It’s 5 o’clock

Trophy type: Bronze

How to unlock: Get John some water.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter

Locked and Loaded

Trophy type: Bronze

How to unlock: You must get three ammo clips during one visit in the psychiatric hospital.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Non Omnis Moriar

Trophy type: Gold

How to unlock: You must make peace with Grace.

Commentary: A detailed description of this achievement is found on a respective page of this chapter.

Overdose

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must survive the hallucination part in the hospital’s garden.

Commentary: The Asylum garden is explored during your first visit in block C, this place is presented in the picture above. Black will be ambushed by mannequins if you’ll turn around after entering the garden and take a look at the mannequin that appears behind Black (the hero will comment upon the appearance). Prepare your pistol. It is very important to not let any of them get closer to you so if you have to you must fire a few times (a pistol ammo clip can be found before you leave the building). This part can be easily failed so you don’t have to hurry and try to eliminate the mannequins one by one.

Painful Memories

Trophy type: Bronze

How to unlock: Recall the aftermath of the kidnapping.

Commentary: You get this trophy automatically by making enough progress in the storyline. This trophy is received after completing Red’s memory called “Grace_Kidnapping – reveal”.

Perfect Recall

Trophy type: Platinum

How to unlock: Get all other trophies.

Quick Fix

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: You must solve the problem with electricity and electrocute John Lyndon.

Commentary: Both requirements can be completed during your first visit in the building B when you play as Black. Bringing electricity back is an obligatory step but getting interested in John Lyndon’s fate is not. His cell can be found in the final part of the visit in the block B, you can see it in the picture above. John can be scanned which allows you to get one of the tracks so you won’t have problems with finding his cell. Press the button on the right. Shortly after that Lyndon gets electrocuted and you receive the achievement.

Strong Man Saves Helpless Woman

Trophy type: Bronze

How to unlock: You must get all evidence in the Grace’s kidnapping memory.

Commentary: The building in which Grace is imprisoned is visited during one of Black’s memories. You must find and examine all interactive items but also perform scans in all interactive locations. Remember that you can check your progress (and replay the memories) in the room with the evidence.

Note – The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

Summary of Doom

Trophy type: Bronze

How to unlock: Discover the true mastermind behind the kidnapping.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter. You get this trophy automatically by making enough progress in the storyline, that is after completing all of Red’s memories.

Survivor Syndrome

Trophy type: Bronze

How to unlock: Let Mr. Boyce survive the ADS heist.

Commentary: The pre-requisite to this achievement involves accessing Black’s flashback known as “Job for Robert Ramsey”. Your job is to reach the top floor of a building that stores a CornerGun, which is the objective of the mission. The approach (which is the only phase of the mission that requires stealth, as the second part of the flashback sees an enemy ambush and an open battle) has to be done without being detected, and without casualties. You need to make your way through three areas – a parking lot, lobby, and the twelfth floor. Sneak through each area and use the anomaly scanner to expedite your approach. You should get this trophy right after you exit the last elevator.

There Is No Cake

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: Let Kiddo survive to see the party.

Commentary: This trophy may seem difficult but in reality its …. is very simple. During all your visits in the hospital as Black you must simply help other patients escape from their cells. Thanks to that during the last, second, visit in the block C you reach a place where, through a metal gate, you can see running Kiddo (the picture above). The trophy unlocks in the same moment. You can leave Kiddo in peace (he hides in the room on the left) or kill.

Tough Love

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: Fire at Grace during an unexpected vision.

Commentary: A simple action, yet its official description does not help much in gaining it. The opportunity to add the achievement to your total appears during Black’s first visit to building C. Continue exploring the area until you are left with a puzzle from John Keating (provided Keating is alive) or have to fix damaged fuses (if Keating is dead). Make your way to a corridor with cells on both sides of the wall. Visit the last cell on the left and return to the corridor. You’ll be subjected to a vision starring Grace (screenshot above). Fire at her as fast as you can before you are taken to a new memory. If you haven’t made the shot in time, reload the latest checkpoint and try again.

Transcendence

Trophy type: Silver

How to unlock: Leave the world of memories.

Commentary: You get this trophy automatically after making enough progress in the storyline. You get it after completing all of Red’s memories and when you take control over Grace. This is the final part of the game.

Unreliable Narrator

Trophy type: Bronze

How to unlock: You must learnt the truth about Jasper’s murder.

Commentary: You get this trophy automatically by making enough progress in the storyline. This trophy is received after completing Red’s memory called “J_dying_minutes – reveal”.

Untraceable

Trophy type: Silver

How to unlock: Infiltrate a memory without triggering defense mechanisms.

Commentary: A more detailed description of this trophy can be found in the dedicated page of this chapter.

Where’s My Music?

Trophy type: Bronze - List of trophies | Trophy Guide - Trophy Guide - Get Even Game Guide

Trophy type: Bronze

How to unlock: Distract Walt Kaufmann.

Commentary: The opportunity to unlock this trophy appears during the second visit to Building B (while playing as Black). You need to get past the area that sees you solve the riddle that involves reading digits found in nearby detention cells. The unlocked metal grate leads to a room inhabited by Walt Kaufmann (who has his back turned to the player and continues to talk to himself). Do not approach the target or engage him, and fire at the tape recorder found next to the target instead. Its destruction will disable the music and reward you with the trophy.

Note– The achievement will be unlocked once you’ve made your way back to the evidence room and had taken a look at the data you’ve gathered throughout the course of the flashback.

Wolf in Sheep’s Clothing

Trophy type: Bronze

How to unlock: You must get all evidence on Rose Atkins.

Commentary: This trophy is connected with one of Black’s memories. You must find and examine all interactive items but also perform scans in all interactive locations. Remember that you can check your progress (and replay the memories) in the room with the evidence.

In this page you can find a detailed description of “Action Hero” achievement that you can unlock in Get Even. You get this trophy for eliminating all bandits in the main hideout room in less than 30 seconds.

You can get this trophy during Rose and Jasper memory that is reserved to Black - Action Hero | Trophy Guide - Trophy Guide - Get Even Game Guide

You can get this trophy during “Rose and Jasper” memory that is reserved to Black. This level takes place in kidnappers’ hideout. To be more precise, it is the part of the level in which you must find two fragments of Rose Atkins’ ID.

One of them is located on the highest floor of the building and you can reach that place by using stairs. The picture presents the corridor that leads to the room with enemies.

Sneak up on the first bandit - Action Hero | Trophy Guide - Trophy Guide - Get Even Game GuideSneak up on the first bandit

30 seconds is plenty enough for you to complete this achievement but despite of that it is a good idea to plan your moves. Try to sneak into the room with enemies and wait for the first bandit to get near the entrance. Approach him from behind and perform a silent elimination.

You can follow the path that the eliminated enemy used and reach the next two enemies or you can find the anomaly presented in the picture - Action Hero | Trophy Guide - Trophy Guide - Get Even Game Guide

You can follow the path that the eliminated enemy used and reach the next two enemies or you can find the anomaly presented in the picture. Scanning it reveals a small passage through which you can squeeze.

Shoot the next two enemies - Action Hero | Trophy Guide - Trophy Guide - Get Even Game GuideShoot the next two enemies

Regardless of which path you chose you must get closer to the next two bandits. The best way to eliminate them is to use a fire arm. Try to kill at least one of them with a headshot (you can help yourself with thermal vision). If you can’t eliminate the second enemy in the same way then you must quickly shoot at him a few times so he can die before the time limit (30 seconds) runs out. The time starts running when you enter the room with the bandits.

This section contains the detailed description of how to unlock the achievement called “Benefit of the Doubt” in Get Even. The trophy is awarded for helping Jared run away from the kidnappers. You can do this while completing Black’s memory called “Jasper’s Dying Minutes”.

The chance to get this achievement presents itself further into Jaspers Dying Minutes memory - Benefit of the Doubt | Trophy Guide - Trophy Guide - Get Even Game Guide

The chance to get this achievement presents itself further into “Jasper’s Dying Minutes” memory. You must complete all the initial areas of this stage – these are locations where you encounter hostile mercenaries. Eventually, you must reach the exit of a large warehouse as shown in the picture.

Soon youll reach a glass cell shown on the picture above, where a hostage, Jared Potter, is held - Benefit of the Doubt | Trophy Guide - Trophy Guide - Get Even Game Guide

Soon you’ll reach a glass cell shown on the picture above, where a hostage, Jared Potter, is held. To get the trophy in question you must free him.

1 - Benefit of the Doubt | Trophy Guide - Trophy Guide - Get Even Game Guide
Turn right to see that theres a locked door with an upper glass pane broken, as shown in picture 1 - Benefit of the Doubt | Trophy Guide - Trophy Guide - Get Even Game Guide

Turn right to see that there’s a locked door with an upper glass pane broken, as shown in picture 1. Approach the door and choose CornerGun in your inventory. Take a peek behind the left corner; you will see the fuse box shown in picture 2. Fire in its direction; this will enable Jared to escape and you will get the trophy.

In this page you can find a detailed description of “Call the Plumber” achievement that you can unlock in Get Even. You get this trophy for sabotaging sanitary in order to distract ADS guards.

You can get this trophy during Job for Robert Ramsey memory that is reserved to Black - Call the Plumber | Trophy Guide - Trophy Guide - Get Even Game Guide

You can get this trophy during “Job for Robert Ramsey” memory that is reserved to Black. This level takes place in ADS and your goal is to steal a CornerGun. To be more precise, it is the beginning part of the memory in which you are travelling through severs in order to reach an underground parking.

Continue walking until you reach the room with a closed gate, hot gas and six red valves presented in the picture. Here, you must solve the valves puzzle (don’t choose the option in which you must destroy the padlock because you won’t get the achievement!).

The solution for that puzzle is generated randomly but despite of that completing it is not that difficult:

  • Approach each of the valves and examine them.
  • Your goal is to have all valves turned to the right. If that happened with the valve that you chose then, after turning it, you must leave it.
  • If a valve turned left then you must interact with it again and turn it right (it will go back to its default state).

Go through the entrance that was blocked by the hot gas - Call the Plumber | Trophy Guide - Trophy Guide - Get Even Game GuideGo through the entrance that was blocked by the hot gas

After turning all valves the hot gas will disappear. Crouch and proceed further.

The moment of unlocking the achievement - Call the Plumber | Trophy Guide - Trophy Guide - Get Even Game GuideThe moment of unlocking the achievement

You won’t get this trophy right after you solve the puzzle but a little bit later. You must continue your journey through the building and reach the place where you have to use the elevator that is located on the floor next to the lobby. Enter the elevator and go up to the twelfth floor. Leave it and get closer to the guards on the left. The achievement is unlocked during the conversation.

In this page you can find a detailed description of “Chronic Survivor” achievement that you can unlock in Get Even. To get this trophy you must help Boyce in his escape from the Asylum.

The first step to unlock this trophy can be done during your first visit in the building C of the Asylum while you are playing as Black - Chronic Survivor | Trophy Guide - Trophy Guide - Get Even Game Guide

The first step to unlock this trophy can be done during your first visit in the building C of the Asylum while you are playing as Black. You visit the block C for the first time after completing a memory called “Jasper’s Dying Minutes”. During your exploration of the building C you can come across the cell presented in the picture above inside of which you can find Boyce.

Note – Boyce appears in the cell ONLY if he didn’t die during the infiltration of the ADS building as part of Black’s memory “Job for Robert Ramsey” – meaning that it happens if you received the Survivor Syndrome trophy earlier. If Boyce is not in the cell, repeat the aforementioned stage while staying hidden.

Boyce asks the main hero for a crowbar - Chronic Survivor | Trophy Guide - Trophy Guide - Get Even Game Guide

Boyce asks the main hero for a crowbar. This item can be found nearby – it is leaning on a radiator (the picture above). Fulfill his request.

The final step for getting this achievement can only be completed during your second visit in the building C which takes place after Meeting with Rose memory - Chronic Survivor | Trophy Guide - Trophy Guide - Get Even Game Guide

The final step for getting this achievement can only be completed during your second visit in the building C which takes place after “Meeting with Rose” memory. During your exploration of new areas in the block C you can meet Boyce (you can recognize him by a crowbar that he holds in his hand – the picture above) and when this happens you will get this trophy.

In this page you can find a detailed description of “Clean Job” achievement that you can unlock in Get Even. You get this trophy for infiltrating the building where Jasper is imprisoned without raising an alarm.

Warning – If you were detected and you alarmed enemies you don’t have to replay the entire level. You can simply select the option to load the last checkpoint and replay only the most recent part of the memory.

Lure the bandits out from the place where they initially stand and then you can kill them silently or get past them quickly - Clean Job | Trophy Guide - Trophy Guide - Get Even Game Guide
Lure the bandits out from the place where they initially stand and then you can kill them silently or get past them quickly

You can get this trophy during “Jasper’s Dying Minutes” memory that is reserved for Black. You must be stealthy from the beginning of the level.

The first few mercenaries are near the starting point. Try to alarm them “slightly” so their status becomes yellow and they start to look around the area. Then, you can use this chance and sneak to the next location (creating a hole in a wall by scanning an anomaly) or wait for a perfect moment and eliminate them silently (use a silenced pistol or perform executions when you are right behind their back).

Use the radar to find enemies and see where they are looking at right now - Clean Job | Trophy Guide - Trophy Guide - Get Even Game Guide
Use the radar to find enemies and see where they are looking at right now

When you go through the hole in the wall you find yourself in a big area that surrounds the warehouse. Because of the size of this location the game gives you more freedom (in addition to that you can find anomalies and create new obstacles). If you want to eliminate enemies then you should rely on a silenced pistol again or approach the enemies and perform silent executions on them (start with the guard that went to urinate). Otherwise, you must use the map regularly and walk around your enemies or wait until they start patrolling other areas. The last thing to do is to select any of the entrances that allows you to enter the building.

The last location in which you must be stealthy is the big warehouse presented in the picture above - Clean Job | Trophy Guide - Trophy Guide - Get Even Game Guide

The last location in which you must be stealthy is the big warehouse presented in the picture above. Right after you enter the building you should focus on the stairs on the left, the ones that can take you to the upper balconies. Be sure that no one is going in Black’s direction and start walking on the balconies (while crouching) and reach the opposite end of the warehouse.

You dont have to hurry with leaving this location because soon one of the guards can start patrolling - Clean Job | Trophy Guide - Trophy Guide - Get Even Game Guide

You don’t have to hurry with leaving this location because soon one of the guards can start patrolling. It is recommended to start sneaking behind him. Then, you can get closer to him and eliminate the guard silently or hide somewhere and wait until he turns back and goes to the place where he was initially standing.

Your goal is to reach the exit presented in the picture, located in the far right corner of the building. Fortunately, after using this path you won’t encounter any enemies. Reach the cell with the hostage. The trophy should be unlocked shortly after you scan him and go to the next area (it will happen right before you enter the room with columns and the phone that must be scanned).

In this page you can find a detailed description of “Ghost Warrior” achievement that you can unlock in Get Even. You get this trophy for reaching the meeting place on swamps without raising an alarm.

Warning – If you were detected and you alarmed enemies you don’t have to replay the entire level. You can simply select the option to load the last checkpoint and replay only the most recent part of the memory.

You can get this trophy during Jaspers Dying Minutes memory that is reserved for Black - Ghost Warrior | Trophy Guide - Trophy Guide - Get Even Game Guide

You can get this trophy during “Jasper’s Dying Minutes” memory that is reserved for Black. When the level starts you begin near a small tunnel that leads to swamps. There you can find three areas in total that are occupied by enemies.

In the first part of the swamps you must watch out for the nearest enemy that patrols the area near a container. Move through the right side of the map, this will allow you to go past all other enemies. The exception to that is the enemy presented in the picture above, the one that stands near water. Fortunately, you can easily eliminate him with a headshot (zoom in with your phone to aim easier).

In the second part of the swamps you must also stick to the right side of the map and when you are standing on top of rocks you must look around for mercenaries that can be killed - Ghost Warrior | Trophy Guide - Trophy Guide - Get Even Game Guide

In the second part of the swamps you must also stick to the right side of the map and when you are standing on top of rocks you must look around for mercenaries that can be killed.

The exit from this part of the swamps is presented in the picture and before you use it you should wait until one of the guards goes left. You can also get to that passage while you are crouching. By doing that you can be sure that no one will notice you (and even if someone can see you then they will be in “yellow status” which means that you still have your chance to get this achievement).

Going through the third part can be the most troublesome because the last ruins are full of enemies and the sitting one, presented in the picture above, is the most problematic out of them all - Ghost Warrior | Trophy Guide - Trophy Guide - Get Even Game Guide

Going through the third part can be the most troublesome because the last ruins are full of enemies and the sitting one, presented in the picture above, is the most problematic out of them all. Don’t try to kill him because this alarms his buddy causing his status to become red which means that you won’t be able to get the trophy. Instead of that you can act in one of the two different ways – be at the edge of the sitting enemy’s field of view and lure him out so he separates from the rest before you attack him or you can go through the ruins behind him. In the second option you alarm another guard whose status becomes yellow. When this happens you must withdraw quickly or avoid him and eliminate when he goes into a secluded place.

