Genomgång av kontrollprocedurer för resonant evakuering: Alla Hiss-noder och nivå 2-nyckelkortet
Evacuation Procedures is where Control Resonant stops holding your hand. It introduces armored enemies, healing Hiss Clusters and the Dominance buff that carries the rest of the campaign, and it ends with the Level 2 Keycard that opens a tier of doors scattered across every Zone you have already cleared. Three Hiss Nodes stand between you and the Evac Building, and one of them needs a Power Core relay to reach.
Evacuation Procedures Quest Overview
This is the second mission of the Contain the Crisis chapter. It starts automatically the moment Zoe finishes briefing you at the Watchtower, which means it shares its first objective with the end of the previous mission.
Chapter | Contain the Crisis |
Starting location | Central, Watchtower |
Requirement | Triggered by Zoe's Watchtower briefing during Welcome to Manhattan |
Named enemies | Hiss Transporter, Hiss Distorted |
Unlocks | Arish's Briefing, Dominance |
Rewards | x1 Living Shard, Agent Uniform, Level 2 Keycard, Rescue Mission trophy |
The full campaign order across all three quest chains sits in the Control Resonant Walkthrough Hub. If the Level 1 Keycard is still sitting on that table, Control Resonant Welcome to Manhattan Walkthrough covers how to get it.
All Evacuation Procedures Objectives

- Get a Security Keycard
- Reach the Evacuation Zone
- Find the Source of the Tremors
- Locate the Survivor
- Get Arish Out Alive
- Escape the Building
The first objective is the same step that ends Welcome to Manhattan, so it completes the instant you pick up the Level 1 Keycard.
Before You Leave the Field Office

The Field Office is a hub you will come back to repeatedly, and it is worth twenty minutes now.
Two Resource Boxes sit inside: one beside the centre table, one next to the table with the tape recorders. A Wardrobe is near the pillar by the stairs on the left side as you look in from the entrance. The table near the entrance holds Supply Distribution Check List.
The table on the left side of the room stores reports on every Resonant Entity you kill. At this point you have one, Field Research On Resonant Entity: RE-ZD, on the Artist.
The desk next to the Resource Crate holds two Instant Photos, which are clues for the Freeze Frame side quest.
Outside, your new Level 1 clearance opens the Field Hospital and the Security Station, both of which hold collectibles. There is also an Important Person icon on the map east of the Field Office grounds: head for the blue structure near the wall lit yellow. That is the Field Panopticon, and speaking to Langston inside starts Panopticon Service Request. His collectible, Langston's Beat Poetry #27, is next to him.
Reach the Evacuation Zone

Leave the security checkpoint, turn left, and follow the street to the sign pointing toward the Evacuation Zone. It leads to a large wall with a blue door on the left side.
An Arena Encounter triggers on the way, introducing Hiss Clusters. These floating balls of resonance heal every Hiss near them, and they will make a routine fight last three times as long. Kill them first, every time, for the rest of the game.
Clearing this fight unlocks Dominance, a status you get for executing an enemy. While active it raises Primary melee damage by 100% and Secondary by 50%, and enemies killed under it drop more health. The efficient loop is to build Falter on a weak Hiss grunt, execute it, then spend the buff on the Heavies. Dominance orbs also spawn in the world and apply the status on pickup.
Head through the Evacuation Zone Checkpoint. A table inside holds Formal Complaint, and another on the far side holds Sinkhole Transcript.
Find the Source of the Tremors

