Get John some water.
Solve the electricity problem properly and let John Lyndon get his kick.
Unlock a hidden memory.
Collect all evidence on Grace's kidnapping.
Distract Walt Kaufmann.
Infiltrate a memory without triggering defence mechanisms.
Assimilate an enemy.
Escape the Asylum.
Reach the meeting spot in the marshes without raising an alarm.
Eliminate all criminals in the main room of their hideout in 30 seconds.
Break into the building where Jasper is held without raising an alarm.
Collect three ammo clips during one stay in the Asylum.
Scan Albert Hall while he is alive.
Sabotage the plumbing to distract ADS security.
Collect all trophies.
Unlock all hidden memories.
Scan Albert Hall's dead body.
Collect all evidence on the secret hideout of the criminal mastermind.
Collect all evidence in Building B.
Help Jared escape his captors.
Collect all evidence in Building C.
Collect all evidence on the ADS heist.
Collect all evidence from the warehouse murder case.
Collect all evidence from J's dying minutes.
Collect all evidence in the kidnappers' hideout.
Collect all evidence on Rose Atkins.
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