Gaming Guide

Control Resonant: Into the Sinkhole Walkthrough (Probe Relays and Escape)

A breakdown of the diving bell descent, the named Hiss fights, the probe relays, and the escape that follows.

A breakdown of the diving bell descent, the named Hiss fights, the probe relays, and the escape that follows.

Into the Sinkhole is a main story mission in Control Resonant that drops Dylan Faden into a huge paranormal sinkhole carved through a collapsed city block. It starts as a briefing at the FBC Field Office and turns into a long vertical journey down a crane-suspended diving bell, punctuated by forced combat stops, a carry-and-place task at the bottom, a boss fight, and a shifting maze you clear by chasing sound and light.

Quick answer: Dylan rides the diving bell down the sinkhole, clears Hiss at each stop, installs four probe relays at bedrock, defeats a Hiss Ruiner, then escapes a looping apartment maze by following music. Finishing it opens the next main quest, Enemy of My Enemy.


Arish’s briefing and the Cancellation Field Device

The mission opens inside the Central Field Office, where Arish explains that Hiss tremors are destabilizing the pattern barrier. His plan centers on a weapon Pope is building called the Cancellation Field Device, or CFD. The weapon needs high Pattern resonance drawn from the very bottom of the sinkhole to work as ammunition, and it also needs power rerouted from three electrical sub-stations.

Arish faces Dylan at the FBC Field Office and lays out the CFD plan
Arish delivers the briefing that starts the mission and sets up the Cancellation Field Device. Image: Remedy Entertainment

Accepting the briefing updates three entries in the log at once: Power Lines, Notes: Plan of Attack, and Into the Sinkhole. Before leaving, Dylan picks up a Level 1 Keycard borrowed from Arish’s desk, which becomes his early access credential.


Getting to the sinkhole through the Evacuation Zone

The route runs out through the streets and a fast travel jump to Main Street in Evacuation Zone 5. Along the way there are optional beats, including a ringing payphone with a call from Mila about the city evacuation and a side story called The Last Taxi, where Dylan interacts with specific cabs to match the traffic light patterns across an intersection.

City map screen open with the player marker and a Fast Travel Door tooltip
The map screen and Fast Travel Doors are how Dylan moves between evacuation zones and reaches the staging area. Image: Remedy Entertainment

The staging area sits at a crane platform above the sinkhole, where Zoe checks in over the radio. From here the descent proper begins.


The diving bell descent (P32 – A1)

Dylan descends in an FBC diving bell rig marked P32 – A1. The journey down is broken into stages: at fixed points in the shaft, the bell pauses and Dylan has to get out and defeat the Hiss to continue. Each stop forms another arena in the sequence.

Dylan stands on the round platform beneath the diving bell as it lowers into the shaft
The circular platform beneath the diving bell that carries Dylan down the vertical shaft. Image: Remedy Entertainment

The first stop is a construction and scaffolding level infested with floating, laser-firing Hiss alongside ground creepers. The second is an embedded multi-story apartment block, which is where the mission’s named enemies live.


The named Hiss: Dan, Anne, Michelle, and the Ruiner

Several Hiss appear with their own health bars during the descent and the final arena. Dan is a teleporting enemy fought across the apartment rooms, and clearing him immediately triggers two more airborne entities, Anne and Michelle. The bedrock arena caps the fight with a massive Hiss Ruiner.

Named enemyTypeWhere
DanHiss Focused – Apex, teleportingApartment block
AnneAirborne HissApartment block
MichelleAirborne HissApartment block
Hiss RuinerBossBedrock arena

The game exposes an Assist Mode with sliders for things like Incoming Damage, Outgoing Damage, Immortality, One-Hit Kills, and Enemy Aggression, which is useful for the harder retries on the scaffolding and the Ruiner.


Installing the probe relays at bedrock

At the shaft’s base, the bell docks in a vast circular chamber. Floating doors ring the space, while human bodies hang in a stasis vortex over the floor. The objective is Install the Probe Relays. Dylan collects each relay from a central dispenser, then takes it to an apartment rooftop marked on the radar with a radio symbol. He must place and activate each relay before the dispenser provides the next one; activation requires the interact button.

Holding a relay restricts Dylan’s movement: he cannot make full high jumps and can ascend only one building tier at a time. After all four relays are placed and activated, the bedrock area locks into place, and the diving bell cable retracts beyond reach.


The Hiss Ruiner arena and the reward

Activating the fourth relay triggers a large arena battle. The chamber turns crimson and waves of Hiss pour in, starting with grunts, laser snipers, and flying Apex units, and building to the giant Hiss Ruiner boss. Prioritizing the laser units and using execute power gains helps keep the fight survivable, and heavy melee brings the Ruiner down.

The Ruiner’s defeat grants +1 Talent Point and records Hiss Ruiner in the archive menu. Once the arena is clear, fragments of buildings float into view, giving Dylan a route to climb out.

A silhouetted figure floats inside a purple-lit void space during the sinkhole escape
The surreal void space Dylan crosses once the diving bell is gone and the escape begins. Image: Remedy Entertainment

Escaping the sinkhole by following the music

With the bell gone, the way up follows the severed cable, lit in yellow and orange against the debris. Dylan climbs the floating cubes and interior shafts to the cut end of the cord, which closes out the Escape the Sinkhole objective. At that point Zoe’s radio signal cuts out and music begins playing over the building’s PA system.

The apartment maze at the end is non-Euclidean, with rooms that shift and recur. Dylan can follow two clues: the song on Zoe’s mixtape and the televisions. Seen from afar, a TV flashes blue; close up, it becomes solid yellow to indicate the right way. Green-lit doorways and a lengthy corridor with green-and-yellow wallpaper take him to a maintenance area, then a break room, and at last a commercial laundromat. Its glass doors lead out to the street in Evacuation Zone 6.


How you know the mission is complete

On reaching the street, Dylan triggers the Quest Completed: Into the Sinkhole banner, and the linked note Plan of Attack is completed as well. He also obtains the audio track “Another World” by Frida Amundsen and Sakima for the Zoe’s Mixtape archive. Enemy of My Enemy, the next main quest, starts immediately; seeing it in the log confirms that everything triggered correctly.

Quest Log screen showing active quest categories and a completed note entry
The Quest Log is where you confirm the mission wrapped up and the next objective appeared. Image: Remedy Entertainment

Taken as a whole, Into the Sinkhole is one of the more structured set pieces in Control Resonant, blending a controlled descent, a carry puzzle, a boss encounter, and a sensory navigation section into a single arc that ends with the resonance the CFD needs and a fresh objective waiting on the surface.