Get Even: Benefit of the Doubt
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 "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 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.


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.
- Get Even Game Guide
- Get Even: Trophy Guide
- Get Even: Introduction Trophy Guide
- Get Even: List of trophies
- Get Even: Action Hero
- Get Even: Benefit of the Doubt
- Get Even: Call the Plumber
- Get Even: Chronic Survivor
- Get Even: Clean Job
- Get Even: Ghost Warrior
- Get Even: Locked and Loaded
- Get Even: Non Omnis Moriar
- Get Even: Untraceable
- Get Even: It's 5 'clock
- Get Even: Trophy Guide
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