Gaming Guide

Power Lines Walkthrough: Every Station Calibration in Control Resonant

Calibration unit placements, power core routing, and the mold trick that finally powers the Vanished Station's second platform.

Calibration unit placements, power core routing, and the mold trick that finally powers the Vanished Station’s second platform.

Image: Remedy Entertainment

Power Lines is the mission where Control Resonant stops being a shooter for a while and turns into a subway engineering problem. Dylan has to push electricity back through four stations under Manhattan, and every one of them hides its puzzle behind mold, locked shutters, and a machine that teleports you when you get the answer wrong.

Quick answer: Calibrate Perimeter, East Park, and Factory Stations by placing three calibration units on the yellow floor squares at each tuning device, then reroute both platforms at the Vanished Station and report to Dr. Florez.


Where Power Lines starts and what the quest log asks for

The mission unlocks after Arish’s Briefing. Meet Arish at the FBC Field Office in Central, hear him out on the power crisis hitting the CFD, and the three subway stations get pinned to your map in Central. You can clear them in any order — the story does not change based on which one you take first.

ObjectiveWhereWhat it takes
Reroute Factory StationNorth of the other two stations3 units in one straight line
Reroute East Park StationEast of Perimeter StationClear mold, teleport into a locked store
Reroute Perimeter StationEast of the Field OfficeMove a power core between generators
Head to the surfaceWherever you finish lastFollow the tracks, fight Mold
Reroute the Vanished StationEnd of the tunnelCalibrate Platform A, then Platform B
Talk to Dr. FlorezSurvivors’ roomConversation only

Each station entrance seals behind you and spawns two waves of Hiss before it lets you downstairs, so treat every arrival as a fight first and a puzzle second.


How calibration, power cores, and mold work

All four puzzles run on the same handful of rules. Learn them once and the stations stop feeling random.

  • Every tuning device needs three calibration units sitting on the yellow squares taped onto the floor around it.
  • Yellow lines painted on stairs and floors point toward the squares you still have to fill.
  • Orange power cores and nodes hold a single current. Strike a live one to carry the charge on your weapon, then strike another to hand it over — which usually opens a shutter somewhere.
  • Activating a tuning device with the wrong setup does not fail the puzzle. It physically moves you somewhere else, and that relocation is often the intended solution.
  • Mold grows where lights get power, and it conducts electricity across broken cables. Some blobs need smashing, others are doing the wiring for you.

Calibrating the three surface stations

Factory Station: line the three units up by eye

Factory Station sits north of both other markers, and the ambush outside mixes Hiss with Mold enemies. Mold Scrappers wear armor, so bring a blunt weapon or a combat ability to crack it, and lean on fire damage.

Head downstairs, pass the security checkpoint, and grab the calibration unit from the open store on the linear stretch of corridor.
Continue to the platform and find the other two units. One is parked on top of the train carriage, the other is tucked in behind the staircase you came down.
Ignore the scattered yellow rectangles around the platform and place all three units in a single straight line running away from the tuning device. Stand at the device and look along the row — if perspective makes the three units overlap into one silhouette, the alignment is right.
Activate the tuning device. The objective ticks off and a short cutscene plays, with Dylan taking a painful hit from the resonance.

East Park Station: use the wrong calibration on purpose

East Park sits east of Perimeter Station. During the fight outside, kill the Hiss Cluster first — it keeps healing everything around it.

Map View04:00Map View
East Park Station as it appears on the Central map. Shown at 04:00 in Trophy Tom’s video. Image: Remedy Entertainment
Go down the stairs and past the checkpoint. Two small stores face each other here, each holding a calibration unit. The one on the right is free to take; the one on the left is sealed behind a gate.
Carry the unit down to the platform and break the large pulsing mold blobs near the tuning device until the yellow squares underneath are exposed. A second calibration unit is sitting right beside them.
Drop those two units on the squares to the left and right of the tuning device.
Calibration Unit 205:40Calibration Unit 2
A calibration unit dropped onto one of the taped yellow squares beside the tuning device. Shown at 05:40 in Trophy Tom’s video. Image: Remedy Entertainment
Activate the tuning device three times in a row. Each incomplete calibration throws you somewhere new, and the third attempt drops you inside the gated store.
Shatter the breaker box inside to raise the shutter, carry the last unit down to the final square, and activate the device again to finish the station.

Perimeter Station: one power core, two locked doors

Perimeter Station is east of the Field Office, with its entrance near one of the Gravity Anomaly walls you can run up. The Hiss waves here are around difficulty level 4, so top up your build first if Dylan is still underpowered.