After solving the problem with the guard that was described above you must focus on going through the right part of the map. If you stay in a crouching position you shouldn’t raise any alarms.

The moment of getting the trophy - Ghost Warrior | Trophy Guide - Trophy Guide - Get Even Game Guide
The moment of getting the trophy

The trophy is unlocked right after you leave the swamps and get closer to the big building (at the same moment you will hear Red’s commentary).

In this page you can find a detailed description of “Locked and Loaded” achievement that you can unlock in Get Even. You get this trophy by getting three ammo clips during a single visit in the Asylum while playing as Black.

A single visit means the time spent in the hospital from the moment of completing the last “big” memory (those, that have their own boards in the evidence room) to starting a new big one. Black, during his campaign, visits the building B twice in this way and in the later part of the game he also visits the building C twice.

The first chance

The first chance to unlock this trophy appears during the exploration of the second part of the building B - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

The first chance to unlock this trophy appears during the exploration of the second part of the building B. The first ammo clip can be found shortly after solving the puzzle with the locked passage that requires a four-digit combination (the area near John Keating’s cell). After unlocking that passage you should visit one of the nearby rooms. The ammo clip is in the dark room presented in the picture above.

In this next area you may have to deal with a hostile patient - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

In this next area you may have to deal with a hostile patient. After shooting him you should continue your journey until you reach the area with many new tracks. Here, you must check the side room with a TV on, you can see it in the picture above.

The last clip from the set can be acquired a little bit later, after completing a level in which you travel in void between rooms (this level doesnt count as a full-fledged memory) - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

The last clip from the “set” can be acquired a little bit later, after completing a level in which you travel in void between rooms (this level doesn’t count as a “full-fledged” memory). When you go back to the hospital you can continue walking through it and you should visit all rooms that you pass by. The ammo can be found in the place presented in the picture. You also visit this room before you reach a console that unlocks a passage that allows you to go further.

The second chance

The second chance for unlocking this trophy appears during your first visit in the block C - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

The second chance for unlocking this trophy appears during your first visit in the block C. Go past Boyce’s cell and use the stairs. After that you can find an ammo clip. It will be behind the bars in the place presented in the picture above.

Soon, you will be attacked by a hostile patient - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

Soon, you will be attacked by a hostile patient. After eliminating him you should look around for the second clip that lies next to the flare on the chair presented in the picture above.

The last, third, clip is also in the area and you can find it lying on the desk presented in the picture - Locked and Loaded | Trophy Guide - Trophy Guide - Get Even Game Guide

The last, third, clip is also in the area and you can find it lying on the desk presented in the picture. When you take it you will receive the trophy. Warning – Get all ammo clips before you use the building’s exit that leads to the Asylum gardens.

This section contains the detailed description of how to unlock the achievement called “Non Omnis Moriar” in Get Even. The trophy is awarded for reconciling with Grace.

Avoid eliminating enemies i.a. in the ADS building, at the marsh, in front of the warehouse or at the cemetery. - Non Omnis Moriar | Trophy Guide - Trophy Guide - Get Even Game Guide
Avoid eliminating enemies i.a. in the ADS building, at the marsh, in front of the warehouse or at the cemetery.

This is the most difficult trophy to unlock in Get Even, and it’s because it forces you to complete all the memories in a specific way. Namely, you must avoid eliminating hostile characters while completing the subsequent stages. It’s also forbidden to trigger alarms.

Here is a list of information and tips related to this trophy:

  • If you got the Disowned trophy in your first playthrough in Get Even, you don’t have to repeat the whole game. Only repeat the stages in which you were to made to much noise, i.e. started to eliminate enemies or got noticed.
  • To complete this achievement it’s best to set the lowest, “Gentle”, difficulty level. It should be easier to you to avoid detecting by encountered enemies.
  • Completing the entire game without killing others is not possible, so don’t worry if you are sometimes forced to kill a hostile character. I’m talking especially about the enemies defending access to Grace in the prologue when you play as Black, the mercenaries in the ambush in the ADS building, and hostile patients appearing during subsequent visits in the psychiatric hospital. In the latter case only kill those patients you can’t avoid (you don’t have to kill Walt Kaufmann or Kiddo). Note: Hostile mannequins appearing in the hallucination during the stay in the hospital are not taken into account by this trophy. Don’t hesitate to destroy them!
  • This achievement requires that you complete all stages, i. e. all Black’s memories AND all Red’s memories in a stealthy manner. In the case of Red, try to avoid enemies altogether and don’t assimilate them (in the case of Black assimilation is treated the same as silent executions).
  • There’s something that makes Black’s stages easier – every “bad action” results in getting a warning from Red. Once you receive it, stop the game immediately and go back to the last checkpoint to complete a given part of a memory again.

In this page you can find a detailed description of “Untraceable” achievement that you can unlock in Get Even. You get this trophy for completing a memory without triggering its defense mechanisms.

The best way to get this achievement is to select the first memory in which you play as Red, Grace_Kidnapping - investigation - Untraceable | Trophy Guide - Trophy Guide - Get Even Game Guide

The best way to get this achievement is to select the first memory in which you play as Red, “Grace_Kidnapping – investigation”. There are two factors that support this decision. First, using assimilation on enemies is allowed and it won’t block you from getting the trophy. Second, you must deal with only a few bandits. The first enemy is near the starting place (the picture above). Get closer to him while you are sneaking and use assimilation on him. Ignore his friend that goes left and head to the hospital’s right building.

Another enemy is in a room on the floor, you can get closer to him by using warp, this moment is presented in the picture - Untraceable | Trophy Guide - Trophy Guide - Get Even Game Guide

Another enemy is in a room on the floor, you can get closer to him by using warp, this moment is presented in the picture. When you get behind the enemy you can use assimilation on him.

Another enemy is shooting from his pistol (the picture above) - Untraceable | Trophy Guide - Trophy Guide - Get Even Game Guide

Another enemy is shooting from his pistol (the picture above). Approaching him from behind is very easy.

The second to last enemy can cause you the biggest problems because he is patrolling the nearby corridors (the picture above) - Untraceable | Trophy Guide - Trophy Guide - Get Even Game Guide

The second to last enemy can cause you the biggest problems because he is patrolling the nearby corridors (the picture above). Wait for him to start moving away from you and try to kill him with a headshot before he can notice you.

The last enemy stands next to the empty chair (the picture above) - Untraceable | Trophy Guide - Trophy Guide - Get Even Game Guide

The last enemy stands next to the empty chair (the picture above). You can approach him from behind without problems and eliminate by using assimilation. You get the trophy when you interact with the engram and you proceed to the next memory.

In this page you can find a detailed description of “It’s 5 o’clock” achievement that you can unlock in Get Even. You get this trophy for bringing John Keating, one of the hospital’s patients, some water.

You get the chance to solve this puzzle when you visit the Asylums block C as Black for the first time - Its 5 clock | Trophy Guide - Trophy Guide - Get Even Game Guide

You get the chance to solve this puzzle when you visit the Asylum’s block C as Black for the first time. However, there is a requirement – YOU CAN’T RELEASE any patients during your previous two visits in the Asylum (in two different parts of the building B). Only then, in one of the block C rooms, you can meet John Keating (otherwise he would be killed). Listen to his short speach from which you learn that you need to solve his new puzzle.

In this puzzle you must interact with nearby valves in a such way that the water will start running in Keatings room - Its 5 clock | Trophy Guide - Trophy Guide - Get Even Game Guide

In this puzzle you must interact with nearby valves in a such way that the water will start running in Keating’s room. The first valve is right from the glass entrance to Keating’s room. Turn it. You can also use thermal vision in your phone. By doing that you will receive an acknowledgment that water started to run in this pipe.

You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned) - Its 5 clock | Trophy Guide - Trophy Guide - Get Even Game Guide

You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned). Reach the stairs and go on the floor. There, you must head to the room with a few valves which is presented in the picture. Turn the valves in the order presented in the picture and by doing that the water will start running.

Now you must go to one of the smaller adjacent rooms - Its 5 clock | Trophy Guide - Trophy Guide - Get Even Game Guide

Now you must go to one of the smaller adjacent rooms. There, you can find a single valve (the picture above).

Finally, you must return to the ground floor and look at the sink presented in the picture - Its 5 clock | Trophy Guide - Trophy Guide - Get Even Game Guide

Finally, you must return to the ground floor and look at the sink presented in the picture. Open the door below it and turn the last valve. For this action you receive the trophy.

The guide for Get Even offers walkthroughs for stages starring both Cole and his mysterious handler known as Red. The sections on individual levels contain tips on objectives, combat, sneaking, and eventual choices with possible consequences. Moreover, the walkthrough contains the locations of secrets (notes, documents, posters, recordings) and scannable evidence.

The guide also received two additional chapters. One of them lists the hidden memories that can be accessed by finding all evidence in the given stage, while the latter offers quick and accessible tips for difficult segments found in game, including puzzles.

Get Even is a game from Polish studio The Farm 51 that mixes exploration elements with first person shooter gameplay. The game is especially characteristic for its intriguing plot that sees us assume the role of Cole Black, a private detective who has awoken in a desolate psychiatric hospital. Cole becomes a patient of Red, a mysterious figure that gives him access to special VR googles that allow the user to read and replay memories. Cole starts exploring his own mind in hope of leaving the hospital and reliving the missing fragments of the story.

Jacek “Stranger” Halas (www.gamepressure.com)

In this page you can find the walkthrough for the prolog of Get Even which is a part of a memory called “The Kidnapping” (when you make enough progress in the game you can play the memories again, e.g. to make a different decision or find secrets that you have missed). During this stage you learn the basic mechanics of the game and you are able to investigate the first tracks.

Green dots on your phones screen help you in detecting items that can be scanned - Find and save the hostage | Black | Walkthrough - Black - Get Even Game Guide
Green dots on your phone’s screen help you in detecting items that can be scanned

Leave the building and start your linear walk through the forest. You notice a drone flying away and a guard going left. Left him alone (you can also shoot him – you are equipped with a pistol) and head to the entrance of the destroyed school. From this place onward you should start searching for tracks. The first one is the drone that can be scanned (use the right application from phone’s menu and have the drone in the frame).

One of the tracks can be found near the heater - Find and save the hostage | Black | Walkthrough - Black - Get Even Game Guide
One of the tracks can be found near the heater

Move forward and use the stairs. The next track that can be scanned is a scrap of cloth that hangs on a heater.

You can also find an ashtray and a rope lying on the ground, both items are nearby. Scan both of them. Continue moving forward and in one of the next rooms you must find a bottle of nitrazepam. Once again you must use the scanner.

Sneaking on an enemy allows you to eliminate them without any problems - Find and save the hostage | Black | Walkthrough - Black - Get Even Game Guide
Sneaking on an enemy allows you to eliminate them without any problems

When you reach the staircase you must go down to the lower level. There is a guard around the corner, you can “test” executions on him. Crouch, sneak so you can be closer to him and use the attack button. After performing an execution you must reach the end of the corridor and scan the poster, the one at which the recently killed guard was shooting.

CornerGun is helpful in killing enemies - Find and save the hostage | Black | Walkthrough - Black - Get Even Game Guide
CornerGun is helpful in killing enemies

Continue your walk through the building. When you get closer to a new enemy the game will allow you to test the CornerGun that allows you to shoot enemies around the corner. Its two main advantages are a lower chance to be detected and a much higher level of safety thanks to being able to shoot without peeking from a cover. Use this weapon from the corner on the right. Next, by using thermal vision you must locate a new enemy and kill him with a headshot.

Kill the last two enemies - Find and save the hostage | Black | Walkthrough - Black - Get Even Game Guide
Kill the last two enemies

The last part of this memory takes place in the room where Grace is imprisoned. Use the slow motion to kill the two guards without any problems.

Sadly, Grace can’t be saved even if you decide to interact with the bomb and use the code that she gives you – 3001. Soon, the prologue ends and you can move to the next stage.

In this page you can find the walkthrough for the next stage of Get Even. In this mission you must visit the psychiatric hospital’s building B. This level is focused on exploration of the area. During it you can find many interactive items and places where you can perform scans.

1 - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide
After reading the message in your phone (this action is always optional) head to the building B - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide

After reading the message in your phone (this action is always optional) head to the building B. The first track is found on the way to the hospital. Look at the arbor from the picture 1 (remember about the green dots on your phone’s screen that informs you about the distance between you and a point of interest) and find a clock that lies on the ground. Aim at it and scan.

You must also examine area around the building B. Thanks to that you can find the drone presented in the picture 2 that can also be scanned.

The mannequins hand under the bed - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide
The mannequin’s hand under the bed

You can now enter the building and search for interactive tracks. The first track should be the mannequin’s hand under one of the beds. Scan it.

Move forward. UV lamp, used to reveal the footprints, can help you to find the right path although using it is optional. When you are on your way you can check out one of the wardrobes and scan the mannequin inside of it.

In thermal vision, the electric cables are colored in red - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide
In thermal vision, the electric cables are colored in red

Use the UV lamp to find a small hole – you must crouch and squeeze through it to reach the other side. Keep following the footprints that will lead you to the lower floor. You reach the closed gate. When you press the button you will cause a fuse box malfunction. You must now reach them. It is a good opportunity to use the thermal vision application and follow the red cables visible on phone’s screen.

Go back to the upper level and keep using the thermal vision when you reach the room with fuses. Interact with the boxes to bring power back.

Go back upstairs and continue using thermal vision, even when you reach the room with the fuse boxes - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide

Go back upstairs and continue using thermal vision, even when you reach the room with the fuse boxes. Here, you can solve a small puzzle in which you must find boxes that are active. They emit heat which makes them “glow” in thermal vision – you can see an example in the picture above. Find a first box like that and interact with it. Then, you must repeat this process by finding more interactive boxes and reset them. Resetting all fuse boxes brings electricity back.

You must go down once again - The meeting in the building B | Black | Walkthrough - Black - Get Even Game Guide

You must go down once again. This time when you use the button you will open the gate and unlock the passage. In the new room you can find many photos that can be examined (they are the results of an investigation that happened before the prologue). Additionally, you can scan the gas bottle presented in the picture above.

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You can try to leave the room Only AFTER you find and examine all tracks. The gate will close and gas will start to leak out making Black lose his conscious.

In this page you can find the walkthrough for the level in Get Even that takes place in the psychiatric hospital after you are imprisoned by Red in the block B of this building. You primary goal is to reach a photo that, after looking at it initiates a new memory. On the way to this item you can examine new tracks. You may also be forced to eliminate at least one hostile patient.

Important note – During your exploration of the building B you will have to make your first decisions on how you want to act. The same happens in the later part of the game when you reach building C. In general, you can act in one of the two ways – help given prisoners in their escape or ignore them and leave in their cells. It is recommended to think beforehand on how you want to act throughout the game, that is, do you want to help all of them or leave in their cells. The situations that you have ignored can be checked during your second playthrough or when you are replaying only the levels that take place in the Asylum (two visits in block B and two in block C) by selecting them in the evidence room.

Scan the Pandora device - Exploration of the building B | Black | Walkthrough - Black - Get Even Game Guide
Scan the Pandora device

When you regain consciousness you must listen to Red’s speech and take the silenced pistol from the table. Soon, this weapon may come in handy. Now, select the scan application and use it on Pandora device (the one used to replay memories) found on one of the nearby desks. When you do the scanning you must examine the Pandora goggles poster that hangs above the device.

Collect notes and scan patients from the cells that you pass by - Exploration of the building B | Black | Walkthrough - Black - Get Even Game Guide
Collect notes and scan patients from the cells that you pass by

Go to the corridor and during your walk you should examine all documents (they are mostly patient records) and drawings that are hanging on the nearby walls. Besides that you can also scan two patients that are inside of two different cells (those patients are Walt Kaufmann and Leonard Shelby).

By pressing the button (after you fix the fuse box) you free Samson - Exploration of the building B | Black | Walkthrough - Black - Get Even Game Guide
By pressing the button (after you fix the fuse box) you free Samson

In one of the next cells you can find Samson Charnel (scan him). He asks the main hero to save him. This is one of the first decisions in the game. Samson can be left in the cell or you can follow his request and free him. If you chose the second option then you must find a fuse box that is nearby. Reset the fuses and go back to the cell. Pressing the button unlocks the door and releases Charnel.

You can be attacked by a patient and if that happens you will have to kill him - Exploration of the building B | Black | Walkthrough - Black - Get Even Game Guide
You can be attacked by a patient and if that happens you will have to kill him

Continue walking and when you are on your way find 2 wallpapers and a document. Shortly after you find the note you must equip the pistol because in one of the next corridors you can suddenly be attacked by a patient. Shoot him before he gets closer to Black and attacks him.

