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GET EVEN - 100% Achievement Guide

Aug 27, 2017     Guides
GET EVEN - 100% Achievement Guide

100% Completion guide for Get Even.

Introduction



Welcome to the Get Even achievement guide.

The achievements for this game are not terribly difficult, and thankfully there is a chapter select option at the end. Therefore, you should just utilize your initial playthrough to enjoy the game while picking up as much evidence (documents, photos) as you can.

That said, there is one missable achievement: Non omnis moriar. Ctrl+F to find the aforementioned achievement and its detailed information. You may even want to make a second run through the game just for that one in particular, but the choice is yours.

Story Related



Beyond the veil


Escape the Asylum.

Painful memories


Recall the aftermath of the kidnapping.

Unreliable narrator


Discover the truth about Jasper’s murder.

Broken


Recall your loss.

Summary of doom


Discover the true mastermind behind the kidnapping.


Transcendence


Leave the world of memories.

Evidence Related



Vital information

The items that classify as "evidence" are documents and photographs. Documents are generally well placed and will be right in your path. Photographs must be attained by using your phone's camera mode. You will see green lights on the side of your phone, that will increase from 1 - 4, the closer you get to the object that you need to take a picture of.

Additionally

After you've collected all of the evidence in a memory, you will need to visit the Evidence Board and examine it. Once you do, the specific achievement will pop.

Strong man saves helpless woman


Collect all evidence on Grace’s kidnapping.

This is related to obtaining all of the evidence from the chapter titled "The Kidnapping".



Diagnosis


Collect all evidence in Building B.

This is related to obtaining all of the evidence from the chapter titled "The Man From Lithurst Asylum (Building B)".



Intensive treatment


Collect all evidence in Building C.

This is related to obtaining all of the evidence from the chapter titled "The Man From Lithurst Asylum (Building C)".



I confess!


Collect all evidence on the ADS heist.

This is related to obtaining all of the evidence from the chapter titled "Job for Robert Ramsey".



Cleaning up the mess


Collect all evidence from the warehouse murder case.

This is related to obtaining all of the evidence from the chapter titled "The Victim".



In extremis


Collect all evidence from J’s dying minutes.

This is related to obtaining all of the evidence from the chapter titled "Jasper’s Dying Minutes".



Inside job


Collect all evidence in the kidnappers’ hideout.

This is related to obtaining all of the evidence from the chapter titled "Rose and Jasper".



Wolf in sheep's clothing


Collect all evidence on Rose Atkins.

This is related to obtaining all of the evidence from the chapter titled "Meeting With Rose".



In the lions den


Collect all evidence on the secret hideout of the criminal mastermind.

This is related to obtaining all of the evidence from the chapter titled "The Offer".



Cogito ergo sum


Unlock a hidden memory.

See Gnosis for further information.

Gnosis


Unlock all hidden memories.

Hidden Memories are unlocked once you gather all evidence for a chapter. A code will then be generated in the bottom left corner of the Evidence Board, which must be used on a metal keypad within the level. The codes are randomly generated, so there is no way to bypass getting around collecting all of the evidence. The video below will help you in locating all of the keypads.



Chapter Specific



Quick fix


Solve the electricity problem properly and let John Lyndon get his kick.

Chapter: Building B (First Picture)
Near the beginning of the level, after you meet the cult leader that wants to be set free, there will be some cells to your left. One of them contains John Lyndon, and you will notice a wire with a photo attached to it; there will also be a button outside his cell. Just press the button, and John will become electrocuted.

Die another day


Scan Albert Hall while he is alive.

Chapter: Building B (First + Second Picture)
First off, do not release the cult leader mentioned above. You will then find Albert Hall alive in his cell during your return visit to Building B. He is detected as evidence via your phone. If you released the cult leader, he will be dead. Albert is neigh impossible to miss.

Involuntary manslaughter


Scan Albert Hall’s dead body.

Chapter: Building B (First + Second Picture)
In opposition to the aforementioned achievement, release the cult leader. He will kill Albert Hall, who you will find at the very start of the memory in a room to your left.

Fuel to the fire


Let a pair of cultists roam free.

Chapter: Building B (Second Picture)
You will come across a console that has three buttons and a video monitor. You need to activate ALL three switches in order to trigger the event for the achievement, which will unlock after you see a dead patient on top of a stack of wheelchairs later on.

Where's my music?


Distract Walt Kaufmann.

Chapter: Building B (Second Picture) + Building C (First Picture)
This psycho can be found on your second adventure to Building B, and he is near the beginning of the level. You can hear a voice say "...just don't take away his music!", and Walt's back will be to you as he bangs on the wall. There's a boombox nearby, which you need to shoot.


It's 5 o'clock


Get John some water.

Chapter: Building B (Second Picture)
John will obviously need to be alive in order to obtain this achievement. To do that, do not release any cultists when you have to use the door console from Fuel to the fire; ONLY press the switch on the left. During your second visit to Building C, John will be there and he'll let you know there's no water. This triggers a pipe puzzle. Once you solve it, the achievement is yours.

Locked and loaded


Collect three ammo clips during one stay in the Asylum.

