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.
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:
- 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).
- 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.
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 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.
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.
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.
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. 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).
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.
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.