Use the stairs and read a new e-mail. In the next rooms you can find a document and you can scan a new patient (John Lyndon). Warning – if you use the button near Lyndon’s cell (assuming that you brought the power back) then, shortly after that, he will be electrocuted and for that you get Quick Fix trophy.

Go to the last room, you can recognize it by a chair that stands in the middle of it - Exploration of the building B | Black | Walkthrough - Black - Get Even Game Guide

Go to the last room, you can recognize it by a chair that stands in the middle of it. There are many interactive items in this room – photos, plans, documents, newspapers clippings, a business card and a poster.

Leave the photo, presented in the picture above, for last. You can recognize it by a peculiar glow. By interacting with it you start a new memory that is a part of the next level.

In this page you can find the walkthrough for a level in Get Even that takes place in ADS corporation’s (Advance Defense Strategy) main building. This memory is called “Job for Robert Ramsey”. In the first part you must steal CornerGun’s prototype. Getting there requires a lot of stealth and exploration although the game allows you to eliminate guards. In the second part you must escape from an ambush.

  • Solving valves puzzle
  • Going through the area with guards
  • Find the code that opens the door
  • Stealing CornerGun
  • Escape from the ambush

Solving valves puzzle

After reading the e-mail you must start following the linear path - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game Guide

After reading the e-mail you must start following the linear path. During that you can help yourself by using an UV lamp (visible footprints). When you are on your way you must examine the note lying on the ground. After that you must crouch and go through a small hole. When you reach the pipes presented in the picture above you can, for the first time, experience the game mechanic in which you get rid of anomalies by using the scanner. When you see white dots (instead of green) you will know that anomalies are nearby. After locating them you must face their direction and perform scanning.

Here, you make the pipes disappear which unlocks the passage but anomalies that are found in the later parts of the game usually have the opposite effect, that is they allow you to “summon” items that can be used, e.g. as an additional cover.

You can destroy the lock and give up on the valves puzzle - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideYou can destroy the lock and give up on the valves puzzle

Soon, you reach a room with a closed gate. Before you do anything you should go right and scan the blue substance.

Your journey can be continued in two ways. The first option is to use the pistol and destroy the lock (shoot at it at least two times). If you choose this variant you will get a small reprimand from Red for using a not very sophisticated solution.

The second option is to make a hot gas disappear - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game Guide

The second option is to make a hot gas disappear. You can find it in the passage left from the gate. In this case you must use the six valves presented in the picture above. The solution for that puzzle is generated randomly but despite of that completing it is not that difficult:

  1. Approach each of the valves and examine them.
  2. Your goal is to have all valves turned to the right. If that happened with the valve that you chose then, after turning it, you must leave it.
  3. If a valve turned left then you must interact with it again and turn it right (it will go back to its default state).

After turning all valves the hot gas will disappear. Crouch and proceed further.

Warning – Choosing this variant allows you to get Call the Plumber trophy which can be obtained during the later parts of exploring ADS building.

Aim only at people colored in red (the rest are the hostages) - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideAim only at people colored in red (the rest are the “hostages”)

Go through the subsequent corridors until you find yourself in a dark area. There is a rifle that can be taken. This is another tutorial for using the CornerGun. Go to each marked point with the weapon equipped and press lean left or right buttons. After each action like that you must find an enemy (red color) and eliminate them with a headshot.

After completing all tries you must help yourself by using the phone to locate new anomaly (white dots on the phone’s screen). By doing that you unlock the new door.

Going through the area with guards

Removing anomalies unlock new passage to the toilets - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideRemoving anomalies unlock new passage to the toilets

You are now in the corridor next to the underground parking and from now on you will encounter guards. If you want to eliminate your enemies (you receive a warning from Red each time you do that) then you should try to sneak on them from behind and defeat in close quarters combat or kill them with headshots because otherwise they alarm the entire area. However, if you want to avoid them you should use the radar (map application in the phone) so you can see their locations and field of view.

You can open the door located in front of the starting point (when you do that you will be behind guard’s back when he goes on a patrol) or go to the room on the right and remove an anomaly that blocks the entrance to a vent. When you enter it you can go to toilets where you can also find one guard.

Areas near the elevator on the left - before you get closer to it you can scan an anomaly and get additional cover - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideAreas near the elevator on the left – before you get closer to it you can scan an anomaly and get additional cover

During your walk through the underground parking it is recommended to stay close to the left side. On your way you can activate other anomalies which creates additional obstacles that can hide Black from guards’ view.

The easiest way to leave the parking is to reach the elevator in the left part of this place because that elevator has the weakest security. Alternatively, you can use the main elevator located in the opposite end of the underground parking but the risk that you can be detected is high. The elevator on the right is out of order. The choice of elevator has no impact on this level because after you use it you appear in one of the two points that are very close to each other. From here the journey through the ADS building is the same.

Reach the new elevators - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideReach the new elevators

Regardless of which elevator you chose you are now in a new part of the building. There are two guards on the lower level – one is patrolling the nearby corridors and the second one is in the lobby (he regularly turns 180 degrees). Another guards are on the floor and the most problematic one is the guard that looks on one of the stairs. Before you move to another location in the building you should check the corridors around the lobby and examine a few identical posters that are on the walls.

When you reach the lobby select those stairs that are not guarded and then find a new elevator on the next floor. Use it to travel to the new floor.

The elevator takes you to the twelfth floor - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game Guide

The elevator takes you to the twelfth floor. There are a few guards near the starting place and it is recommended to wait for them to spread out (if you solved the valves puzzle then this is the place where you receive Call the Plumber achievement that is given to you for sabotaging sanitation).

BEFORE you move forward you should examine the left wall and look at the new poster presented in the picture above. This one is different from those in the lobby and because of that it is treated as a separate track.

You can, of course, start eliminating guards on this floor (there should be four of them in total) but if you want to avoid confrontations then you should go right and enter the monitoring room - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game Guide

You can, of course, start eliminating guards on this floor (there should be four of them in total) but if you want to avoid confrontations then you should go right and enter the monitoring room. When you get there you should start with finding two new tracks – you can read a message saved on one of the computers and pick up the crumpled note (UK Veterans Service).

Now, in the monitoring room, you can find the vent shaft presented in the picture. Use the scanner to get rid of the anomaly and go through the vent shaft.

Sneak or break through the enemies and reach another elevator - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideSneak or break through the enemies and reach another elevator

You are in a dark room near the corridor with a guard. Wait until he stops abusing the vending machine and goes away. Leave the room. Go left and soon you will reach yet another elevator. If you want to keep being stealthy then you must crouch so you won’t be detected. You can stop sneaking when the elevator reaches new floor because, for now, you won’t encounter any enemies in this part of the building.

Find the code that opens the door

The first photo - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideThe first photo

Start exploring the new floor because this allows you to find a newspaper clipping and a document. Your goal is to reach the closed door that requires a four-digit code to open them.

In order to find the code you must carefully explore the floor. Start with checking the room that is the closest to the closed door. There, you can find the photo with a number on it.

The second photo - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideThe second photoThe third photo - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideThe third photoThe fourth photo - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideThe fourth photo

Another three photos are in the big office on the opposite side of the floor. Just like before, examine them in order to automatically add them to your “collection”.

Enter the code which is based on the numbers from the photos - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideEnter the code which is based on the numbers from the photos

You can now return to the panel that allows you to enter the code. Notice, that the photos are now on the wall. This is the right combination:

  1. The number from the upper left photo (in our case it was 7)
  2. The number from the upper right photo (in our case it was 9)
  3. The number from the bottom left photo (in our case it was 4)
  4. The number from the bottom right photo (in our case it was 5)

Stealing CornerGun

Take the CornerGun - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideTake the CornerGun

Enter the newly opened room and interact with the computer booth. You can now approach the glass cabinets and take the CornerGun from one of them.

Escape from the ambush

Thermal vision is very helpful in finding enemies - Stealing the prototype and destroying the data | Black | Walkthrough - Black - Get Even Game GuideThermal vision is very helpful in finding enemies

If Howard didn’t die earlier you will now listen to his speech. Opening the door will cause new enemies to appear on the floor. You can start using the CornerGun to eliminate them. Place yourself near small walls and corners and use thermal vision to locate your enemies and eliminate them with headshots. You must reach the opposite side of the floor which is the area where you were previously searching for photos. Shortly after leaving this location you should receive a message from Red and, after that, the memory will stop.

In this page you can find the walkthrough for the other part of the psychiatric hospital in Get Even. This part of the facility is explored after completing the memory in which you visit the ADS building. During the further exploration of the block B you can find completely new tracks. In addition to that the game will present you the rules for replaying memories that you have already completed (e.g. so you can act differently or reach secrets that you have missed during your firsts visit).

  • Visiting the room with the collected tracks
  • Solving John Keating’s puzzle
  • Reach the picture that starts new memory

Visiting the room with the collected tracks

Pictures, similar to this one, can now be found in various places in the game world - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuidePictures, similar to this one, can now be found in various places in the game world

In the starting room you can find all secrets that you found during the ADS building memory. Getting them again is not required. Following the information given by Red you must approach the picture with a binary code. When you interact with it you will be transported to a unique place in Black’s mind. Here you can find all tracks that are connected with the investigation (obviously, most of them are currently locked). Thanks to that you can check your progress for each level.

  1. If you want to replay a memory (e.g. in order to find 100% of tracks or choose differently in places where you must make a decision) then you must interact with a special picture (they can be found in the bottom corners of the boards with collected evidences) and confirm that you want to play this particular stage again.
  2. If you want to leave this place (so you can continue visiting completely new locations) then you must interact with the picture lying on the desk in the center of the room.

1 - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideAlbert Halls body - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideAlbert Hall’s body

When you get back to the psychiatric hospital you should use the newly unlocked passage. Shortly after continuing your exploration of the block B you will reach Albert Hall’s cell. If you released Samson Charnel during your first visit in the building B then Albert Hall will be dead. If this happens you must scan his corpse in order to receive Involuntary Manslaughter trophy. If you haven’t helped any of the patients then Albert Hall will be alive. In this case you must scan Hall and you will receive Die Another Day trophy.

Move forward and, when you are on your way, look for interactive items. You can get a note, patient records and drawings. You should also stop by John Keating’s cell and scan the man.

Solving John Keating’s puzzle

The first number - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideThe first number

Right next to it you can find a closed gate that requires you to enter a four-digit code. Go back to Keating’s cell and listen to a short conversation with him. This dialog is a hint that can help you to solve the puzzle. You must visit the cells in the previous corridor where you can find numbers from a combination that opens the electronic lock.

As your first target you should examine the cell located closest to the place where you have started exploring this part of the hospital. Use the UV lamp and light the wall to reveal a number – in our case the number was 1.

You get the second number after completing a simple addition - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideYou get the second number after completing a simple addition

Go to the next cell and use the UV lamp to light the wall. You must complete a simple addition – in our case the addition was 4+4=8.

Add all numbers from the circled area - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideAdd all numbers from the circled area

Visit the next cell. Here, you must add all numbers from the circled area – in our case the addition was 1+2+1+0=4.

Add all numbers from the winning move in tic-tac-toe - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideAdd all numbers from the winning move in tic-tac-toe

Check out the last cell. Here you also must do a simple addition. You must add the numbers from the winning line in tic-tac-toe – in our case the addition was 2+2+1=5.

You can now go back to the closed gate and enter the code. In our game 1845 was the correct combination but because of the randomness of the game you can be forced to enter a different code based on the information that you found on the walls.

Reach the picture that starts new memory

Enter the new part of the building and start from examining the note that hangs on a wall - Further exploration of building B | Black | Walkthrough - Black - Get Even Game Guide

Enter the new part of the building and start from examining the note that hangs on a wall. There is also some ammo nearby. You may need it, as you’ll encounter an aggressive patient (Walt Kaufmann) in a moment. You can shoot him or distract him by destroying a tape recorder marked on the screenshot above. The second action will be rewarded with a trophy (Where’s My Music?).

Warning – If you are interested in Locked and Loaded trophy then this is a good place for you to start doing it. Besides finding the clip mentioned above you must also find another two (this must be done before starting a new “big” memory – The Victim). The clips are in clearly visible places and located not far from here. More information can be found in the chapter dedicated to trophies.

Go down the stairs and in the new room you can find a patient recordings. Also, there is a toy nearby that can be scanned. Look around the area and find one more document and when you do that you must reach the room with a TV.

Look for interactive objects - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideLook for interactive objects

When you turn back you will appear in hero’s mind. This is one of a few moments like this that are found throughout the game. Follow the linear path and allow the ground to “generate” in front of the main character. After reaching each one of the areas you can watch a cut-scene and/or find objects that can be examined. You complete this sequence by getting closer to the big picture. When you examine it Black will return to the hospital.

Find a tape recorder and, after listening the recording, move forward - Further exploration of building B | Black | Walkthrough - Black - Get Even Game Guide

Find a tape recorder and, after listening the recording, move forward. When you are on your way you should try to look around a lot because you can find notes, patient recordings and two tape recorders. You can also open the wardrobe presented in the picture above. This makes the mannequin behind the hero’s back move. It also opens the wardrobe in the room from which you came here. Inside of the wardrobe you can find another note.

Move forward. You can find new patient recordings in the Postoperative Room. Besides that you can also find a bed that can be scanned and a new tape recorder.

You can press only one button - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideYou can press only one button

When you use the stairs you reach Isolation Ward. If you rescued Samson Charnel then you can meet him here again and you witness how he murders another patient. Prepare your weapon because after that he will attack you. . If Samson Charnel is still imprisoned then you meet another prisoner here that will escape soon (thanks to that you can avoid fighting with someone).

Find two notes. Now, you must approach the console with three buttons. The button on the left unlocks the passage. The middle one can be pressed if you want to free cultists and by doing that (soon) you are rewarded with a trophy called Fuel to the Fire.

Interact with the picture and start a new memory - Further exploration of building B | Black | Walkthrough - Black - Get Even Game GuideInteract with the picture and start a new memory

Enter the newly unlocked area. Find three documents and scan patient’s corpse (Redmond Macy) that are found on top of the tower built from wheelchairs.

Continue your journey until you reach the place where you can have a new conversation with Red. Here, you can see the tracks again or you can immediately find the picture that activates new memory.

In this page you can find the walkthrough for the first visit in the abandoned warehouse in Get Even. This is a part of the memory called “The Victim”. You must investigate a suspicious murder that can be connected with Grace’s kidnapping. It is not a long memory. It is based on exploring the area and listening to the conversations about the murder.

Interacting with the picture on the chair takes you to a new memory - Learn about the victims identity | Black | Walkthrough - Black - Get Even Game Guide
Interacting with the picture on the chair takes you to a new memory

Read an e-mail and start walking. You can help yourself with the UV lamp (the footprints). On your way you can hear a fragment of a conversation and you can enter a room with a chair on which Grace was sitting. Try to leave the room and then examine the picture that appeared on the chair.

You must scan the corpses one by one - Learn about the victims identity | Black | Walkthrough - Black - Get Even Game Guide
You must scan the corpses one by one

Continue the linear walk and stop when you reach the taped door that signalize the murder scene. Scan the door. By doing that you can listen to a conversation between detectives.

In the room with the columns you can find four corpses. Approach and scan each one of them. By doing that you make the bodies disappear. After scanning all corpses you can listen to a new conversation. After that you must scan kneeling Jasper Prado.

Check the picture when you are ready to leave this place - Learn about the victims identity | Black | Walkthrough - Black - Get Even Game Guide
Check the picture when you are ready to leave this place

Soon, you receive a new objective in which you must stabilize a memory. Start with checking the two notes and a newspaper clipping that can be found nearby.

Activate the UV lamp and follow the blood trails that will lead you to the room with the chair again. Here, you must examine two hanging notes and then interact with the picture that allows you to proceed to the next memory.

You are now in an open area and you must head to the warehouse - Learn about the victims identity | Black | Walkthrough - Black - Get Even Game Guide

You are now in an open area and you must head to the warehouse. Don’t approach the building in a straight line, you should definitely consider checking the entire area carefully. If you look at the map application you can notice blue rectangles – they are the areas that can be examined and an example of a such place can be seen in the picture above. When you enter an area like this its new elements will “generate themselves”. When this happens you can look around for tracks. There are four places like this and by visiting them you get a report, , a form, 2 tape recorders, 2 police recordings, a photo and a newspaper clipping.

Reach a new picture in the hospital to be moved near the warehouse - Learn about the victims identity | Black | Walkthrough - Black - Get Even Game Guide
Reach a new picture in the hospital to be moved near the warehouse

After examining the optional areas described above you can head to the warehouse entrance. Here, the memory will again break and you must face a few enemies. After defeating them you receive a message from Red who informs you that he wants to stop this memory. When this happens you go back to the psychiatric hospital.

