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Get Even Game Guide by gamepressure.com

Get Even Game Guide

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Table of Contents

Benefit of the Doubt | Trophy Guide Get Even Guide

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.

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