Control Resonant — Evacuation Procedures Main Quest Walkthrough
Every objective from the Central gate to the building exit, including both Hiss Nodes and the Level 2 Keycard.
Every objective from the Central gate to the building exit, including both Hiss Nodes and the Level 2 Keycard.
by AllThingsHow Staff · Edited by Pallav Pathak
Evacuation Procedures is the third main mission in Control Resonant, and it hands Dylan Faden his first real look at what the Hiss did to Manhattan’s civilian shelters. It opens after you speak to Zoe at the Watchtower during Welcome to Manhattan, sends you across the Evacuation Zone to trace a series of tremors, and ends inside a high-rise with a survivor who does not want to be rescued. The route is mostly linear, but a Hiss Barrier and a pair of memory sequences sit between you and the exit.
Quick answer: Reach the Evac Building, destroy the two Hiss Nodes on the south and north energy trails to drop the barrier, ride the elevator through Floors 12 and 15, rescue Arish, then leave via the Ground Floor.
Evacuation Procedures objectives and rewards
The quest log tracks eight objectives in a fixed order. Nothing here can be done out of sequence, so the list doubles as a progress check if you step away mid-mission.
Reach the Evacuation Zone
Reach the Evac Building
Eliminate both Hiss Nodes, and the Hiss Barrier will disappear.
Enter the Evac Building
Find the source of the tremors
Locate the survivor
Get Arish out alive
Escape the building
Reward
When you get it
Level 2 Keycard
From Arish on Floor 15
Health Upgrade Point 2/3
Chest on Floor 12
Living Shard
Quest completion
Agent Uniform
Quest completion
Rescue Mission trophy
Quest completion
Zone XP is paid out alongside the Living Shard. A side chest along the route also holds +115 Source and an Aberrant Shard, with smaller Source and Distorted Form pickups scattered through the building.
Open the map in Central and set a marker on the Evacuation Zone Checkpoint. Leave the Central Field Office and head for the southeast gate, following the yellow floor arrows and the street signs pointing toward the zone.
00:05Map screenThe Central 3 map, with a marker dropped on the Evacuation Zone Checkpoint. Shown at 00:05 in Trophy Tom’s video. Image: Remedy Entertainment
Pass Gate Ranger Larsen and Gate Guard Jackson at the checkpoint, then push east through the blue door into the connector between Central and the Evacuation Zone.
Step onto the yellow maintenance lift and press the button to ride up. From there, follow the corridors and the loudspeaker announcements through the decontamination checkpoint and out the far door.
01:08Zone Access LiftThe zone access lift that carries Dylan up to the checkpoint corridors. Shown at 01:08 in MetaGuide’s video. Image: Remedy Entertainment
Climb the scaffolding outside and glide across the rooftops to the northwest vantage point overlooking the Sinkhole and the Evacuation Site. A red shockwave fires as you arrive, the EVACUATION ZONE title card appears, and the streets below fill with red haze.
Hiss combat is constant from this point on. Hiss Clusters heal nearby enemies, so break them first, and destroying an enemy’s breakable parts takes it down faster.
Unlock the Evacuation Zone 1 map at the rooftop tower
Drop into the street, fight your way east, and climb the fire escape onto the rooftops. The tower on top reads Tower Offline: Calibration Required until its dishes are switched on.
Glide to the neighbouring roof and calibrate the first dish. Its indicator light turns green when it registers. Repeat on the second rooftop, then glide back to calibrate the third dish near the tower itself.
Interact with the main tower console. The Zone Map Unlocked prompt fires and the Evacuation Zone 1 map fills in, giving you waypoints for everything that follows.
04:20Map unlockThe Evacuation Zone 1 map after the tower console comes online. Shown at 04:20 in Trophy Tom’s video. Image: Remedy Entertainment
Before leaving the roof, activate the Fast Travel Door beside the tower. It becomes a permanent return point for the zone and saves a long run if you die later in the building.
Destroy the two Hiss Nodes to remove the Hiss Barrier
Head east to the Evacuation Site marker. The entrance is sealed behind a glowing red Hiss Barrier, and two energy trails run out of it, one south and one north. Each trail ends at a Hiss Node, and the barrier only disperses once both are gone.
Head west, using the platforms on the left to ascend toward the rooftop socket. Strike the Power Core waiting there so the Charge travels onward; a garage door below, on the western street, then opens.
Return to the entrance and follow the second trail north. Traversing along the rooftops and scaffolding is faster than fighting through the street, and it keeps the red tendrils in view.
After passing the FBC casualties in the processing hall, go left to the elevator and set it for the 12th Floor. While the lift rises, Zoe radios you about bad memories.
Step out, turn all the way around, and clear the enemies in the wide room ahead. Take the blue corridor heading south to its edge, then drop down the broken floor shaft.
Ascend through the yellow-lit construction zone via its platforms and scaffolding. From there, leap into the western section, descend onto the lower platform, face east and jump upward, then use the following western platform to climb higher.
Search the chest on the table beside the jukebox to collect Health Upgrade Point 2/3, then go through the entrance next to it and walk between the floating bodies. Dylan drops into a red-tinted memory of the P6 facility. Move forward, turn right, and the sequence ends on its own.
When you are back in the present, go left from the checkpoint and take out the Hiss Node ahead; this removes the elevator blockade. While nearby, cleanse the control point pillar. The chest close by contains +115 Source and an Aberrant Shard.
At the checkpoint, go back to its elevator and set it to the 15th Floor. During the ascent, another memory appears and directs you toward the Central Executive. Finish by taking the elevator there.
Exit onto Floor 15 and continue south through the corridors of suspended personnel. A third sequence triggers, in which Arish confronts Dylan over the casualties. Pick any dialogue option, including “I’m sorry,” and you snap back to the present.
Follow the red light toward the source of the tremors. A tutorial warns that you are entering a linear sequence before you step through the bright red entrance into a void filled with floating bodies.
Cross to the far side of the void and find Security Chief Arish, who has a rifle trained on you. Talk him down using the prompts, including “I can help,” “What’s wrong?” and “You can still help.” Any option works, and the void collapses back into the wrecked boardroom.
Take the western exit and follow Arish back along the hallway, answering the dialogue prompt about his guilt however you like. Turn right at the junction and continue to the elevator.
Press the call button and wait while Arish pries the jammed doors open with his maintenance tools. The lift stays dead because a Hiss Node is feeding a barrier across it, so step out and destroy that node.
Choose the reassuring line, including “I’m not gonna leave you,” and Arish hands over +1 Level 2 Keycard. Use it on the Maintenance door marked “02” to the north.
Trace the red path through the corridors and destroy the Hiss Node at its end. Arish gets clear of the building on his own, which flips the objective to Escape the Building.
Drop into the lower atrium and wipe out every Hiss enemy there. The route forward stays sealed until the area is clear, so sweep the whole floor rather than running for the exit.
When you arrive, unlock the room near the lobby with the Level 2 Keycard and take the extra resources inside. Then leave via the front doors and answer Zoe’s radio call.
You know it worked when the “Quest Completed: Evacuation Procedures” banner appears, the mission clears from your log, and the payout lands: a Living Shard, the Agent Uniform outfit, Zone XP, and the Rescue Mission trophy.
Arish’s Briefing queues up immediately afterwards, and it asks for nothing more than a conversation with Arish at the FBC Field Office in Central. Hang on to the Level 2 Keycard, since it keeps opening doors well beyond the Evacuation Zone.