You can check the tracks that you have collected or you can leave the first room of the hospital immediately. In the next room there is a picture with a binary code but you don’t have to go back to the room with the evidence. The most important thing to do is to reach the picture located in the hospital that allows you to “play” another memory.

In this page you can find the walkthrough for the second visit in the warehouse in Get Even. This part of the memory is called “Jasper’s Dying Minutes” and during it you must face hostile mercenaries. Depending on your play style you can either avoid or eliminate them.

The blood trails are found near the van - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide
The blood trails are found near the van

You start close to a place where you can find two mercenaries so be on your guard. First, go to the van parked near the starting point. Right next to the car you can see blood trails that can be scanned (when you do this you can hear a short conversation between the mercenaries that carried Jasper). Additionally, in the container next to the enemies you can find a photo.

You can kill the mercenaries mentioned above (the best way to do that is to kill them silently with headshots) or leave them alive - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide

You can kill the mercenaries mentioned above (the best way to do that is to kill them silently with headshots) or leave them alive. When you choose the second option then you should lure them near the starting place (you can alarm them slightly so their status becomes “yellow”) because in default they observe the passage to another location.

Said passage is the anomaly in the wall surrounding the warehouse, you can see it in the picture above. Use the scanning application and make a part of the wall disappear. Then, you must crouch and go through the passage to the next location.

One of the possible entries to the warehouse - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide
One of the possible entries to the warehouse

In the new area you can find new mercenaries although, because of the size of this location, the game gives you more freedom (in addition to that by finding anomalies you can generate new obstacles). If you plan on eliminating the enemies then using the silenced pistol is your best choice. You can also sneak on them from behind and perform executions (start with the guard that went to urinate). Otherwise, you must use the map and walk behind the enemies or wait until they start to patrol other places.

You must head to the warehouse and you should remember the path to it from the previous memory (the one with the blue rectangles that you had to discover). There are two different doors that lead to the building but the choice has no impact because in the later part of this stage you reach the same place.

Scan the cigarettes - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide
Scan the cigarettes

Shortly after you enter the warehouse you are forced by Red to interact with the picture with binary code. After going back to the familiar place in the hero’s mind you must take the CornerGun and check the picture that allows you to go back to the abandoned warehouse.

When you get there again you must examine the area near the warehouse’s left entrance. There is a pack of cigarettes that can be scanned (you can also do it before you reach “the armory” if you chose the left entrance earlier).

Sneak on the balconies while staying close to the left wall of the building - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide
Sneak on the balconies while staying close to the left wall of the building

Go to the main part of the warehouse where you can find many mercenaries. If you want to kill them then you should start with performing sneak attacks on the enemies that are the closest to you. Then, use the CornerGun to fire behind big objects (you should also use the map simultaneously so you won’t be surprised by anyone).

If you prefer to work from the shadows then you should use the left stairs right after you enter the warehouse’s main part. The stairs will take you on the balconies. Be sure that no one is going in Black’s direction and start moving (while crouching) to the opposite end of the building.

You dont have to hurry with leaving this location because soon one of the guards can start patrolling - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide

You don’t have to hurry with leaving this location because soon one of the guards can start patrolling. It is recommended to start sneaking behind him. Then, you can get closer to him and eliminate the guard silently or hide somewhere and wait until he turns back and goes to the place where he was initially standing.

Your goal is to reach the exit presented in the picture, located in the far right corner of the building. Fortunately, after using this path you won’t encounter any enemies.

Warning – If you got through the entire warehouse without alarming anyone then shortly after starting the exploration of another area (the one without enemies) you will receive Clean Job trophy.

The phone should be examined after finding all other tracks - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide
The phone should be examined after finding all other tracks

From now on you should focus on exploration because here you can start finding new tracks. There are two documents nearby.

Approach the glass cell and scan the hostage (Jared Porter) - Reach Jasper before he gets murdered | Black | Walkthrough - Black - Get Even Game Guide

Approach the glass cell and scan the hostage (Jared Porter). If you want to save him, approach the door on the right side of the wall and equip your CornerGun. Use it to get a look at the left corridor and fire at the fuse box shown on the screenshot above. The action will be rewarded with a trophy (Benefit of the Doubt).

Move forward, on your way you can find a note. When you reach the room with columns you have to check the phone lying on the ground and then read a message from Red. Soon, the memory ends and you will go back to the psychiatric hospital.

In this page you can find the walkthrough for the first visit in block C of the psychiatric hospital in Get Even. You reach the building C for the first time after you complete one of the memories of the visit in the warehouse. Exploration of the block C gives you an opportunity to find many new secrets but you also have to, e.g. potentially face an unusual enemies.

  • Beginning exploration of the block C
  • Going through the gardens
  • Reaching the interactive picture

Beginning exploration of the block C

Boyce can be found inside of one of the cells - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide
Boyce can be found inside of one of the cells

After listening to the conversation with Red you can examine the tracks that you have gathered, go to the room with the evidence or immediately start the exploration of the block C. Check the note on the board, a patient recordings on the chair and a document that lies on the desk. In the nearby Office you can find another note, a tape recorder is also in the area. Next, you must examine the Isolation Ward where you can find a note.

Move forward. On one of the walls you can find a document. If Boyce wasn’t murdered earlier then you can find him in one of the cells. You can ignore him or fulfill his request and bring him the nearby crowbar (the item is leaning on a radiator). Regardless of your choice you can now use the small stairs.

Watch out for a hostile patient - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide
Watch out for a hostile patient

Pick up a new note lying on the ground. There is also a pistol ammo clip nearby and if you haven’t already unlock Locked and Loaded trophy (find three ammo clips during one visit in the hospital) then you can now try again to unlock it.

Be on your guard because there may be a hostile patient on the other side of the door. You must shoot him. After killing the patient you can examine the area and search for other two ammo clips that are necessary to unlock the trophy mentioned above (if you got it then you can skip this step although, soon, additional ammo may come in handy).

Going through the gardens

Strzelaj do manekin�w zeby je zatrzymywac - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

Strzelaj do manekin�w zeby je zatrzymywac

Reach the door that leads to the Asylum gardens. You must prepare your pistol because during your exploration of this place you can be attacked by mannequins. The manequins attack if you take a closer look at them and allow Black to comment on the target.

This can happen if you released patients. Don’t let the mannequins get closer to Black and don’t hurry with exploration so you won’t be surrounded by a few of them at the same time. By surviving the battle in the gardens you receive Overdose trophy. However, if you didn’t save any of the patients during your previous visits in the Asylum then the mannequins won’t move and you can go through the location without problems.

Whether you were attacked by the mannequins or not it is worth to explore the garden. By doing that you can find ammo and a drawing. Your goal is to reach the door that leads to another part of the hospital. For surviving the battle in the gardens you receive Overdose trophy.

You can scan, e.g. paintings - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide
You can scan, e.g. paintings

In the nearby rooms you can find many new secrets so you should spend some time on exploring the new block C. There are two notes and a drawing to find. In addition to that you can scan two paintings placed on the stands and a patient, John Keating.

Varian A – John Keating is dead

Keep exploring the area and find a journal - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

Keep exploring the area and find a journal. Then, you reach a console. Using it ends in a failure but this allows you to learn that you need to find a fuse box.

A fuse box - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide
A fuse box

Just like with the earlier examples you can use thermal vision and reach the fuse box. However, you don’t have to be in a hurry because on your way you can scan blood trails and find a note. When you reach the box you must interact with it.

Take out your pistol because soon you can be attacked by a new patient. During your further exploration you should scan the bed. Besides that you can also find a document and a tape recorder. Continue your journey and, in the meantime, you must take a blueprint and a note on the wall. Go back to the previously mentioned console and press the button.

Variant B – John Keating is still alive

If, during your previous visits in the hospital, you didnt save anyone then John Keating can be found alive in the room with fuses - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

If, during your previous visits in the hospital, you didn’t save anyone then John Keating can be found alive in the room with fuses. You can scan him and listen to his short speach from which you learn that you need to solve another puzzle.

In this puzzle you must make water to start running in Keatings room which is done by interacting with nearby valves in a certain way - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

In this puzzle you must make water to start running in Keating’s room which is done by interacting with nearby valves in a certain way. The first valve is on the right from the glass entrance to Keating’s room. Turn it. You can also use thermal vision in your phone. By doing that you will receive an acknowledgment that water started to run in this pipe.

You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned) - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned). Reach the stairs and go on the floor. There, you must head to the room with a few valves which is presented in the picture. Turn the valves in the order presented in the picture and by doing that the water will start running.

Now you must go to one of the smaller adjacent rooms - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

Now you must go to one of the smaller adjacent rooms. There, you can find a single valve (the picture above).

Finally, you must return to the ground floor and look at the sink presented in the picture - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide

Finally, you must return to the ground floor and look at the sink presented in the picture. Open the door below it and turn the last valve. You can now go back to Keating. In addition to that you also unlock It’s 5 o’clock achievement. Keating will unlock a new passage for Black.

Reaching the interactive picture

The big picture will move you to another memory - Exploration of building C | Black | Walkthrough - Black - Get Even Game Guide
The big picture will move you to another memory

You can now use the newly unlocked passage, the one that you could see by using one of the monitoring cameras. During the exploration of this part of the hospital you should check the rooms that you pass by and examine them carefully. By doing that you can acquire two notes, a newspaper clipping and a tape recorder.

In one of the next corridors you will see a “vision” showing Grace (you can make a quick shot in her direction to get a trophy (Tough Love)) after that you find yourself in a unique type of memory again. Just like with the previous example you must reach new areas so you can watch scenes or check interactive items. In the later part of this stage you must travel between the central part of this location and its “branches” but the general concept is the same. Finally, you must examine the big picture to start a new memory.

In this page you can find the walkthrough for the visit in kidnappers’ hideout in Get Even. It is a rather big building and you visit it during a memory called “Rose and Jasper”. During this level you have to fight with enemies and explore a lot. Moreover, there is a puzzle to solve – you must get the ID card that belongs to Rose.

You can start killing the kidnappers or avoid confrontations - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game GuideYou can start killing the kidnappers or avoid confrontations

In the new location you must listen to Red’s message (you can also see what evidences have you collected) and interact with the picture again. This time you will get the “right” memory. The first track, fingerprints on a door knob, is in the starting room. Scanning them not only gives you a secret but it also starts a cut-scene and unlocks a passage.

In the next room you can find first few mercenaries and, just like before, you can choose whether you want to kill them (try to eliminate them stealthy) or avoid any conflicts. In the second option you must use your map so you won’t be in someone’s field of view. You should also search for tight passages to another locations (some of them will unlock only after identifying and scanning an anomaly).

Kill the three enemies or sneak around them while you are scanning anomalies - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game GuideKill the three enemies or sneak around them while you are scanning anomalies

After securing the area or avoiding the bandits you can start exploring this part of the building. You must find two blueprints of a house, a photo and cans that can be scanned (by doing that you can hear a new conversation between Rose and Jasper). Then, you must head to the staircase (you can use the UV lamp but this is optional).

First, use the stairs to reach the highest floor. Get closer to the room with new enemies. You should kill those bandits because you can receive Action Hero trophy. You get it if you eliminate all enemies in less than 30 seconds. Wait near the entrance to the room and when the first enemy appears you must shoot him or attack from behind. Next, you must get closer to two other bandits and kill them with headshots.

When you clear the floor you should look around it (if you havent killed all enemies then the exploration may be much more difficult) - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game Guide

When you clear the floor you should look around it (if you haven’t killed all enemies then the exploration may be much more difficult). You can find four notes and documents. Additionally you can also find a small safe (located in a not well-lit place near a floor – use your lamp) and check what’s inside of it – you find a phone with a saved message from Ben.

The most important finding is presented in picture above – a half of Rose Atkins’ ID card. You must scan it because soon you will need it to solve a puzzle. Scanning the card triggers another cut-scene.

Eliminating this enemy allows you to look for new tracks in peace - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game GuideEliminating this enemy allows you to look for new tracks in peace

Go back to the stairs and go down to the lower floor that you previously ignored. In the main corridor you can find two new tracks on a wall – a note and a hideout layout. There is an enemy in one of the rooms. Visiting this place is not required but thanks to eliminating that bandit you can acquire new secrets – two photos and five notes. In addition to that you can also scan the chair and the can (you will hear another conversation).

Continue exploring this floor. In the room with a projector you can find a map and three notes. You can also scan the red clothes.

If you want to proceed with the story you must follow the footsteps that are visible thanks to the UV lamp - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game Guide

If you want to proceed with the story you must follow the footsteps that are visible thanks to the UV lamp. They will take you to a room with a computer and the second half of Rose Atkins’ ID card, which is presented in the picture above. After scanning the half of the card you should also examine a note. After that you can pick up the phone.

Since you have both halves of the ID card you can interact with the computer. By doing that you proceed to the next level.

Touching the picture allows you to leave the memory - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game GuideTouching the picture allows you to leave the memory

This new memory takes place in a void. You start in Grace’s room where you can check her computer. Exit the room and examine the note near the lamp. Then, you must go to the baby’s room and, after watching a cut-scene, you must open the door. Finally, you can interact with the clock.

You will now experience a similar memory. In this case you only have to reach new areas that appear in the distance and watch cut-scenes that are connected with Grace’s kidnapping. When you reach the room with the chair you must examine the clock again. Continue walking through the flat. During this scene you must press the button on the phone and lastly you must interact with the picture. Doing that allows you to end this memory and go back to the psychiatric hospital.

Find the new picture in the hospital - Get access to the kidnappers computer | Black | Walkthrough - Black - Get Even Game GuideFind the new picture in the hospital

This visit in the hospital is very short. Traditionally, you can start with checking your collected tracks. Then, you must follow the linear path to the place where you can find the new interactive picture. When you examine it Black will be moved to a cemetery. This place is connected with a completely new memory.

This page includes a walkthrough for a memory sequence in Get Even, related to the eponymous interrogation. Specifically, the memory titled “Meeting the Rose”. It consists of two main parts. The first part will have you traversing a cemetery and a park while avoiding or eliminating encountered enemies. In the second part, you’ll visit the facility of Future Defence Group, where your main task will be to explore. The latter part will also include a rather tricky puzzle, which you’ll need to solve to activate a disabled elevator.

  • Journey through the cemetery and the park
  • Gaining access to Future Defence Group building
  • Solution to the elevator puzzle

Journey through the cemetery and the park

The memory will begin on the Holmwood cemetery - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game Guide

The memory will begin on the Holmwood cemetery. You’ll have to head towards the church, and later proceed to the nearby park, which will lead Black to the entrance to Future Defence Group facility. The cemetery is a rather large location, but there are map signs that will help you navigate it – the picture above presents one such sign.

You start at point 1 on the map, and you’ll need to reach the park exit – point 2. Main paths have been marked with dotted line on the map, as was an example of the route you may take – both presented on the picture above. Of course, you’re free to take your own route. There are many spots when you can take an alternative path, leading to optional exploration or allowing you to avoid or surprise your enemies. The only significant limitation are the church grounds – you cannot enter through the eastern gate. Instead, you’ll have to gain entrance from the south.

Scan Roses purse (can be done only the first time you find it) - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideScan Rose’s purse (can be done only the first time you find it)

Begin the exploration with searching through the area around the starting point. You’ll find Rose’s red purse, which you can scan. This will trigger a cut-scene.

From that moment on, you’ll have to deal with enemies that roam the cemetery. As usual, the game will let you decide the course of action. However, due to the fact that the scene takes place in the night, it would be a good idea to avoid any confrontation whatsoever, and the map app will be helpful in that. If you intend to eliminate the mercenaries though, you should take them out one by one either with up-close executions or shots to the head. One more thing you may want to do is to procure some better weapons, e.g. by taking a rifle from one of the enemies or swipe a gun with the anomaly scanner from one of the “summoning” locations.

Head south (choose one of the possible paths), then turn west - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game Guide

Head south (choose one of the possible paths), then turn west. On the way you’ll encounter more red purses, but you don’t have to scan them, as they only serve as signposts indicating that you’re going in the right direction.

Your objective is the southern, opened gate, depicted on the picture above, which will lead you to the church grounds. There will be no new enemies there, so you can head straight for the park entrance in the northeastern part of the grounds.

Head towards the northern park exit - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideHead towards the northern park exit

On your way through the park, you’ll have to once again watch out for enemies, but their numbers will be smaller than on the cemetery. Same as in the beginning, it would be prudent to sneak and avoid enemies in this section (check your map regularly to keep track of their estimated field of view), or eliminate them without raising alarm. Either way, you’re going for the north park exit, which will bring you close to the Future Defence Group building.

