This page includes a walkthrough for a memory sequence in Get Even, related to the eponymous interrogation. Specifically, the memory titled "Meeting the Rose". It consists of two main parts. The first part will have you traversing a cemetery and a park while avoiding or eliminating encountered enemies. In the second part, you'll visit the facility of Future Defence Group, where your main task will be to explore. The latter part will also include a rather tricky puzzle, which you'll need to solve to activate a disabled elevator.
- Journey through the cemetery and the park
- Gaining access to Future Defence Group building
- Solution to the elevator puzzle
Journey through the cemetery and the park
The memory will begin on the Holmwood cemetery. You'll have to head towards the church, and later proceed to the nearby park, which will lead Black to the entrance to Future Defence Group facility. The cemetery is a rather large location, but there are map signs that will help you navigate it - the picture above presents one such sign.
You start at point 1 on the map, and you'll need to reach the park exit - point 2. Main paths have been marked with dotted line on the map, as was an example of the route you may take - both presented on the picture above. Of course, you're free to take your own route. There are many spots when you can take an alternative path, leading to optional exploration or allowing you to avoid or surprise your enemies. The only significant limitation are the church grounds - you cannot enter through the eastern gate. Instead, you'll have to gain entrance from the south.
Begin the exploration with searching through the area around the starting point. You'll find Rose's red purse, which you can scan. This will trigger a cut-scene.
From that moment on, you'll have to deal with enemies that roam the cemetery. As usual, the game will let you decide the course of action. However, due to the fact that the scene takes place in the night, it would be a good idea to avoid any confrontation whatsoever, and the map app will be helpful in that. If you intend to eliminate the mercenaries though, you should take them out one by one either with up-close executions or shots to the head. One more thing you may want to do is to procure some better weapons, e.g. by taking a rifle from one of the enemies or swipe a gun with the anomaly scanner from one of the "summoning" locations.
Head south (choose one of the possible paths), then turn west. On the way you'll encounter more red purses, but you don't have to scan them, as they only serve as signposts indicating that you're going in the right direction.
Your objective is the southern, opened gate, depicted on the picture above, which will lead you to the church grounds. There will be no new enemies there, so you can head straight for the park entrance in the northeastern part of the grounds.
On your way through the park, you'll have to once again watch out for enemies, but their numbers will be smaller than on the cemetery. Same as in the beginning, it would be prudent to sneak and avoid enemies in this section (check your map regularly to keep track of their estimated field of view), or eliminate them without raising alarm. Either way, you're going for the north park exit, which will bring you close to the Future Defence Group building.
Gaining access to Future Defence Group building
The entrance to the Future Defence Group building is locked. You'll have to solve a simple puzzle to open it. Select your UV lamp and examine the keypad. The solution to this puzzle is random, but its premise is very simple. Push the button beginning with the number that has the biggest fluorescent mark, and finishing with the one with the smallest mark. For example, the code for the door in the picture above is 694.
Begin exploring the building (you'll be walking past a picture with binary code, but going to the evidence room is fully optional). Not long after you go by the room with a chair, you'll find the first note. Find the corridor with metal door on each side. There's a secret to be found near each door, for a total of four documents that you can find.
Try to open then door, and you'll find yourself in a mysterious memory of a hospital. Examine the room with empty bed and watch a cut-scene of Rose talking with Ramsey. Interacting with the picture will allow you to leave this place.
Solution to the elevator puzzle
Soon, you'll be informed of the necessity of activating the elevator, which will be a part of a rather complex puzzle. The elevator can be activated by setting nine levers in the right positions (they can be found in groups of threes in switchboxes mounted on the walls). Obviously, do not try to pull them blindly, but look around the rooms for clues that will help you find the right solution.
The first hint can be found on the picture above - it's the information about energy consumption of the individual elements of the mechanism. The second hint is shown on the picture below - it informs you about which positions of the levers powers which part of the mechanism.
That's not all, though, as each of the switchboxes has a max power limit. The information can be seen on the picture above, above the levers in each switchbox. The left switchbox has a limit of 2000W, the middle one - 10000W, and the right one - 5000W. You cannot go above those limits or you will overload the powergrid and the box will begin to shoot sparks.
The key to solving this puzzle lies in arranging the levers or individual mechanisms so as not to overload the grid. In this case (as the puzzle may have a different solution in your playthrough because many puzzles are random) the solution was as follows:
- The left box may service up to 2000W, so it needs to be connected to the settings of elevator door icon (it needs 1000W). The lever positions for this mechanism are: down, up, up.
- The middle box may service up to 10000W, so it needs to be connected with the settings of the cogwheel icon (it needs 8000W). The lever positions for this mechanism are: up, down, up.
- The right box can service up to 5000W, so it needs to be connected with the settings of the lightning icon (it needs 3000W). The lever positions for this mechanism are: down, down, up.
Solving the puzzle will make the elevator operational again. Use it.
When you arrive at the new floor by using the elevator you should look around the area and find a note hanging on a wall that informs that using computers for things other than work is prohibited. Start following a linear path but stop in front of the stairs, as you will find a poster and a prize to scan. Head to the upper level and enter the office, where you'll be able to listen to a conversation between Rose and Black. The memory is almost finished, and soon you'll be taken back to the mental asylum.