Exploration of building C | Black | Walkthrough Get Even Guide
Last update: 04 July 2017
In this page you can find the walkthrough for the first visit in block C of the psychiatric hospital in Get Even. You reach the building C for the first time after you complete one of the memories of the visit in the warehouse. Exploration of the block C gives you an opportunity to find many new secrets but you also have to, e.g. potentially face an unusual enemies.
Beginning exploration of the block C
After listening to the conversation with Red you can examine the tracks that you have gathered, go to the room with the evidence or immediately start the exploration of the block C. Check the note on the board, a patient recordings on the chair and a document that lies on the desk. In the nearby Office you can find another note, a tape recorder is also in the area. Next, you must examine the Isolation Ward where you can find a note.
Move forward. On one of the walls you can find a document. If Boyce wasn't murdered earlier then you can find him in one of the cells. You can ignore him or fulfill his request and bring him the nearby crowbar (the item is leaning on a radiator). Regardless of your choice you can now use the small stairs.
Pick up a new note lying on the ground. There is also a pistol ammo clip nearby and if you haven't already unlock Locked and Loaded trophy (find three ammo clips during one visit in the hospital) then you can now try again to unlock it.
Be on your guard because there may be a hostile patient on the other side of the door. You must shoot him. After killing the patient you can examine the area and search for other two ammo clips that are necessary to unlock the trophy mentioned above (if you got it then you can skip this step although, soon, additional ammo may come in handy).
Going through the gardens
Strzelaj do manekinów zeby je zatrzymywac
Reach the door that leads to the Asylum gardens. You must prepare your pistol because during your exploration of this place you can be attacked by mannequins. The manequins attack if you take a closer look at them and allow Black to comment on the target.
This can happen if you released patients. Don't let the mannequins get closer to Black and don't hurry with exploration so you won't be surrounded by a few of them at the same time. By surviving the battle in the gardens you receive Overdose trophy. However, if you didn't save any of the patients during your previous visits in the Asylum then the mannequins won't move and you can go through the location without problems.
Whether you were attacked by the mannequins or not it is worth to explore the garden. By doing that you can find ammo and a drawing. Your goal is to reach the door that leads to another part of the hospital. For surviving the battle in the gardens you receive Overdose trophy.
In the nearby rooms you can find many new secrets so you should spend some time on exploring the new block C. There are two notes and a drawing to find. In addition to that you can scan two paintings placed on the stands and a patient, John Keating.
Varian A - John Keating is dead
Keep exploring the area and find a journal. Then, you reach a console. Using it ends in a failure but this allows you to learn that you need to find a fuse box.
Just like with the earlier examples you can use thermal vision and reach the fuse box. However, you don't have to be in a hurry because on your way you can scan blood trails and find a note. When you reach the box you must interact with it.
Take out your pistol because soon you can be attacked by a new patient. During your further exploration you should scan the bed. Besides that you can also find a document and a tape recorder. Continue your journey and, in the meantime, you must take a blueprint and a note on the wall. Go back to the previously mentioned console and press the button.
Variant B - John Keating is still alive
If, during your previous visits in the hospital, you didn't save anyone then John Keating can be found alive in the room with fuses. You can scan him and listen to his short speach from which you learn that you need to solve another puzzle.
In this puzzle you must make water to start running in Keating's room which is done by interacting with nearby valves in a certain way. The first valve is on the right from the glass entrance to Keating's room. Turn it. You can also use thermal vision in your phone. By doing that you will receive an acknowledgment that water started to run in this pipe.
You can start exploring the area and, on your way, you can search for all interactive tracks that were mentioned in the variant A (objects that can be collected or scanned). Reach the stairs and go on the floor. There, you must head to the room with a few valves which is presented in the picture. Turn the valves in the order presented in the picture and by doing that the water will start running.
Now you must go to one of the smaller adjacent rooms. There, you can find a single valve (the picture above).
Finally, you must return to the ground floor and look at the sink presented in the picture. Open the door below it and turn the last valve. You can now go back to Keating. In addition to that you also unlock It's 5 o'clock achievement. Keating will unlock a new passage for Black.
Reaching the interactive picture
You can now use the newly unlocked passage, the one that you could see by using one of the monitoring cameras. During the exploration of this part of the hospital you should check the rooms that you pass by and examine them carefully. By doing that you can acquire two notes, a newspaper clipping and a tape recorder.
In one of the next corridors you will see a "vision" showing Grace (you can make a quick shot in her direction to get a trophy (Tough Love)) after that you find yourself in a unique type of memory again. Just like with the previous example you must reach new areas so you can watch scenes or check interactive items. In the later part of this stage you must travel between the central part of this location and its "branches" but the general concept is the same. Finally, you must examine the big picture to start a new memory.