Gaining access to Future Defence Group building

The entrance to the Future Defence Group building is locked - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game Guide

The entrance to the Future Defence Group building is locked. You’ll have to solve a simple puzzle to open it. Select your UV lamp and examine the keypad. The solution to this puzzle is random, but its premise is very simple. Push the button beginning with the number that has the biggest fluorescent mark, and finishing with the one with the smallest mark. For example, the code for the door in the picture above is 694.

There are four documents to be found just in this single corridor - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideThere are four documents to be found just in this single corridor

Begin exploring the building (you’ll be walking past a picture with binary code, but going to the evidence room is fully optional). Not long after you go by the room with a chair, you’ll find the first note. Find the corridor with metal door on each side. There’s a secret to be found near each door, for a total of four documents that you can find.

Try to open then door, and you’ll find yourself in a mysterious memory of a hospital. Examine the room with empty bed and watch a cut-scene of Rose talking with Ramsey. Interacting with the picture will allow you to leave this place.

Solution to the elevator puzzle

1 - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideSoon, youll be informed of the necessity of activating the elevator, which will be a part of a rather complex puzzle - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game Guide

Soon, you’ll be informed of the necessity of activating the elevator, which will be a part of a rather complex puzzle. The elevator can be activated by setting nine levers in the right positions (they can be found in groups of threes in switchboxes mounted on the walls). Obviously, do not try to pull them blindly, but look around the rooms for clues that will help you find the right solution.

The first hint can be found on the picture above – it’s the information about energy consumption of the individual elements of the mechanism. The second hint is shown on the picture below – it informs you about which positions of the levers powers which part of the mechanism.

Thats not all, though, as each of the switchboxes has a max power limit - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game Guide

That’s not all, though, as each of the switchboxes has a max power limit. The information can be seen on the picture above, above the levers in each switchbox. The left switchbox has a limit of 2000W, the middle one – 10000W, and the right one – 5000W. You cannot go above those limits or you will overload the powergrid and the box will begin to shoot sparks.

The solution to the riddle - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideThe solution to the riddle

The key to solving this puzzle lies in arranging the levers or individual mechanisms so as not to overload the grid. In this case (as the puzzle may have a different solution in your playthrough because many puzzles are random) the solution was as follows:

  1. The left box may service up to 2000W, so it needs to be connected to the settings of elevator door icon (it needs 1000W). The lever positions for this mechanism are: down, up, up.
  2. The middle box may service up to 10000W, so it needs to be connected with the settings of the cogwheel icon (it needs 8000W). The lever positions for this mechanism are: up, down, up.
  3. The right box can service up to 5000W, so it needs to be connected with the settings of the lightning icon (it needs 3000W). The lever positions for this mechanism are: down, down, up.

New secrets can be found near the stairs - The interrogation of Rose Atkins | Black | Walkthrough - Black - Get Even Game GuideNew secrets can be found near the stairs

Solving the puzzle will make the elevator operational again. Use it.

When you arrive at the new floor by using the elevator you should look around the area and find a note hanging on a wall that informs that using computers for things other than work is prohibited. Start following a linear path but stop in front of the stairs, as you will find a poster and a prize to scan. Head to the upper level and enter the office, where you’ll be able to listen to a conversation between Rose and Black. The memory is almost finished, and soon you’ll be taken back to the mental asylum.

This page will feature the description of your second visit to the C block of the mental asylum in Get Even. You will be allowed to further explore the C building once you’ve completed the memory of your stay in the Future Defence Group HQ. Your next visit in the asylum will enable you to find many clues, although there will also be some moments, when you’ll have to fight.

  • Arriving at the party
  • Reaching the interactive picture

Arriving at the party

Use the lamp if you cant find the entrance to the shaft - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide

Use the lamp if you can’t find the entrance to the shaft

Having listened to Red, you can inspect the evidence you’ve acquired (there’s also a picture with binary code nearby) or proceed to explore the previously inaccessible sections of the C building. Not far from your starting point, you’ll have to enter a ventilation duct. You’ll soon find a document inside. Proceed and use the stairs. Stop in the room with a big white card in a holder. As you approach it, a picture will reveal itself, which you can scan.

Also the canister is hidden - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide
Also the canister is hidden

In one of the nearby areas, you may be attacked by a hostile patient, so make sure you have your gun prepared and in your hand. Having dealt with him, head for the room with a note left on a desk. Nerby you’ll find yet another document. Other than that, there a gas cylinder nearby, which you can scan. Use your phone and / or the flashlight, as the canister is hidden in a rather dark place.

Warning – If you didn’t save anyone then you can notice Kiddo that is running and when you do that the game unlocks There Is No Cake trophy. You can kill him or leave him alive (Kiddo hides inside the side room).

Joining the party – possible variants

Continue moving to reach a room with mannequins attached to human patients - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide

Continue moving to reach a room with mannequins attached to human patients. The area stores two secrets – a note next to one of the lit candles and a scannable bowl found on a something reminiscing an altar.

There are two ways of escaping the party. The first one involves escaping the room without creating any commotion. In this case, use thermal imaging in your phone and use it to locate a living person who can be located thanks to his heat signature (screenshot above). Killing the target with a headshot will enable you to leave the room through a gate in one of the corners. Moreover, you’ll receive a trophy (Eyes of a Cat).

Do not let the mannequinns come close to Black - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide
Do not let the mannequinns come close to Black

The second variant comes into play if you’ve decided to simply attempt to leave the room by pressing the button next to the gate. The attempt will be unsuccessful – you’ll learn that you are not permitted to leave the area. This will trigger a vision of sorts, during which you’ll have to eliminate subsequent mannequins. It is crucial to move slowly during this sequence, so as to avoid drawing too much attention from your enemies (the mannequins will attack in pairs). You’ll have to dispatch them before that can reach Black and attack him in close quarters.

Having used the stairs, you’ll find yourself in a long corridor, on both sides of which you’ll see more mannequins. Be prepared for some of them to be alive, so have your gun and your wits about you and ready to deal with them swiftly. Finally, you’ll have to deal with the Puppet Master, who used to be a patient of this asylum, and then you’ll be taken back to the room.

If you didnt save other patients during previous visits to the ward, one of the rooms on the left side will be inhabited by John Keating (Mad Hatter - the picture above) and you get Convert achievement - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide

If you didn’t save other patients during previous visits to the ward, one of the rooms on the left side will be inhabited by John Keating (Mad Hatter – the picture above) and you get Convert achievement. Be careful because soon Keating starts charging at you and you will have to shoot him.

Reaching the interactive picture

A patient may attack you as soon as you open one of the gates - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide
A patient may attack you as soon as you open one of the gates

You can now use the exit from the mannequin room. On your way, make sure to examine all the rooms you may encounter and explore – you should find three tape recorders and a note. Reach the next button – press it, and you’ll open a gate. As soon as the gate opens, you may be attacked by a patient, so act quickly and shoot him.

If you encounter Boyce, you should take a cheap shot at him - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide
If you encounter Boyce, you should take a cheap shot at him

Proceed (you can follow the footprints). If during your first visit in the C block, you’ve helped Boyce by lending him a crowbar, you’ll meet him again and collect the Chronic Survivor achievement. Boyce himself, however, is hostile, so try to sneak up on him from behind and perform a takedown.

Reach the next button and explore the area that will open up after you press it. You’ll find a document, a note, and Ramsey’s bloodstains, which you can scan.

Check out the picture to trigger next big memory - Further exploration of the C building | Black | Walkthrough - Black - Get Even Game Guide

Check out the picture to trigger next “big” memory

In one of the larger subsequent areas, you’ll encounter new (inactive) mannequinns, and Red, hiding in a tightly sealed room. You can go through the evidence scattered and hanging around the room, or proceed straight to interaction with the picture. This will trigger a new memory.

This page features a walkthrough for a memory in Get Even, related to the journey to Howard’s storehouse. It’s a part of the memory titled “The Offer”, the last “big” memory exclusive to Black. The large part of this scene will be spent on traversing marshlands. As the area is patrolled by mercenaries, you will be given a choice – either to fight them or avoid any confrontation.

Enemy mercenaries can be avoided or killed, but you should remain hidden either way - Reaching Roger Howard | Black | Walkthrough - Black - Get Even Game Guide
Enemy mercenaries can be avoided or killed, but you should remain hidden either way

Get on your way. The first part of your journey is very linear, and the path will lead you to a small tunnel. From that moment on you may encounter enemies. If you do not wish to kill them, take care to move slowly (crouching when possible) and avoid staying in open spaces for too long, as you’re easy to spot there. If you plan on engaging the enemies, pick them off one by one by sneaking up behind them or taking them down with a silenced weapon.

Regardless of your preferred approach, use the map and thermal vision to easily locate the enemies and establish their position and heading - Reaching Roger Howard | Black | Walkthrough - Black - Get Even Game Guide

Regardless of your preferred approach, use the map and thermal vision to easily locate the enemies and establish their position and heading. Other than that, keep an eye out for anomalies. Scanning them will enable you to spawn little walls or other objects that can be used as cover.

Warning – Shortly after going through the previously mentioned first small tunnel you can find a track in the form of a newspaper. This item, marked in the picture, lies on one of the pallets between the container and the tall wall.

During your walk through the swamp keep an eye on your phone, as it will inform you of one of the areas that can be scanned (as a trace) - Reaching Roger Howard | Black | Walkthrough - Black - Get Even Game Guide

During your walk through the swamp keep an eye on your phone, as it will inform you of one of the areas that can be scanned (as a trace). Specifically, it’s about the bottles standing on the rusty barrel, shown on the picture above. You’ll find them near the main path leading through the swamp (it can be hard to track, as it’s not particularly well marked). A bit further you’ll see a picture, allowing you to move to the evidence room, but you’re free to ignore it.

After a few moments, you will reach the second major section of the swamp - Reaching Roger Howard | Black | Walkthrough - Black - Get Even Game Guide

After a few moments, you will reach the second major section of the swamp. Also here you’ll encounter numerous hostile mercenaries, and it’s best to try to circle around them either from the left or the right side. Your objective is to reach a small tunnel, near an opened gate in a fence.

You’ve got one more area to cover, also full of mercenaries. One thing that will help you is the abundance of high walls, making it easy to hide from or avoid some of the enemies.

Approach the storehouse - Reaching Roger Howard | Black | Walkthrough - Black - Get Even Game Guide
Approach the storehouse

The stone path will lead you near a large building. Find a door with the letter C. An attempt to enter the storehouse will end in you finding yourself in the “void”. Here, you’ll have to pass through subsequently unlocked area and listen to Howard’s conversations with Black. After some time, you’ll have unlocked the Beyond the Evil trophy, and the memory will be completed.

This page contains the walkthrough for the last of the basic scenes in Get Even, during which you control the character of Black. It’s a rather short section, and focuses mostly on listening to conversations that provide plot exposition. The climax of the stage will have you discover a very important thing about Black himself.

Examine all interactive objects - Confrontation with Red | Black | Walkthrough - Black - Get Even Game Guide
Examine all interactive objects

After you find yourself in the mental asylum, you can either review the evidence you’ve gathered, or proceed straight to the room where Red should be (or at least that’s what the protagonist thinks). After you’ve approached the figure from the room with the monitors, you’ll be transported to the void.

Same as with your previous visits to such locations, you’ll have to reach progressively revealed areas and listen to short dialogues or examine the interactive objects you find. In this section you’ll find a document, a note, and a press cutting. The linear sequence will eventually lead you to a large picture, and examining it will trigger a new memory.

Reach the room with a large capsule and look inside - Confrontation with Red | Black | Walkthrough - Black - Get Even Game Guide?

Reach the room with a large capsule and look inside

After you’re moved to a new area, listen to Red’s speech and continue with your exploration. This time, you’ll witness a short vision every time you enter a new location.

To finish this scene, reach the door, go downstairs and enter the server room in the basement. Approach the capsule and push the interaction button to look inside and discover that… Black is inside of it.

The main menu will give you the choice whether you wish to continue the game as Black or as Red - Confrontation with Red | Black | Walkthrough - Black - Get Even Game Guide
The main menu will give you the choice whether you wish to continue the game as Black or as Red

Note! From this point on, you’ll be controlling the character of Red. The essential information on this part of the game will be featured in the following section of the guide. This doesn’t mean you’ll be completely unable to play through memories as Black anymore. If you’d like to replay one of them (e.g. so you can act differently or find some missing evidence), just return to the main menu and choose the option to continue the game as Black (there’s an option to continue as Red as well). Once you choose this option, you’ll be taken back to the evidence room inside the protagonist’s mind. If you choose to continue as Red, you’ll be able to play through new, previously unavailable scenes.

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The main menu will give you the choice whether you wish to continue the game as Black or as Red - Introduction | Red | Walkthrough - Red - Get Even Game Guide
The main menu will give you the choice whether you wish to continue the game as Black or as Red

Red will become a playable character in Get Even only after you’ve completed all basic stages available to Black. Specifically, the game will switch to Red (Ramsey) after Black, controlled by the player, reaches the server room in the basement of the mental asylum and examines the large capsule, discovering something very important about himself.

Playing as Red, you’ll be able to play through eight new memories, grouped in pairs – the first section will always be an investigation (often requiring you to deal with hostile characters), while the second one will focus on important plot-related discoveries.

Note! From this point on, you’ll be controlling the character of Red. This doesn’t mean, however, you’ll be completely unable to play through memories as Black anymore. You can return to the main menu and choose the option to continue the game as Black or Red. Once you choose this option, you’ll be taken back to the evidence room inside the protagonist’s mind from where you can replay the memories (e.g. so you can act differently or find some missing evidence).

The right screen is used to confirm initialization of a new memory - Introduction | Red | Walkthrough - Red - Get Even Game Guide
The right screen is used to confirm initialization of a new memory

Take a moment to thoroughly investigate the basement. There’s as much as eight documents scattered across the room. Other than that, notice the two monitors standing on the desk. The left screen is used to browse unlocked memories – the list will be empty at the moment, as you haven’t completed any of them yet. The right screen is used to confirm your will to initialize a new memory – the first one on your list will be “Grace Kidnapping”

This page features the walkthrough for the first two memories for the character Red in Get Even. The memories, “Grace_Kidnapping -investigation” and “Grace_Kindapping -reveal”, are played in a sequence. In the investigation part, you’ll have to revisit the school building while dealing with some hostiles. The reveal part, on the other hand, is dedicated to exploration, listening to dialogues and solving puzzles.

  • ‘Investigation’ part
  • ‘Reveal’ part

‘Investigation’ part

The memory will begin in a small building; as you go outside, youll notice that its the same location youve visited in the prologue - the school building - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game Guide

The memory will begin in a small building; as you go outside, you’ll notice that it’s the same location you’ve visited in the prologue – the school building. But before you proceed, you should know a few important things about playing as Red:

  1. In his memories, Red cannot use the phone. This doesn’t mean, however, that he doesn’t have other ways to make exploration easier for himself. Some of those mechanics will be unlocked later (more on that later on), but a type of sonar will be available from the beginning. When activated, it will scan the area, revealing enemies and interactive objects or locations for a short time. You can perform only a limited amount of scans as scanning uses up the white energy bar in the lower right corner of the screen (the energy will replenish itself automatically in time).
  2. Playing as Red you begin without any weapon. You can solve this problem by assimilating your enemies. The very first guard, shown on the picture above, will provide you with the opportunity to do so. Once you get close to the enemy (sneak up on him to avoid detection) you can push the assimilation button and become him. This will give you both his weapons as well as the Assuming Direct Control trophy.

Note! You’ll need energy to initialize assimilation, and a lot more than for scanning. You also need to know that even after you assume the form of an enemy, you may still be discovered and attacked by his buddies. That’s why this method should be used mainly to dispose of irritating enemies and acquire their weapons.

Note! Assimilation can be used even if you’re detected and in combat. Getting close to your enemy to attempt assimilation under such conditions may prove to be difficult however.

By examining engrams you can trigger additional dialogues and proceed further into the game - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideBy examining engrams you can trigger additional dialogues and proceed further into the game

The second guard will go to the left, so you can leave him alone. You’re objective, just like in the prologue, lies in the ruined school building to the right. Throughout the entire sequence try to avoid detection and raising alarm as much as possible, as Red cannot use the CornerGun. What’s more, if you complete the memory without being spotted, you’ll unlock a trophy – Untraceable.

Right before the entrance to the school you’ll find an engram. It works similarly to the objects you’ve scanned when playing as Black. When you approach the engram and hold the interaction button, you’ll trigger a dialogue scene. Having watched it, enter the building.

Your road through the school building will be rather linear, and it shouldnt take you too much time because when playing as Red you dont have to spend your time looking for clues or evidence - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game Guide

Your road through the school building will be rather linear, and it shouldn’t take you too much time because when playing as Red you don’t have to spend your time looking for clues or evidence. When you’ve reached the locked door, lock on to the spot shown in the picture above and press the interaction button to teleport to that location. From now on, you’ll be able to use this action to reach seemingly inaccessible locations or better ambush spots, as during teleportation Red becomes temporarily invisible to his enemies.