You can get this during the chapters with Building B or Building C. There are several pieces of ammo laying around, simply pick up three clips in one go.

Call the plumber


Sabotage the plumbing to distract ADS security.

Chapter: Job for Robert Ramsey
You will need to enter the ADS Building by completing the pipe puzzle rather than shooting the lock off of the gate. The achievement will not unlock right away, but only after you hear two ADS guards talking about the plumbing.

Overdose


Survive a bad trip in the Asylum garden.

Chapter: Building C
This is after you venture out into the garden and through another building. In order to trigger the "bad trip", once you head outside you will need to turn around. You will see a mannequin standing in the door way. If you look at it for a little while, Cole will state how it wasn't there before. All of the mannequins in the garden will be alive and ready to kill you. Whether you get spotted or not, once you reach the next building the achievement will be yours.

Tough love


I will always be with you…

After you encounter John for the water achievement OR turn the electricity back on, you'll encounter Grace in a hallway. Shoot her before she can send you into a memory flashback.

There is no cake


Let Kiddo survive to see the party.

Chapter: Building C (First + Second Picture)
It's as easy as ONLY flipping the switch on the left of the door console from Fuel to the fire.

Convert


Let John Keating survive till the Party and confront him about his new beliefs.

Chapter: Building C (First + Second Picture)
It's as easy as ONLY flipping the switch on the left of the door console from Fuel to the fire. He’ll then be at the very end of your second visit to Building C, where he will try to kill you. Just go up to him and the achievement will pop.

Eyes of a cat


Recognise the living dancer before he attacks.

Chapter: Building C (Second Picture)
You will come to an area with many mannequins that are spinning around, dancing with a partner. Check out your heat vision app, and you will see one that glows. Just shoot him before you go to the door, which will trigger the 'attack' sequence.

Action hero


Eliminate all criminals in the main room of their hideout in 30 seconds.

Chapter: Rose and Jasper
There are only four enemies that need to be dispatched. They're located on the top floor. The guy downstairs, and the ones on the main floor do not count. If you're going for the only missable trophy in the game, either wait until you attain it or shoot those enemies and then quickly reload your checkpoint.

Clean job


Break into the building where Jasper is held without raising an alarm.

Chapter: Jasper’s Dying Minutes
If you're going for the only missable trophy in the game, this will be automatic for you. Do not be detected when you must reach Jasper in the warehouse. If you do get detected, simply reload your checkpoint. Tip: At the start, use the cornergun to shoot the lock off the gate; the other entrance has two enemies guarding it.

Benefit of the doubt


Help Jared escape his captors.

Chapter: Jasper’s Dying Minutes
Jared is the informant behind the bulletproof glass that begs for you to help him escape. He's just before Jasper's room. You need to look through the broken door on your right, and aim left with the cornergun. It's there that you will see some door mechanic that you need to shoot to free Jared.

Ghost Warrior


Reach the meeting spot in the marshes without raising an alarm.

Chapter: The Offer
If you're going for the only missable achievement in the game, this will be automatic for you. Just stick to the far right for the first two sequences, and then go to the left for the last part. If you get caught, reload the checkpoint and try again.

Endings



Non omnis moriar


Make peace with Grace.

This achievement is given for gaining the "good" ending. Note that there IS room for error, such as getting spotted. It is imperitive, however, to not kill any unnecessary enemies. You CAN kill:

  • The enemies in the basement area of the very first mission for both Black and Red. 
  • The guards that are upstairs during the ADS Heist escape, but do NOT shoot the ones downstairs. 
  • Any and all patients in the Asylum that you must kill to get around. Generally, if you hear Red telling you that you've done something that he doesn't like, you should reload your checkpoint and try again. 
  • At the very end of the game when you can either pick up the headset or close the laptop, choose to pick up the headset. Otherwise, your work was for nothing. 

Disowned


Say Good-Bye.

This achievement is given for gaining the "bad" ending. After you've gained the good ending, as mentioned above, replay a few of Black's chapters and kill a bunch of mercenaries and guards. Then, replay Red's ending in his story and close the laptop instead of picking up the headset.

Misc



Untraceable


Infiltrate a memory without triggering defence mechanisms.

If you're going for the only missable achievement in the game, this will unlock naturally for you. However, it's only triggered in Red's story, and it's easiest to gain on the first level. If you are detected, just reload your checkpoint.

Assuming direct control


Assimilate an enemy.

This must be done during Red's campaign. You will be able to "assimilate" an enemy, kind of like how Black did his stealth takedowns; it's just way quicker.

Survivor syndrome


Let Mr. Boyce survive the ADS heist.

Refer to Chronic survivor for more information.

Chronic survivor


Help Boyce escape the Asylum.

To get these two achievements, you need to complete the ADS Heist memory without killing anyone. This step will unlock Survivor syndrome for letting Mr. Boyce survive. You will then need to wait until you reach Building C, where you will see him in his cell on the left very early into the chapter. When he asks for it, pass him the crowbar so he can break out. Finally, on your return trip to Building C, you need to look at the vent in the room after you open the cell door; the area that is just before the room with all of the mannequins that are kneeling down. Looking at the vent unlocks Chronic survivor.