Power Lines is one of the main story missions in Control Resonant, and it stands out because Arish hands Dylan Faden a wiring job instead of a fight. The Cancellation Field Device (CFD) needs an enormous amount of electricity, so power has to be rerouted from New York’s grid through the subway. A maintenance crew was sent to do exactly that, but the crew vanished, and so did an entire station. The mission is built around four tuning puzzles, a rescue, and a boss you would not expect from a task that starts as an errand.
Quick answer: Power Lines is a four-puzzle main mission. You reroute Perimeter, East Park, and Factory Stations in any order, then follow the tracks to the Vanished Station, calibrate two platforms, beat the Sandra boss, and speak to Dr. Florez.
Where Power Lines comes from and what it wants
Power Lines begins at the FBC Field Office in Central, beneath the “Main Story: Contain the Crisis” banner. There, Arish and FBC personnel discuss turning the Resonant Entity corpse into the CFD. After the briefing, three subway stations are marked on the Central map, and you can tackle them in any order. The third station you finish triggers a reality distortion that sends Dylan beyond Manhattan’s normal grid.
At each surface station, the entrance locks as soon as you arrive, and you must defeat two enemy waves before going downstairs. Every stop puts combat ahead of puzzle-solving. Meanwhile, Dr. Mia Florez repeatedly breaks in over the radio; her calls lay the groundwork for the mission’s second half.
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Add to Google Preferences →How the calibration puzzles actually work
The four puzzles share a simple set of rules, so they make sense once you grasp the logic. Yellow squares mark positions around each surface tuning device, and the calibration units must occupy those spots in an arrangement that lines up from a particular viewing angle. A wrong setup causes no damage: the device instead shifts Dylan to another location in the station, which can be the intended way forward.
- Calibration units resemble tuning forks and slot into yellow demarcated squares near each tuning device.
- Orange power cores hold a single charge; striking a powered core loads it onto your weapon, and hitting another core deposits it to open doors or shutters.
- Yellow paint lines on floors and stairs trace the path to the empty squares.
- UV floodlights grow mold, and grown mold conducts electricity along broken cables. Some clumps block the way, others are literally the wiring.
The Extended Rush ability from the skill tree shortens the back-and-forth between cores, squares, and staircases, which is where most of the mission’s time goes.
The three surface stations
Each of the first three stations needs three calibration units placed correctly before its tuning device will fire. They differ in how those units are hidden and what stands in the way.
| Station | Location in Central | Puzzle focus |
|---|---|---|
| Perimeter | Center of Central, near the Field Office | Power core relays, three units |
| East Park | Eastern Central, by a gas station | Mold clearing, triple teleport |
| Factory | Northern Central, industrial area | Three units aligned in a straight line |
Perimeter Station
A Gravity Anomaly beside a wall near Perimeter Station lets you run up it. Inside, carry a single electric charge between orange cores to unlock two separate rooms. One is a mezzanine shop, which opens only after you bring the charge back to the core beside its door.

The charge also travels along the train tracks to a core beside a door with a spinning fan, which opens the room holding one of the units. The other two units sit next to mold, one up the opposite staircase and one down the platform tunnel.

The three units end up on the square nearest the device and the two squares up either staircase. Because the upper shop stays shut until the charge is returned to its core, the trip has to be planned before hauling anything.

After placing all three units, the tuning device comes online. Then take a moment near the platform intercom: Dr. Florez speaks through it before the transmission cuts off.

East Park Station
East Park is the most straightforward station once you know the trick. You can reach two units early: one is in an open shop, and the other is next to the tuning device. Thick, pulsing mold blankets all three yellow squares, so clear it with melee attacks. A shuttered shop holds the final unit.
That third unit is the reason for the teleport gimmick. Activating the tuning device three times in a row flings Dylan around the station; the first two jumps land him in random spots, and the third drops him inside the sealed shop, where destroying the control panel raises the shutter. Order does not matter once all three squares are clear, so any arrangement completes East Park.
Factory Station
Factory Station is the northernmost marker, and its enemy mix adds armored Mold Scrappers whose plating has to be broken before fire damage finishes them. Its three units come from an open shop, the roof of a parked train car, and a mold-filled tunnel behind the stairs.

Factory doesn’t work like the other stations, and you can disregard most of its yellow rectangles. Set the three units in a straight, unbroken row leading away from the tuning device, so they form one shape when viewed from the machine. Turn it on to trigger a cutscene: resonance rises, Dylan drops to his knees, and Zoe fights to keep his signal alive.
When a station vanishes
Power Lines takes a turn once you complete the third station. The objective changes to “Head to the Surface,” but the exit has become a solid wall of tiles. Zoe says over the radio that flat walls have replaced every subway exit in the city. Dylan’s tracker is no longer within Manhattan’s usual coordinates, either. Your only way out is through a tunnel that has newly opened by the platform tracks.
Those tunnels are tight, dark, and crawling with Mold hosts and spitters. Partway through, Dylan finds FBC maintenance engineer Burt Clarke dead on the train tracks, and looting his body yields Clarke’s ID Badge. Clarke had been in contact over the intercoms alongside Dr. Florez, but panicked and abandoned the trapped civilians before the tunnel took him.

The Vanished Station and the Sandra boss
At the end of the tracks, you’ll find the missing station, Junction Station, which breaks the mission’s usual pattern. It has two tuning devices, labeled A and B, rather than one; each platform has two calibration units, making four in total. Platform maintenance notes give the key order: calibrate A before B.
Mold and electricity are tangled together throughout. Powering nodes switches on UV floodlights that grow mold, and that grown mold both blocks squares and carries current across broken cables. The trick on both platforms is knowing which mold to smash and which to leave, because some clumps are the only thing keeping a device powered.
On the white platform surfaces and along the cables, the mold is conducting the charge. Destroying it there removes the power you just restored; only the blobs sitting on the black metal squares should be cleared.
Rescuing Dr. Florez and her group is folded into the puzzle. Cutting UV power to a shutter lets you break the mold covering it and reach the survivors in the newsstand room, where two of the four calibration units are waiting. Activating Platform B’s device is the flashpoint. Mold enemies flood in, and among them is the mini-boss Sandra. Sandra Ryder succumbed to the mold infection and mutated into a massive Mold Blight Apex, which is weak to fire-based melee and ranged attacks. Beating her clears the wave and unlocks the “Mold Blight Apex” enemy archive entry.
Rewards and how you know Power Lines is finished
Every station follows the same completion pattern. The tuning device fires, the reroute objective is marked complete in the log, and the tracker moves to the next target. After both Vanished Station platforms are calibrated and Sandra is dead, the log’s final instruction is simply “Talk to Dr. Florez.” Returning to her beside the newsstand and clearing any Mold that spawns on the stairs closes out the conversation.
The “Quest Completed: Power Lines” banner is the confirmation, and it arrives with +1 Living Shard plus a Talent Point. The station’s ten Subway Maintenance collectibles, ranging from Maintenance Recordings to the Notes on Calibration and Notes on Mold and Electricity, register as 10/10 in the archive once they are all collected, and a Health Upgrade Point is tucked inside a locked shop at the Vanished Station. The power branch is only one piece of preparing the CFD, so it is worth spending that Talent Point and equipping the Health upgrade before moving on, since the next stretch opens with a long fight.