Move inside the reflection and surprise the bandit - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideMove inside the reflection and surprise the bandit

You’ll have a chance to try out the second of the aforementioned applications just as you reach the upper floor. Look through the hole in the door and teleport to a new reflection. You’ll find yourself in very advantageous position to eliminate the guard without risk of detection (you can put a hole in his head or use assimilation).

Your next enemy will be downstairs. It’s the one bandit who’s very dedicated to honing his shooting skills, which makes assimilating him a child’s play.

Wait for a good moment to attack the guard patrolling the area - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideWait for a good moment to attack the guard patrolling the area

Proceed, but don’t forget to use the sonar and scan your surroundings, as there’s a guard in constant move, patrolling the area before you. Wait for him to show his back to your character, approach him quickly and dispose of him with a shot to the head (you may not have the time to get close enough for assimilation). The last mercenary can be found in the room with a chair. He can be easily assimilated as he’s got his back turned on you and doesn’t move.

Having secured the entire building, examine the engram in the room with the chair, triggering a scene with Grace.

‘Reveal’ part

Shortly after watching Roses conversation with Ramsey, youll be forced to flee - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideShortly after watching Rose’s conversation with Ramsey, you’ll be forced to flee

Having regained control of your character, have Red head for the elevator and to the new hospital floor. Shortly after watching a new dialogue scene, you’ll be forced to retreat or suffer irreparable brain damage, which will result in a game over. Turn around and run. You’ll have to reach the badly illuminated corner and choose the corridor on the right.

Soon, you’ll encounter a new reflection, located on the other side of the window. Use teleportation. Find yet another new reflection and repeat the process. Having listened to the dialogue between the doctor and the nurse, you can leave the location.

Choose the passage leading to the transplants section - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game Guide

Choose the passage leading to the transplants section. Watch a short scene as you enter the new location, after which you’ll have to solve a simple puzzle. Begin with the examination of one of the shutters on the right. Position yourself so you can read the 4-digit code. In this playthrough, the code was 4190, as shown on the picture above (many puzzles have randomly generated solutions, so you can see a completely different number on your playthrough).

The keypad to enter the code - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideThe keypad to enter the code

You can lock on to the reflection in the adjacent room and teleport. Approach the electronic lock and enter the code you’ve acquired a moment ago.

Teleport to the next reflection, listen to another conversation, and continue your linear journey. Ignore the shadows that appear in the distance, as there are no nasty surprises for you here.

Memorize the items that stand close to the lit candles in the first room - The Grace_Kidnapping files | Red | Walkthrough - Red - Get Even Game GuideMemorize the items that stand close to the lit candles in the first room

The next room has a puzzle waiting for you, and a randomized one at that, so take some time to read through the clues we provide. There should be several lit candles in the room. Examine them, and memorize the items standing beside them. Once you’re ready, find your reflection and teleport to the adjacent room. You’ll have to recreate the situation you’ve seen in the previous room – put out the candles that weren’t lit, except for those nearby the items that you’ve memorized in the previous room.

Once you solve this riddle, you’ll see yet another conversation between the doctor and the nurse. All you have to do now is to proceed. You’ll encounter a void, where you’ll have to approach a bed. The end of the memory is near. You’ll be back in the basement, where you can initialize Red’s next memory. The game will also award you with the Painful Memories trophy.

This sections includes a walkthrough of two memories for Red in Get Even. These are “J_dying_minutes -investigation” and “J_dying_minutes -reveal” and they take place one after another. The ‘investigation’ will make you revisit the abandoned warehouse, and thus eliminate or avoid enemies you will come across. On the other hand, the ‘reveal’ will focus on exploring, solving puzzles and using teleportation, in order to stay alive.

  • ‘Investigation’
  • ‘Reveal’

‘Investigation’

Sneak up on your first enemy - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game GuideSneak up on your first enemy

You will begin the memory near the warehouse that you could have visit during “Jasper’s Dying Minutes”, restricted for Black. Once again you will come across hostile mercenaries. The first one should be located near the van. It is a perfect opportunity to assimilate your opponent and obtain his weapon.

One of the engrams is located near your starting position - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game GuideOne of the engrams is located near your starting position

From this moment on, you can decide whether you prefer to eliminate or avoid your enemies. Just like in case of previous memories, we suggest not to raise the alarm, as Red cannot use the CornerGun. To remain hidden, you can use warps, as most of them are located in spots that will make you avoid all the surrounding mercenaries, or reform a sneak attack.

Try to eliminate enemies scattered across the starting area, and look for the first engram. Trigger it to launch a conversation. Approach the hole in the wall and teleport to the warps located on its other side.

You will come across the second engram before entering the warehouse - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game GuideYou will come across the second engram before entering the warehouse

Explore the courtyard surrounding the warehouse and you will find the second engram (if you have problems with finding it, use the sonar). The next engram is relatively easy to find, as you will run into it right after you enter the building (use entrance C).

Soon, you will enter a large warehouse, and similar to your previous visit (playing as Black) you will find out that the building is full of mercenaries - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

Soon, you will enter a large warehouse, and similar to your previous visit (playing as Black) you will find out that the building is full of mercenaries. Try to reach the upper balconies but watch out for a lonely watchman, who is patrolling their first part. Instead of reaching the other side of the warehouse, go right and teleport yourself to the place presented in the screenshot. This way you will easily gain access to the right part of the warehouse. There you can select a spot by the right wall as your destination, teleport yourself there and sneak through that part of the building.

The exit will be identical to the one presented in Blacks memory (see screenshot) - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

The exit will be identical to the one presented in Black’s memory (see screenshot). Use it and you will find the last engram. Trigger it to launch yet another dialogue sequence. Move forward. This memory will end shortly and you will advance to a new one.

‘Reveal’

The Police Report is an essential hint related to the puzzle - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game GuideThe Police Report is an essential hint related to the puzzle

As soon as the new memory begins, you will have to solve a puzzle. The very idea is pretty easy but the solution may not be that obvious (especially without any tips). You can obtain some hints if you look around. First, approach the hole in the right (locked) door and listen to a conversation between Jasper and a stranger. Head to the back of the room and find crime scene report. It contains information on the victim’s death and the weapon.

Go back and interact with an engram - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

Go back and interact with an engram. You need to recreate the murder by manipulating three interactive parts. The victim was killed by a headshot when he was standing, so select the right position (see screenshot).

Now interact with the object in the middle, and select the silencer as the murderers weapon (see screenshot) - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

Now interact with the object in the middle, and select the silencer as the murderer’s weapon (see screenshot).

Focus on the last piece of the puzzle. You need to swap between suspects until you select Black. At this point the puzzle will be completed automatically, and you will progress to the next scene.

The second part of the memory will take place in a limbo, and you will have to focus on warps and avoiding attacks of two enemies - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

The second part of the memory will take place in a limbo, and you will have to focus on warps and avoiding attacks of two enemies. At first, focus on reaching odbic and interacting to teleport near them.

At one point you get yourself under fire but luckily this will happen in slow motion. Teleport yourself to the presented warps and quickly assimilate the enemy.

Once you obtain the firearms, crouch to hide behind the container (slow motion will no longer be active) and lean out to fire at the other enemy (see screenshot) - J_dying_minutes files | Red | Walkthrough - Red - Get Even Game Guide

Once you obtain the firearms, crouch to hide behind the container (slow motion will no longer be active) and lean out to fire at the other enemy (see screenshot). Don’t lean out for too long, as he will fire at you as well. Once the mercenary is dead, the memory will end and you will get back to Ramsey’s basement. You will also unlock one of the trophies – Unreliable Narrator.

This sections includes a walkthrough of two memories for Red in Get Even. These are “Rose_Atkins -investigation” and “Rose_Atkins -reveal” and they take place one after another. In the first one, you will revisit the Holmwood graveyard, the park and Future Defense Group HQ, and you will come across new enemies. You can eliminate them or try to avoid them. The latter memory focuses on exploring the surrounding area and solving the three pictures puzzle.

  • ‘Investigation’
  • ‘Reveal’

‘Investigation’

During the graveyard stage, try to teleport when possible - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game GuideDuring the graveyard stage, try to teleport when possible

At the beginning you will find yourself again at the Holmwood graveyard – the same one you visited previously as Black “Meeting with Rose”. Once again, you will come across many enemies – some of them will be patrolling the graveyard, while others will not leave their positions. Try not to raise the alarm. Use warps scattered around the area, to avoid or execute your opponents.

The first engram - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game GuideThe first engram

Try to use the sonar from the very beginning – not only will you locate all the warps and enemies but you also will find engrams. The first engram is located in the first part of the graveyard, by a large statue. This is near the unreachable east gate of the church.

Your path will be identical to the one you took previously, so head south and turn west to reach the south entrance of the area surrounding the church. Here, you will also come across another engram that will launch a conversation between Rose and Black.

One of the engrams is right by the exit from the park - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game GuideOne of the engrams is right by the exit from the park

There are no enemies around the church but there is a new engram that one should investigate.

Enter the park, where you will encounter new opponents. Similar to Black’s memory, you will have to reach the north exit. Use warps to avoid or eliminate your enemies. Near the exit, there is another engram.

Soon, you will reach Future Defence Group HQ - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game Guide

Soon, you will reach Future Defence Group HQ. You won’t have to repeat the puzzle with the electronic lock because the game will allow you to go inside right away. You will end up in an underground garage which you should be familiar with. You will face some new opponents, and due to the size of the area, you need to watch out if you don’t want to raise the alarm. Your target is the lift presented in the screenshot. There is an engram. Watch the cut scene and use the lift.

Walk across the empty corridor. The only available path will lead you to anther engram. Watch the cut scene and move forward. Soon, a new memory will begin.

‘Reveal’

First, get to the office and notice another conversation between Rose and Black - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game Guide

First, get to the office and notice another conversation between Rose and Black. Once it is over, move to another place like that.

Soon, you will end up in a limbo and you will have to solve three similar puzzles. Approach the rack with different parts of pictures. Your task is to move certain elements and form different pictures. The above picture presents the solution of the first puzzle.

Reach the newly unlocked area and investigate an album on the table to launch a new scene - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game Guide

Reach the newly unlocked area and investigate an album on the table to launch a new scene. Enter the workshop and interact with one of the pictures. Listen to the conversation and get back to the central part of the area.

Solve another puzzle. Approach the picture and interact with its parts (see screenshot for solution).

Head towards the bedroom and investigate the photo on the bed - Rose_Atkins files | Red | Walkthrough - Red - Get Even Game Guide

Head towards the bedroom and investigate the photo on the bed. Listen to a conversation and interact with the computer. Watch another cut scene and get back to the central part of the area. Interact with the last of the pictures. The attached screenshot presents how to solve the puzzle.

Head towards the area with a TV and a sofa and activate the TV. Watch the scene and use the door to exit the area. Watch one scene and end the memory. You will get back to the basement and unlock another trophy – Broken.

This sections includes a walkthrough of two memories for Red in Get Even. These are “Howard_meeting -investigation” and “Howard_meeting -reveal” and they take place one after another. The ‘investigation’ will make you revisit the swamp and encounter many hostile mercenaries. The ‘reveal’ will focus on exploring the area and leads to the ending.

  • ‘Investigation’
  • ‘Reveal’

‘Investigation’

Use warps to avoid entire groups of opponents - Howard_meeting files | Red | Walkthrough - Red - Get Even Game Guide
Use warps to avoid entire groups of opponents

The stage will begin in the same way, as during “The Offer”, when you played as Black. Use the main road, get to the tunnel, and activate the first engram. Watch the scene and use the newly unlocked passage.

The swamp will be protected by several groups of enemies, and you will run into some mercenaries, right after you pass the tunnel. Use warps whenever you can, as some of them will allow you to avoid entire groups of enemies.

Use the sonar regularly, so that you wont miss any of the engrams - Howard_meeting files | Red | Walkthrough - Red - Get Even Game Guide

Use the sonar regularly, so that you won’t miss any of the engrams. A new engram is located near the collapsed tree presented in the screenshot. Activate it to visit the bedroom for a short moment.

The other part of the swamp is occupied by an even larger group of enemies. Use the sonar to find out where the enemy is hidden and where warps are located. Your task is to reach an open gate and go through a small tunnel.

Watch a new scene and use your sonar to locate a nearby engram (see screenshot) - Howard_meeting files | Red | Walkthrough - Red - Get Even Game Guide

Watch a new scene and use your sonar to locate a nearby engram (see screenshot). Pass the remaining part of the swamp – again, use warps and avoid direct contact at any cost. Your task is to exit the swamp. There, you will find the last engram. Trigger it to launch a scene and proceed to another memory.

‘Reveal’

Once you get to a new location, proceed forward and teleport yourself to a warp by the locked door - Howard_meeting files | Red | Walkthrough - Red - Get Even Game Guide

Once you get to a new location, proceed forward and teleport yourself to a warp by the locked door. Repeat the sequence with another warp. Move forward and watch scenes from the meeting between Black and Howard.

After an unsuccessful attempt to open the door, reach the open container presented in the screenshot, where another scene will launch. Move forward and pay attention to the conversations. Your task is to reach the desk with a glowing lightbulb above it. There you will find another engram. Interact with it.

Turn on the screen in Ramseys basement - Howard_meeting files | Red | Walkthrough - Red - Get Even Game Guide
Turn on the screen in Ramsey’s basement

Soon, you will go back to Ramsey’s basement. Watch the scene and approach an inactive screen. Click on it to turn it on. You will obtain another trophy – Summary of Doom, and you will advance to the final part of the game, described below.

This section described the final part of Get Even. The sequence will start automatically, once you complete Red’s last memory (memories 7th and 8th from Howard meeting). You will reveal new, shocking leads and you will gain control over Grace. Furthermore, you will have to choose one of the two available endings.

Walk inside to trigger a longer farewell scene - The final - Grace | Red | Walkthrough - Red - Get Even Game Guide

Walk inside to trigger a longer “farewell scene”

Still playing as Red, get out of bed and walk through the door. This will launch a longer scene which is also a summary of some of the events and decisions from the past. The scene will finally end and you will gain control over Grace and obtain another trophy – Transcendence.

Select the googles to launch the first ending - The final - Grace | Red | Walkthrough - Red - Get Even Game Guide
Select the googles to launch the first ending

Grace will be sitting in front of the desk and you will have to select one of the main endings. The first option suggests to continue the simulation and reveal the entire truth about her father. If you want to select the first ending, interact twice with Pandora.

Once in the limbo, follow a very linear path, and reveal additional facts about the conversation between Howard and Ramsey. Teleport yourself to the warp that presents Ramsey. You will find out that he shot Howard and committed suicide.

Select the laptop to launch the other ending - The final - Grace | Red | Walkthrough - Red - Get Even Game Guide
Select the laptop to launch the other ending

The other option allows you to terminate the connection and keeping the truth unrevealed. If you want to select the second ending, interact twice with the laptop on the right. No further scenes will be triggered.

Aside from the choice of an ending, the end of the game rewards your playstyle with an achievement. If you haven’t listened to Red’s warnings and eliminated encountered opponents in open combat, you’ll be rewarded with Disowned. On the other hand, sneaking past opponents (aside from scripted encounters) is rewarded with Non Omnis Moriar.

Remember! This doesn’t mean the end of Get Even. After the ending credits you can go back to Black and Red’s memories (select the continue option from the main menu). This way you can search for hidden content, make different decisions or find missing clues.

In this page you can find a solution for the fuses puzzle in Get Even. This puzzle must be solved during your first visit, while playing as Black, in the Asylum’s building B. This part of the Asylum is visited right after the prologue.

During your exploration of the building B you will reach the metal gate presented in the picture above - How to solve the fuses puzzle in the Asylums block B? - Solving the puzzles - Get Even Game Guide

During your exploration of the building B you will reach the metal gate presented in the picture above. Pressing the button does nothing. You learn that you need to reset fuses because the electrical system in the building is unstable.

In thermal vision, electric cables are colored red - How to solve the fuses puzzle in the Asylums block B? - Solving the puzzles - Get Even Game Guide
In thermal vision, electric cables are colored red

You should now start using the thermal vision application and follow the electric cables that are marked by red color. Following them allows you to reach fuse boxes that you have passed by before (at that time you couldn’t do anything with them).

When you enter the room with the fuse boxes you should keep using thermal vision - How to solve the fuses puzzle in the Asylums block B? - Solving the puzzles - Get Even Game Guide

When you enter the room with the fuse boxes you should keep using thermal vision. There is a small puzzle that must be solved – you must search for active boxes. They emit heat which means that they will “glow” in thermal vision – an example can be seen in the picture above. Start with finding a first box and interact with it. Repeat this action and find next interective boxes and redset them. When you reset all fuses you bring the electricity back.

You can now return to the button. This time when you press it you unlock a passage to a new room.

