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.
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. 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.
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.
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).
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 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.
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). 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.