Take the first flight of stairs down and note the orange power core sitting next to the mini-mart door. The store opposite has a second core you can push the current into, and that swap is what opens each locked room down here.
Head down the second flight to the tuning device. Two notes beside it confirm the three-unit requirement, and the platform’s yellow squares are your checklist.
Collect the first two units — one up the staircase opposite the one you used, and one further down the tunnel on the platform, sitting next to mold.
For the third, move the current from the upper core down to the one by the spinning fan in the tunnel. That unlocks the door hiding the last unit.
Power Core Swap02:24Power Core Swap
Hauling the power core between generators is what opens the locked rooms at Perimeter Station. Shown at 02:24 in Trophy Tom’s video. Image: Remedy Entertainment
Fill the square closest to the tuning device first, then follow the painted yellow lines up both staircases to the other two squares. One of those rooms stays shut until you send the current back to the core beside its door.

You only ever have one live current to work with, so plan the order — open the door you need, grab the unit, then move the charge back before you place anything.

With all three units down, activate the tuning device to clear the objective.

Getting out after the stations vanish

Once the third station is calibrated, Zoe radios in to say every subway exit in the city is gone. Climb the stairs anyway and you will hit a wall where the way out used to be.

Go back down, take the right-hand path, and look for the tunnel that has opened onto the tracks. Follow them until a corner seals and a group of Mold enemies drops in. Space is tight for that fight, so break Scrapper armor with a blunt form or ability, chain executions where you can, and spend the damage bonus on whatever is still armored. Keep following the tracks afterwards and they end at the Vanished Station.


Rerouting the Vanished Station: Platform A and Platform B

This one breaks the pattern. There are two platforms, two tuning devices labelled A and B, and only two calibration units per platform instead of three. The maintenance notes on the wall spell out the order that matters: A goes first.

Read the notes and recordings scattered around the first platform, then step on the square marked A and activate the tuning device. With nothing calibrated, it transposes you straight to Platform B.
Platform Puzzle10:01Platform Puzzle
Tuning device A at the Vanished Station — activating it with the wrong calibration moves you to Platform B. Shown at 10:01 in Trophy Tom’s video. Image: Remedy Entertainment
Platform B’s device is dead and the cables on the ground are snapped. Strike the live power node to pick up the current, cross to the other node and strike it, and mold blobs will sprout between the broken cable ends.

Do not destroy those cable-side blobs. They are the only thing carrying current across the gap, and smashing them cuts the power you just restored.

Head upstairs to the pair of generators. The one by the door should already be live — inside that room is a calibration unit and a chest holding a Health upgrade.
Speak to the survivors over the intercom mounted on the concrete block near the stairs.
Help the Survivors08:59Help the Survivors
The intercom by the stairs is where Dr. Florez first makes contact. Shown at 08:59 in Trophy Tom’s video. Image: Remedy Entertainment
Carry on down the hall to the sealed door with the red blinking box beside it. Smash the box to raise it. That opens the connecting route between the two platforms, so you can walk the current back and forth instead of teleporting.
Destroy the mold covering the survivors’ shutter with your electrified weapon and go in. Talk to Dr. Florez, and you will find two calibration units sitting beside the group.
Take the current down to the generator at Platform A. Powering it grows more mold, but it also raises the shutter upstairs from A, where another calibration unit is waiting behind the gate.
Set two units on Platform A’s squares. One square is buried under a mold blob, so pull the current back off A’s generator and break that blob before placing the unit, then stand on square A and activate tuning device A.
Bring the remaining two units to Platform B and clear the two outer mold blobs sitting on its squares. Only break the blobs on the ground spots — the ones bridging the cables stay.
With all four units placed, activate tuning device B. Mold enemies pour in, including a mini-boss named Sandra, and you have to clear them all.

How to confirm Power Lines is finished

Each station gives you the same confirmation: the tuning device fires, the quest log strikes that reroute objective, and the tracker rolls onto the next one. At the Vanished Station, clearing both platforms flips the log to the final instruction to talk to Dr. Florez.

Walk back to the survivors and speak to the doctor. A Quest Completed banner for Power Lines appears on screen, along with a Living Shard and a Talent Point.

It is worth spending that Talent Point before you move on. The next mission in the chain, Into the Sinkhole, throws a long Hiss fight at you, and the upgrade points you picked up down here — including the Health segment in the locked room at Platform B — are exactly the kind of buffer that makes it manageable.