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.
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).
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 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.
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. 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.
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.
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.