Gaming Guide

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

Where each of the four probe relays goes at Bedrock, and how the music leads Dylan back to street level.

Where each of the four probe relays goes at Bedrock, and how the music leads Dylan back to street level.

Image: Remedy Entertainment

Into the Sinkhole is one of the three requirements feeding the Cancellation Field Device, and it plays out in two distinct halves. The first half is a guarded descent by diving bell down to Bedrock, followed by four probe relay placements. The second half throws out the route you arrived on and asks you to climb back up through a collapsing, half-floating version of the city.

Quick answer: Ride the diving bell to Bedrock, clearing Hiss at each forced stop, then carry all four probe relays from the central hub to their platforms and activate each one. Survive the ambush, then follow the music out.


Where Into the Sinkhole starts and what it asks for

The mission begins at the Evacuation Site in Evacuation Zone 3, with the opening objective to escort the probe relays into the Sinkhole. Dylan boards the central diving bell platform, and the descent starts on its own once he is aboard.

Quest Map00:04Quest Map
The map pins Into the Sinkhole to Evacuation Zone 3. Shown at 00:04 in PowerPyx’s video. Image: Remedy Entertainment

The full objective chain runs in a fixed order, so nothing here can be tackled out of sequence:

  • Guide the probe relays inside the Sinkhole.
  • Find and defeat the Hiss
  • Install the probe relays
  • Escape the Sinkhole
  • Follow the music

Power up before boarding. The back half of the mission is a long Hiss fight capped by a heavy enemy, and there is no convenient point to leave and upgrade once the descent starts.


The diving bell descent: two forced stops before Bedrock

The bell does not travel straight down. It halts twice, and both stops are combat gates rather than puzzles. Nothing on the platform needs interacting with to resume the trip, so do not waste time looking for a lever or a control panel.

Board the diving bell at the Evacuation Site and let it descend. Stay on the platform until the Hiss actually appear.
When the first ambush interrupts the descent, jump off the bell and clear every Hiss in the area. Fighting from the platform itself leaves you cornered, so take the fight to the surrounding ground.
Descent and First Ambush00:51Descent and First Ambush
The first ambush stops the bell partway down and forces Dylan onto the platform. Shown at 00:51 in PowerPyx’s video. Image: Remedy Entertainment
With the area clear, step back onto the diving bell. It restarts on its own and continues downward.
The bell stops a second time and the objective changes to find and defeat the Hiss. The fight takes place in a multi-level room, so check the upper and lower tiers before assuming the area is empty.
Second Hiss Interruption01:27Second Hiss Interruption
The second stop drops Dylan into a multi-level room where the remaining Hiss have to be hunted down. Shown at 01:27 in PowerPyx’s video. Image: Remedy Entertainment
Return to the bell once the disruption is gone. This run is the last one, and it ends at Bedrock, where the main probe is released and the objective switches to installing the probe relays.

How to install all four probe relays at Bedrock

Every relay follows the same loop. Pick one up at the central hub around the main probe, carry it to its platform, and activate it there. Relays are carried, not thrown into place, so plan a climbing route before you grab one rather than after.

RelayDestinationRoute
FirstPlatform above the hubShort climb from center
SecondElevated platformTraverse across the level
ThirdDining room areaCross the platforms
FourthTop platformHighest point in the arena
Take the first relay from the center hub and carry it up onto the nearby platform. Activate it there before going back down for the next one.
Collect the second relay and traverse out to the elevated platform. The activation prompt only appears once the relay is set down in the correct spot.
Second Probe Relay03:14Second Probe Relay
Each relay shows an Activate prompt once it is placed correctly. Shown at 03:14 in PowerPyx’s video. Image: Remedy Entertainment
Carry the third relay across the platforms to the dining room area and activate it.
Haul the final relay to the top platform and activate it. All four lighting up is the confirmation that the installation is complete, and the objective immediately updates to Escape the Sinkhole.
Fourth Probe Relay04:11Fourth Probe Relay
Activating the fourth relay on the top platform flips the objective to Escape the Sinkhole. Shown at 04:11 in PowerPyx’s video. Image: Remedy Entertainment

The Sinkhole ambush and the Hiss Ruiner

The moment the last relay comes online, the Sinkhole floods with red light and Hiss swarm the central Bedrock platform. This is the long fight worth preparing for, and it does not end until the arena is empty.

The wave closes with a Hiss Ruiner, a large enemy that has to go down before the area clears. Defeating it ends the ambush and pays out Evacuation Zone 4 rewards.

Defeating Hiss Ruiner05:39Defeating Hiss Ruiner
The Hiss Ruiner is the final enemy of the ambush and clears the arena when it falls. Shown at 05:39 in PowerPyx’s video. Image: Remedy Entertainment

Escape the Sinkhole: climbing out through the floating rooms

Retracing the descent will not work. The Sinkhole has rearranged itself into a vertical platforming stretch made of architectural modules and whole rooms hanging in mid-air, and the way up is by jumping between them.

Climb and jump across the floating rooms above the arena, working upward rather than looking for a door at ground level.
At a high ledge with nothing but void below, drop deliberately onto the floating platforms underneath. The gap looks fatal but the landing is there.
Leap through the center of the giant rotating ring of office desks and chairs. Time the jump so the opening lines up as you commit.
Move up through the wooden crates and platforms in the warehouse section. The glowing cable overhead is the navigation aid here, so keep it in view and follow its run.
At the end of the cable, the path stops. The diving bell is gone and the route forward is blocked. This is scripted, not a missed interaction, and the objective changes to Follow the music.

Follow the music: the TV route back to street level

The final stretch has no map to read. Navigation runs on two cues, the audio and the lit television sets, and the televisions are the reliable one when the geometry stops making sense.

  • Trail the illuminated blue and white TVs through the surreal apartments.
  • In the vast multi-level apartment complex, jump balcony to balcony toward the glowing screens.
  • Where rooms shift and hallways turn sideways, let the music and the monitors set your heading.
  • Sprint the long dim hotel-style corridor to the doorway at its end.

The corridor opens into a lit concrete stairwell and service tunnel that leads up into a laundromat. Walk through it to the street outside, and the Quest Completed banner for Into the Sinkhole appears as Dylan reaches city level.

Finishing here also closes out the Notes: Plan of Attack mission automatically. With the Sinkhole branch done, the CFD still needs the Power Lines network and the required Resonant data before Pope and Arish can move ahead, so head back to the active Field Office objective rather than returning underground.