The following section describes how to solve the valve puzzle in Get Even. You will have to face this puzzle during one of the memories -“Job for Robert Ramsey”, playing as Black. This is the stage where you want to infiltrate the ADS HQ and steal the CornerGun.

Right after you start Job for Robert Ramsey, you will reach a place where hot steam will prevent you from moving forward - How to solve the valve puzzle? - Solving the puzzles - Get Even Game Guide

Right after you start “Job for Robert Ramsey”, you will reach a place where hot steam will prevent you from moving forward. One of the solutions is to solve the valve puzzle, presented in the screenshot. Although the pattern is rather random, the puzzle is not that difficult:

  1. Approach all the valves one by one and check them.
  2. Each valve needs to be turned right. If that’s what you did, you can leave the valve and proceed to the next one.
  3. If the valve turned itself left, interact with it once more and turn it right (turning a valve to its primary position).

Once all the valves are adjusted correctly, the hot steam will disappear, and all you need to do is to crouch to move on.

Remember - there is an alternative way to deal with the steam - How to solve the valve puzzle? - Solving the puzzles - Get Even Game Guide

Remember – there is an alternative way to deal with the steam. You can use your pistol and destroy a padlock presented in the screenshot. However, if you decide to do that you will not unlock Call the Plumber (distract the guards from the ADS HQ by sabotaging the sewage system).

The following section describes how to establish the access code for one of the doors in the ADS HQ in Get Even. You will have to face this puzzle during one of the memories -“Job for Robert Ramsey”, playing as Black. This is the stage where you want to infiltrate the ADS HQ and steal the CornerGun.

You will get to the locked door as soon as you use the lift to the top floor (the ADS HQ) - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game Guide

You will get to the locked door as soon as you use the lift to the top floor (the ADS HQ). You will end up in the presented location, and you will learn that in order to open the door, you will have to find out the four digit combination.

First photo - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game GuideFirst photo

In order to find out the combination, you will have to search the floor. Start with the room near the locked door. There is a photo with a digit in the background.

Second photo - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game GuideSecond photoThird photo - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game GuideThird photoForth photo - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game GuideForth photo

The remaining three photos are in the large office, on the other side of the floor. Just like before, investigate them to add them automatically to your “collection”.

Use the digits in the photos to type in the code - How to deal with the electronic door lock in the ADS HQ? - Solving the puzzles - Get Even Game GuideUse the digits in the photos to type in the code

You can now get back to the locked door. Draw your attention to the fact that the photos are now visible on the wall. The right combination is:

  1. Number in the upper left photo (7 in our case)
  2. Number in the upper right photo (9 in our case)
  3. Number in the lower left photo (4 in our case)
  4. Number in the lower right photo (5 in our case)

Remember – the puzzle may undergo a random scenario. Check the photos that appeared around the electric lock in your case and use the pattern presented above to unlock the door.

The following section describes how to establish the code to a locked door in block B of the asylum in Get Even. You will have to solve this puzzle during your second visit in block B of the Asylum, while playing as Black. This takes place after you complete “Job for Robert Ramsey”. The puzzle is related to one of the patients – John Keating.

When exploring block B of the asylum, you will pass by John Keatings cell and reach the locked door presented in the screenshot - How to deal with the electronic door in the asylum (Black)? - Solving the puzzles - Get Even Game Guide

When exploring block B of the asylum, you will pass by John Keating’s cell and reach the locked door presented in the screenshot. Investigate it and you will learn that you will need a four digit code to unlock it.

The first digit - How to deal with the electronic door in the asylum (Black)? - Solving the puzzles - Get Even Game GuideThe first digit

Get back to Keating’s cell and listen to a short conversation with him – this is your hint. You need to check cells from the previous corridor and look for digits that are part of the code.

Start with the cell close to the location where you began exploring this part of the asylum. Use the UV lamp to light the wall and reveal one of the digits – in our case it was 1.

Reveal the second digit by adding two other numbers - How to deal with the electronic door in the asylum (Black)? - Solving the puzzles - Get Even Game GuideReveal the second digit by adding two other numbers

Go to the next cell and use the UV lamp again. Do the math – in our case it was 4+4=8.

Add all the numbers in the marked area - How to deal with the electronic door in the asylum (Black)? - Solving the puzzles - Get Even Game GuideAdd all the numbers in the marked area

Visit the next cell. You will have to add all the numbers from the marked area – in our case it was 1+2+1+0=4.

Add the winning numbers of tic-tac-toe - How to deal with the electronic door in the asylum (Black)? - Solving the puzzles - Get Even Game GuideAdd the winning numbers of tic-tac-toe

Search the last cell. Once again you will have to do some basic math. Just add the winning numbers of tic-tac-toe – in our case it was 2+2+1=5.

Get back to the locked gate and type in the code. Our combination was 1845 but it is possible that due to a random scenario you may have to use a different code (based on the digits on the walls).

In this page you can find the solution for the valves puzzle in the Asylum’s block C in Get Even. The goal of this puzzle is to make water start flowing in John Keating’s cell. Warning – This puzzle can only be solved if Keating is still alive when you reach the building C.

You get the chance to solve this puzzle when you visit the Asylums block C as Black for the first time - How to solve the water flow puzzle in the Asylum (Black)? - Solving the puzzles - Get Even Game Guide

You get the chance to solve this puzzle when you visit the Asylum’s block C as Black for the first time. However, there is a requirement – YOU CAN’T RELEASE any patients during your previous two visits in the Asylum (in two different parts of the building B). Only then, in one of the block C rooms, you can meet John Keating (otherwise he would be killed). Listen to his short speech from which you learn that you need to solve his new puzzle.

Zalozeniem zagadki jest doprowadzenie do tego zeby do pokoju z Keatingiem poplynela woda i musisz w rezultacie wchodzic w interakcje z okolicznymi zaworami - How to solve the water flow puzzle in the Asylum (Black)? - Solving the puzzles - Get Even Game Guide

Zalozeniem zagadki jest doprowadzenie do tego zeby do pokoju z Keatingiem poplynela woda i musisz w rezultacie wchodzic w interakcje z okolicznymi zaworami. Pierwszy zaw�r jest na prawo od oszklonego wejscia do pomieszczenia z Keatingiem. Przekrec go. Dodatkowo mozesz zalaczyc tryb termowizji w telefonie, dzieki czemu otrzymasz potwierdzenie, iz rura zaczela plynac woda

In this puzzle you must interact with nearby valves in a such way that the water will start running in Keating’s room. The first valve is right from the glass entrance to Keating’s room. Turn it. You can also use thermal vision in your phone. By doing that you will receive an acknowledgment that water started to run in this pipe.

Mozesz juz zaczac badac okolice i po drodze warto odnajdywac wszystkie te interaktywne slady, kt�re wymienione zostaly w wariancie A (obiekty do zebrania lub zeskanowania) - How to solve the water flow puzzle in the Asylum (Black)? - Solving the puzzles - Get Even Game Guide

Mozesz juz zaczac badac okolice i po drodze warto odnajdywac wszystkie te interaktywne slady, kt�re wymienione zostaly w wariancie A (obiekty do zebrania lub zeskanowania). Dotrzyj do schod�w i udaj sie na pietro. Skieruj sie tu do pokazanego na obrazku pomieszczenia z kilkoma zaworami. Przekrecaj zawory w kolejnosci z obrazka, dzieki czemu poplynie woda.

You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned). Reach the stairs and go on the floor. There, you must head to the room with a few valves which is presented in the picture. Turn the valves in the order presented in the picture and by doing that the water will start running.

Przejdz teraz do jednego z sasiednich mniejszych pomieszczen - How to solve the water flow puzzle in the Asylum (Black)? - Solving the puzzles - Get Even Game Guide

Przejdz teraz do jednego z sasiednich mniejszych pomieszczen. Jest w nim nowy pojedynczy zaw�r (powyzszy obrazek).

Now you must go to one of the smaller adjacent rooms. There, you can find a single valve (the picture above).

Na sam koniec powr�c na parter i zainteresuj sie pokazanym na dolaczonym obrazku zlewem - How to solve the water flow puzzle in the Asylum (Black)? - Solving the puzzles - Get Even Game Guide

Na sam koniec powr�c na parter i zainteresuj sie pokazanym na dolaczonym obrazku zlewem. Otw�rz drzwiczki pod nim i przekrec ostatni zaw�r. Mozesz juz powr�cic do Keatinga, kt�ry odblokuje Blackowi dalsze przejscie.

Finally, you must go return to the ground floor and look at the sink presented in the picture. Open the door below it and turn the last valve. You can now go back to Keating. He will unlock a new passage for Black.

The following section describes how to find both parts of Rose ID card in Get Even. You will have to solve this puzzle during “Rose and Jasper” (searching the building occupied by thugs).

To solve this puzzle you will have to find both parts of Rose Atkins ID card - How to solve Roses ID card puzzle? | The Roses ID card puzzle in Get Even - Solving the puzzles - Get Even Game Guide

To solve this puzzle you will have to find both parts of Rose Atkins’ ID card. The first one is located on the top floor and you can get there via stairs. Here you will come across some mercenaries whom you could eliminate. Once you secure the floor, locate the table presented in the screenshot. There you will find half of Rose Atkins’ ID card. Scan it.

Get back to the staircase, move to the lower floor and use the UV lamp to find footsteps - How to solve Roses ID card puzzle? | The Roses ID card puzzle in Get Even - Solving the puzzles - Get Even Game Guide

Get back to the staircase, move to the lower floor and use the UV lamp to find footsteps. Follow them to a room with a computer and the other half of Rose Atkins’ ID card presented in the screenshot. Scan it as well.

Use the computer - How to solve Roses ID card puzzle? | The Roses ID card puzzle in Get Even - Solving the puzzles - Get Even Game GuideUse the computer

Once you obtain both halves, interact with the computer and complete the puzzle.

The following section describes how to find out the code to a locked door in Future Defence Group HQ in Get Even. You will have to solve this puzzle while playing as Black in “Meeting with Rose”. This takes place while exploring the Holmwood graveyard.

Reach the back of the FDG building - How to deal with the electronic lock in the Future Defence Group HQ? - Solving the puzzles - Get Even Game GuideReach the back of the FDG building

You will have to deal with this task right after you exit the park located by the Holmwood graveyard. You will find yourself at the back of the Future Defence Group building, and after searching this area, you will find a locked door with an electronic lock.

The very puzzle is easy once you find out how to deal with it - How to deal with the electronic lock in the Future Defence Group HQ? - Solving the puzzles - Get Even Game Guide

The very puzzle is easy once you find out how to deal with it. Use the UV lamp and scan the panel. The solution is based on a random scenario (the three digit code will be different each time). Start with the digit, on which the finger print is very visible and end with the least visible one. The presented example shows that the right combination is 694 (6 with the most visible finger print and 4 with the least visible one).

This section will describe how to active the lift in the FDG HQ. You will have to deal with this task during “Meeting with Rose”, playing as Black. This puzzle is one of the most difficult ones in the game, so take your time to read through notes.

1 - How to activate the lift? - Solving the puzzles - Get Even Game GuideYou will be able to activate the lift if you adjust nine levers correctly (they are located in boxes on the wall - How to activate the lift? - Solving the puzzles - Get Even Game Guide

You will be able to activate the lift if you adjust nine levers correctly (they are located in boxes on the wall. There are three levers in each box.). Don’t try to do it on your own. Instead, look around the room for some tips.

Picture 1 presents the first piece of information – info on energy consumption of separate parts of the mechanism. Screenshot 2 provides additional help. It explains how to adjust the levers to power certain mechanisms.

Furthermore, each of the boxes has its own voltage tolerance - How to activate the lift? - Solving the puzzles - Get Even Game Guide

Furthermore, each of the boxes has its own voltage tolerance. This info is presented above the levers (see the example in the screenshot). The left box has a limit of 2000W, the middle one 10000W, and the right one 5000W. You won’t be able to exceed the limit, as a given element will not be charged and sparks will appear.

Solving the puzzle - How to activate the lift? - Solving the puzzles - Get Even Game GuideSolving the puzzle

The key to success is to adjust mechanisms and not to overload the boxes. In our case (your scenario may differ) the solution is:

  1. The left box can tolerate 2000 W, thus it needs to be combined with the elevator door (it requires 1000W). The right setting of levers for this mechanism is down, up, up.
  2. The middle box can tolerate 10000 W, thus it needs to be combined with the trigger icon (requires 8000W). The right setting of levers for this mechanism is up, down, up.
  3. The right box can tolerate 5000 W, thus it needs to be combined with thunder icon (requires 3000W). The right setting of levers for this mechanism is down, down, up.

Activating the lift - How to activate the lift? - Solving the puzzles - Get Even Game GuideActivating the lift

Solve the puzzle and you will be able to use the lift once more.

This section will describe how to set the code to a locked door in the hospital (playing as Red) in Get Even. You will have to deal with this task once Red becomes a playable character. You will visit the hospital during one of the memories – “Grace_Kindapping -reveal”.

You will have to solve the puzzle once you reach the Transplantation ward (Transplants sign) - How to deal with the electronic lock in the hospital (Red)? - Solving the puzzles - Get Even Game Guide

You will have to solve the puzzle once you reach the Transplantation ward (Transplants sign). This takes place in the room where you will observe a short scene (see screenshot).

Carefully investigate one of the right shutters - How to deal with the electronic lock in the hospital (Red)? - Solving the puzzles - Get Even Game Guide

Carefully investigate one of the right shutters. Place yourself in a way that will allow you to read the four digit code. The screenshot presents our scenario – code 4190 (many puzzles will undergo a random scenario, thus you may get a different code).

Type in the four digit code here - How to deal with the electronic lock in the hospital (Red)? - Solving the puzzles - Get Even Game GuideType in the four digit code here

Locate the warp in the neighboring room and teleport yourself there. Approach the electronic lock and type in the code.

This section will describe how to extinguish candles in the hospital (playing as Red) in Get Even. You will have to deal with this task once Red becomes a playable character. You will visit the hospital during one of the memories – “Grace_Kindapping -reveal”.

Explore the hospital till you reach a room with several candles (see screenshot) - How to solve the candle puzzle in the hospital (Red)? - Solving the puzzles - Get Even Game Guide

Explore the hospital till you reach a room with several candles (see screenshot).

1 - How to solve the candle puzzle in the hospital (Red)? - Solving the puzzles - Get Even Game GuideThe puzzle will undergo a random scenario, so take your time to go through the instruction - How to solve the candle puzzle in the hospital (Red)? - Solving the puzzles - Get Even Game Guide

The puzzle will undergo a random scenario, so take your time to go through the instruction.

There are several lighted candles in the room and picture 1 presents one of these places. Investigate these sites and memorize the items located by the candles. Once this is done, locate the warp and teleport yourself to the neighboring room. You need to recreate the other room, so extinguish all the candles, except those located by the items from the previous room (e.g. a candle that needs to be left alone is presented in picture 2).

This section will describe how to solve the murder puzzle in Get Even. You will have to deal with this task once Red becomes a playable character. This will take place during one of the memories – “J_dying_minutes -reveal”. Your task will be to find out how the murder was committed.

The Police Report is an essential hint related to the puzzle - How to solve the murder puzzle (Red)? | The murder puzzle in Get Even - Solving the puzzles - Get Even Game GuideThe Police Report is an essential hint related to the puzzle

As soon as the new memory begins, you will have to solve a puzzle. The very idea is pretty easy but the solution may not be that obvious (especially without any tips). You can obtain some hints if you look around. First, approach the hole in the right (locked) door and listen to a conversation between Jasper and a stranger. Head to the back of the room and find crime scene report. It contains information on the victim’s death and the weapon.

Go back and interact with an engram - How to solve the murder puzzle (Red)? | The murder puzzle in Get Even - Solving the puzzles - Get Even Game Guide

Go back and interact with an engram. You need to recreate the murder by manipulating three interactive parts. The victim was killed by a headshot when he was standing, so select the right position (see screenshot).

Now interact with the object in the middle, and select the silencer as the murderers weapon (see screenshot) - How to solve the murder puzzle (Red)? | The murder puzzle in Get Even - Solving the puzzles - Get Even Game Guide

Now interact with the object in the middle, and select the silencer as the murderer’s weapon (see screenshot).

Focus on the last piece of the puzzle. You need to swap between suspects until you select Black. At this point the puzzle will be completed automatically, and you will progress to the next scene.

This section will describe how to solve the three pictures puzzle in Get Even. You will have to solve it during “Rose_Atkins -reveal”, while playing as Red (he becomes a playable character later on in the game).

The first picture - How to solve the three pictures puzzle (Red)? | 3 pictures puzzle - Solving the puzzles - Get Even Game GuideThe first pictureThe second picture - How to solve the three pictures puzzle (Red)? | 3 pictures puzzle - Solving the puzzles - Get Even Game GuideThe second pictureThe third picture - How to solve the three pictures puzzle (Red)? | 3 pictures puzzle - Solving the puzzles - Get Even Game GuideThe third picture

The task is very easy. Once you approach one of the interactive pictures, you will have to move its elements and put together the puzzles. The above screenshots present the final version of paintings.

Besides playing full memories of Black and Red, Get Even also allows you to search hidden memories - General information | Hidden memories - Hidden memories - Get Even Game Guide

Besides playing full memories of Black and Red, Get Even also allows you to search hidden memories. They are small rooms in which additional interactive items are stored. These hidden rooms can be found when you replay Black’s memories. Those places can be recognized by metal doors or gates near which you can find an electronic lock that requires you to enter a four-digit code, an example of a such place can be seen in the picture above. The list of hidden locations can be found in the following pages of this guide.

Door combinations cant be found in areas so dont look for them - General information | Hidden memories - Hidden memories - Get Even Game Guide

Door combinations can’t be found in areas so don’t look for them. You must make some preparations before those hidden rooms become available to you. In order to get access to a secret area you must find 100% of tracks in a given memory. When you return to the evidence room you can look closer at the evidence board of a given level. A four-digit code will appear in the bottom left corner of the table (an example is presented in the picture above). Remember the code, replay a memory (interact with the picture in the bottom right corner of the board) and reach the place with locked door. Then, you can enter the code.

Warning – Do not try to enter a code before you find all tracks. Even if the code is correct you won’t be able to enter inside until you find all tracks. As a help for locating other evidence you can use empty silhouettes in a board that look like, e.g. A4 notes, photos, small business cards or big posters. In addition to that some tracks are connected by a line. This can help you in guessing which part of a memory can have those tracks.

Warning – By unlocking the first hidden area you get Cogito Ergo Sum achievement. By unlocking all of them you get another one, Gnosis.

In this page you can see the board for “The Kidnapping” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for The Kidnapping memory is presented in the picture above - The Kidnapping | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “The Kidnapping” memory is presented in the picture above. The evidence are mainly documents and pictures of interactive places that were scanned by the phone (green dots on the phone’s screen). You shouldn’t have any troubles with getting all evidence as long as you are carefully looking around the areas and examine all rooms in the school.

In our game the code was 7961 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

This hidden memory is one of the easiest ones to find - The Kidnapping | Hidden memories - Hidden memories - Get Even Game Guide

This hidden memory is one of the easiest ones to find. When you start the level you must head straight and look at the first guard that goes to the left bunker presented in the picture. Shoot him and examine the bunker.

You enter a tight corridor that will take you to the gate presented in the picture - The Kidnapping | Hidden memories - Hidden memories - Get Even Game Guide

You enter a tight corridor that will take you to the gate presented in the picture. Here, you must enter the code. Inside of the secret room you can find a cabinet that can be scanned. This gives you an automatic pistol that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories).

Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Jasper and Grace.

In this page you can see the board for “Job for Robert Ramsey” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for The Kidnapping memory is presented in the picture above - Job for Robert Ramsey | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “The Kidnapping” memory is presented in the picture above. Notice the two different posters that, on first glance, look the same. The first poster can be found near lobby (in a few different places) and the second one after using the elevator that takes you to twelfth floor. It is also worth to mention that killing enemies can help you in finding some secrets (except the underground parking – you won’t find any tracks there).

In our game the code was 1856 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

This secret room is not hard to find because you can come across it right after you start this memory that is when you go through the severs - Job for Robert Ramsey | Hidden memories - Hidden memories - Get Even Game Guide

This secret room is not hard to find because you can come across it right after you start this memory that is when you go through the severs. During your exploration of this location you must look for the metal door presented in the picture (you find them before you reach the room with valves and hot gas).

Inside of the secret room you can find a cabinet that can be scanned. This gives you a shotgun that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories). Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Lenore and Ramsey.

In this page you can see the board for “The Offer” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for The Offer memory is presented in the picture above - The Offer | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “The Offer” memory is presented in the picture above. There aren’t many tracks in this level and because of the size of the swamps you can miss some of them. Be sure that you got a newspaper that can be found in the beginning of the memory. You must also remember about finding the place that can be scanned near one of the main paths that goes through the swamps.

In our game the code was 5678 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

The hidden memory is found in the last phase of your walk through the second part of the swamps - The Offer | Hidden memories - Hidden memories - Get Even Game Guide

The hidden memory is found in the last phase of your walk through the second part of the swamps. To be more precise, it is found near the second tunnel near which you can find an open gate. Ignore this tunnel and check the area on the right. You can see closed door, presented in the picture, and near them there is a keypad.

Inside of the secret room you can find a cabinet that can be scanned. This gives you a silenced assault rifle that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories). Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Ramsey and Howard.

In this page you can see the board for “Rose and Jasper” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for Rose and Jasper memory is presented in the picture above - Rose and Jasper | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “Rose and Jasper” memory is presented in the picture above. This location contains many tracks that you can take. You should focus primarily on various documents. Among them you can find, e.g. floor blueprints that look similar. Besides that you can also find, e.g. photos and areas that can be scanned.

In our game the code was 4563 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

Finding this secret room is not that easy as it was with the other ones but it is still not that difficult - Rose and Jasper | Hidden memories - Hidden memories - Get Even Game Guide

Finding this secret room is not that easy as it was with the other ones but it is still not that difficult. During your exploration of the building you must wait for the moment when you can turn right and examine an optional corridor which is presented in the picture above. You can find this area shortly after starting the memory – after you scan the door and reach the first location with enemies (you can take care of them before or after the visit in the secret room).

Inside of the secret room you can find a cabinet that can be scanned - Rose and Jasper | Hidden memories - Hidden memories - Get Even Game Guide

Inside of the secret room you can find a cabinet that can be scanned. This gives you an SMG that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories).

Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Jasper and Howard.

In this page you can see the board for “Meeting with Rose” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for Meeting with Rose memory is presented in the picture above - Meeting with Rose | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “Meeting with Rose” memory is presented in the picture above. In this memory you can find various documents and notes. The main location in which you can find these items is the Future Defense Group headquarter.

In our game the code was 6079 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

This secret memory can only be unlocked after you go through the cemetery and park - Meeting with Rose | Hidden memories - Hidden memories - Get Even Game Guide

This secret memory can only be unlocked after you go through the cemetery and park. You must also solve the electronic lock puzzle. This allows you to enter Future Defense Group’s building. When you are on your way you can pass by the passage, presented above, where you can see a flower pot standing next to bars.

A few steps further you can find the metal gate with an electronic lock, presented in the picture (this place can be found before reaching the place where you solve the puzzle with an out of order elevator) - Meeting with Rose | Hidden memories - Hidden memories - Get Even Game Guide

A few steps further you can find the metal gate with an electronic lock, presented in the picture (this place can be found before reaching the place where you solve the puzzle with an out of order elevator). Enter the code that unlocks the gate. Inside of the secret room you can find a cabinet that can be scanned. This gives you a sniper rifle that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories).

Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Ramsey and Black.

In this page you can see the board for “Jasper’s Dying Minutes” memory in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for Jaspers Dying Minutes memory is presented in the picture above - Jaspers Dying Minutes | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “Jasper’s Dying Minutes” memory is presented in the picture above. In this memory you can find various tracks – documents, newspapers and photos. There aren’t many of them but despite of that you must examine the areas carefully so you won’t miss any of the secrets.

In our game the code was 0482 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

The secret room can only be found when you reach the warehouse presented in the picture above - Jaspers Dying Minutes | Hidden memories - Hidden memories - Get Even Game Guide

The secret room can only be found when you reach the warehouse presented in the picture above. In default, there are many enemies here. Eliminating all of them will make your task easier.

Regardless of your actions towards the enemies you can go to the opposite end of the warehouses main part - Jaspers Dying Minutes | Hidden memories - Hidden memories - Get Even Game Guide

Regardless of your actions towards the enemies you can go to the opposite end of the warehouse’s main part. The secret room’s entrance is on the left side under the balconies with yellow stairs, you can see them in the picture above. A few steps further you can find the metal gate with an electronic lock, presented in the picture (this place can be found before reaching the place where you solve the puzzle with an out of order elevator). Enter the code that unlocks the gate. Inside of the secret room you can find a cabinet that can be scanned. This gives you a crossbow that is now added to your arsenal (you can go back to the arsenal in the evidence room inside of Black’s mind and take this weapon if you want to use it in other memories).

Inside of the secret room you can also find a TV. When you interact with it you can listen to a conversation between Ramsey and Lenore.

This section offers a summary of the evidence for “The Victim”, a flashback seen in Get Even, and tips on how to get access to the flashback room and its contents.

The evidence board for The Victim is shown on the screenshot above - The Victim | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for “The Victim” is shown on the screenshot above. The task is characteristic for its numerous evidence. Nevertheless, most of these are documents, photos, or newspaper clips, but you’ll also need to scan a number of interactive objects. Make sure you’ve visited every interactive area before the warehouse (the locations marked by squares which are revealed after approaching them).

In our case, the gate was unlocked by inputting 7319, but as the game randomizes this type of data, you may receive a different combination. Warning – Avoid inputting the combination without going through with the mission, as the gate will stay locked.

The hidden room can be found in the further part of the level, beyond the area where youve watched the vision that depicted the visit to the murder scene of one Jasper Prado - The Victim | Hidden memories - Hidden memories - Get Even Game Guide

The hidden room can be found in the further part of the level, beyond the area where you’ve watched the vision that depicted the visit to the murder scene of one Jasper Prado. You’ll once again appear in an empty hall with pillars and blood trails (visible after applying UV light) that lead to the door shown on the screenshot above.

1 - The Victim | Hidden memories - Hidden memories - Get Even Game Guide
Proceed forward and watch a new cut-scene (screenshot 1) - The Victim | Hidden memories - Hidden memories - Get Even Game Guide

Proceed forward and watch a new cut-scene (screenshot 1). Continue by making your way through small stairs in a dark corridor. The staircase leads to a locked gate from screenshot two which contains a panel that can be used to input the code.

The secret room contains a case with an assault rifle that will be added to your arsenal (you can use the weapon in the following missions by choosing it inside Black’s mind) and a TV that replays a conversation between two policemen when interacted.

In this page you can see the board of the block B in Get Even as well as information on how to reach the room with a hidden memory. You can also learn about its content.

The evidence board for the building B is presented in the picture above - The Asylum - building B | Hidden memories - Hidden memories - Get Even Game Guide

The evidence board for the building B is presented in the picture above. This is one of the few locations that has the biggest amount of tracks to find. The reason for that is because the block B is visited twice and this is why you can find two interactive pictures in the bottom right corner of the board. During your explorations of the block B you must use your map frequently and check all optional rooms because many of them hides secrets. You must also remember that some places must be scanned which means that if you see a green dot on your phone’s screen you must stop immediately and perform scanning.

In our game the code was 3762 but because of randomness of many of the game’s elements you can receive another combination. Warning – Don’t try to use a combination because the game won’t allow you to do it unless you get all tracks.

The secret room can be accessed during your second visit in the block B - The Asylum - building B | Hidden memories - Hidden memories - Get Even Game Guide

The secret room can be accessed during your second visit in the block B. In order to do that you must interact with the picture on the right that is located in the evidence room. Thanks to that you don’t have to waste your time and complete the first visit. Explore the block B and reach the place in which you must solve the puzzle involving closed doors that are located next to John Keating’s cell. Solve this puzzle and move forward. Reach the room in which you must shoot one of the escaping patients (the picture above).

After shooting him you can look around the area with a staricase and use the stairs, presented in the picture, to go down - The Asylum - building B | Hidden memories - Hidden memories - Get Even Game Guide

After shooting him you can look around the area with a staricase and use the stairs, presented in the picture, to go down.

When you go down you can see the door with an electronic lock, the door are presented in the picture - The Asylum - building B | Hidden memories - Hidden memories - Get Even Game Guide

When you go down you can see the door with an electronic lock, the door are presented in the picture. Inside of the secret room you can find a TV. When you interact with it you can listen to a conversation between Rose and Jasper.

The section offers a summary for the evidence found in building C in Get Even and tips on how to access the flashback room and its contents.

The evidence for building C is shown on the screenshot above - Psychiatric Asylum - Building C | Hidden memories - Hidden memories - Get Even Game Guide

The evidence for building C is shown on the screenshot above. Building C is characteristic for its large amount of collectibles – Cole makes two visits to the area, which are represented by two interactive screens in the bottom right corner of the screen. Pay attention to the map when exploring the area and make sure to visit all side rooms, are these often store secrets. Remember to scan all locations -interactive items will be marked with green dots.

In our case, the gate was unlocked by inputting 7830, but as the game randomizes this type of data, you may receive a different combination. Warning – Avoid inputting the combination without going through with the mission, as the gate will stay locked.

The secret room can be visited during your second visit to Block B - Psychiatric Asylum - Building C | Hidden memories - Hidden memories - Get Even Game Guide

The secret room can be visited during your second visit to Block B. Start by interacting with the picture on the right side of the evidence room – you won’t need to complete the first visit. You need to make your way to the door (shown on the screenshot above) which will allow you to leave the party room (by taking care of the dancer or by defeating the mannequins)

Youll enter a new set of server rooms - Psychiatric Asylum - Building C | Hidden memories - Hidden memories - Get Even Game Guide

You’ll enter a new set of server rooms. Proceed forward, but wait for a right turn to find a passageway located next to the generators.

Turn right and get past the posed mannequin to find a locked gate - Psychiatric Asylum - Building C | Hidden memories - Hidden memories - Get Even Game Guide

Turn right and get past the posed mannequin to find a locked gate. You can interact with the lock to input the acquired code.

The hidden room contains a TV that replays a conversation between Ramsey and Black when interacted.

PlayStation 4

Move - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Move

Sprint - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Sprint

Look around - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Look around

Pressing the button: Use CornerGun / Lean left - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Use CornerGun / Lean left

Holding the button: Phone’s menu

Aim - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Aim

Crouch - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Crouch

Reload a weapon / Interact with environment - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Reload a weapon / Interact with environment

Pressing the button: Change weapon - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Change weapon

Holding the button: Phone’s menu

Quick scan - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Quick scan

Fire a weapon / Scan an object - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Fire a weapon / Scan an object

Pressing the button: Use CornerGun / Lean right - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Use CornerGun / Lean right

Holding the button: Phone’s menu

Use applications in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Use applications in the phone

Previous application in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Previous application in the phone

Next application in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Next application in the phone

Use applications in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Use applications in the phone

Hide a weapon or the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Hide a weapon or the phone

Pause - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pause

Xbox One

Move - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Move

Sprint - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Sprint

Look around - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Look around

Pressing the button: Use CornerGun / Lean left - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Use CornerGun / Lean left

Holding the button: Phone’s menu

Aim - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Aim

Crouch - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Crouch

Reload a weapon / Interact with environment - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Reload a weapon / Interact with environment

Pressing the button: Change weapon - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Change weapon

Holding the button: Phone’s menu

Quick scan - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Quick scan

Fire a weapon / Scan an object - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Fire a weapon / Scan an object

Pressing the button: Use CornerGun / Lean right - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pressing the button: Use CornerGun / Lean right

Holding the button: Phone’s menu

Use applications in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Use applications in the phone

Previous application in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Previous application in the phone

Next application in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Next application in the phone

Use applications in the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Use applications in the phone

Hide a weapon or the phone - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Hide a weapon or the phone

Pause - Controls | Controls and system requirements - Appendix - Get Even Game Guide

Pause

Get Even has medium system requirements. To run this game on PC on lowest settings you need a computer with Intel i5 processor, 6 gigabyte RAM and a graphics card similar to GeForce GTX 660. Recommended system requirements are significantly higher. If you want to play in 1080p and have a smooth frame rate with highest details you will need Intel i7 processor and a graphics card similar to GeForce GTX 970.

This guide is based on PlayStation 4 version of the game. Sadly, on regular version of PS4 the game wasn’t smooth. An irritating “stuttering” was present, although it didn’t hinder both exploration and fights. There is a chance that the game will receive patches that can fix the optimization.

Warning – Many locations in the game are very dark and the UV lamp in your phone won’t help you much. It is recommended to use the brightness options. Thanks to that going through darker locations won’t cause you problems and will lower a chance of you missing important secrets.

Minimum system requirements on PC

  1. Processor: Intel i5-2500 or AMD Phenom II X4 940
  2. Graphics card: Nvidia GTX 660 or AMD Radeon 7870
  3. RAM: 6 GB
  4. HDD: 40 GB
  5. Operating system: 64-bit Windows 7 / 8.1 / 10

Recommended system requirements on PC

  1. Processor: Intel i7-3770 or AMD FX-8350
  2. Graphics card: GeForce GTX 970 or AMD RX 480
  3. RAM: 8 GB
  4. HDD: 40 GB
  5. Operating system: 64-bit Windows 7 / 8.1 / 10

SOURCE:http://guides.gamepressure.com/get_even/

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