The Evacuation Zone is dark and misted over, which is the game showing off how differently Zones can read.
Unlock the Evacuation Zone map
The Map Kit icon sits near the centre of the Zone, but a wall blocks the direct route. Climb the smaller building opposite the wall, leap from its corner to the building with the floodlights, climb to the top and clamber over the rail onto the wall itself.
Up there is the sinkhole, which you can report, and a clear view toward the Evac Site, which you can also report. A tremor hits Dylan mid-call.
Drop to the street, where a Hiss Transporter will likely find you.
Hiss Transporter. A Hiss enemy shaped like half a city bus that spawns minions called Hiss Passengers. It has a large health pool but carries Breakable Parts, visible as clumps of Hiss on its sides. Destroying a Breakable Part deals heavy damage and Falter. It teleports around the area, so track it after it vanishes, and fight it in the air where possible, because its ground attack does splash damage and burn. Max its Falter for an execution.
Continue east to the Map Kit area and look at the buildings on the north side of the street. Use the overhang by the newsstand, leap the gap to the lift, and clamber onto the roof. An Orientation Point and a Fast Travel Door are both up here, so activate the door before doing anything else.
The three Sensors are all visible from this rooftop. One sits close by to the east. The second is across the street to the northwest, marked by a blinking red light. The third is north, across an alley on another rooftop. Activate all three and turn on the Mapping Pylon.
Vendor and crate detour
East of the Pylon, over the rooftops and down into the alley behind the buildings, is an Orientation Point and an ice cream truck with one of those half-melted cartoon mascot heads. That truck is the Evacuation Zone Vendor, where Source buys upgrade materials. Every Zone has one.
Behind the Vendor is a Large Resource Crate worth x1 Health Upgrade Point.
Approaching this area starts a fight with a group of Heavies. Clearing it removes the barricades on the street-level stores, which are worth entering for crates, collectibles and an art gallery puzzle with a strong reward attached.
How to Destroy All Three Hiss Nodes

The Evac Site doors are sealed behind a Hiss Barrier fed by three Hiss Nodes. Red threads in the air lead to each one. The Nodes themselves cannot fight back, so the difficulty is entirely in the escorts around them.
Before you start, the area outside the entrance has loot. A table by the Evac Site door holds Evacuation Intake Form. The building next to the row of flags has a Resource Crate in the corner and PR Video Screenplay on the shelf. The suspended yellow building closer to the Evac Site has another Resource Crate right of the blue lockers, plus x2 Instant Photo, Daily Comms Log and PR Guidance Re: Patterned Subway Tunnels.
Node one. Directly in the centre of the open area in front of the Evac Building. The most exposed of the three, so expect company.
Node two, north. Climb onto the first set of buildings north and look for a rooftop tucked between two taller ones where the thread terminates. This is where armored enemies start appearing. Armor has to be broken before you can touch health, and it is weak to Blunt damage, which your first Combat Ability supplies regardless of which you picked. If you chose Crush as a secondary Aberrant form, that works too. Clear the escorts, then leap across the street and destroy the Node.

Node three, south. The thread runs toward a red-lit area behind tall buildings, and approaching from the blocked street is awkward. Instead, turn right at the intersection before the barrier and climb the building with the lift attached on the left side of the street. From its roof you can see the thread disappearing into a storage area sealed by a shutter, and an inactive Power Core on your rooftop with a cable running to that shutter.
Clear every enemy in the area first, prioritising the Hiss Clusters. Then look east from the Power Core roof, head that way, and spot the active Power Core Stations attached to an obelisk on the street below and to the left. Drop down, grab the charge, and run the same path back to the inactive core. The shutter opens, and the Node is inside.
There is also a Resource Crate on a rooftop west of that inactive Power Core.

With all three Nodes down, the barricade on the Evac Building drops.
Enter the Evac Building

Pass the Orientation Point and head in. The storage box in front of the FBC van outside holds Mission Notes 1.
The lobby is a mess of dead FBC rangers. You can report the body in the centre of the hallway. At the front desk there is a Wardrobe in the corner, Evacuation Pamphlet on the blue table by the lamp, and a Resource Crate between the desk and a Level 2 security door you cannot open yet. Remember that door.
The front desk also holds an FBC Terminal, which connects Dylan to an agent with a questionnaire. Completing it is optional and pays x1 Aberrant Shard, x1 Mourning Echo and Source. It counts as a World Feat, which unlocks the Up to the Task achievement.
Take the elevator to the 12th Floor. Zoe spends the ride telling Dylan she has read his file and does not like what is in it, and a tremor triggers a flashback to the Hiss invasion of the Oldest House.
Leave the elevator, activate the Orientation Point, and follow the hallway left past more bodies. The blue-lit room on the left holds Sound Bath Sterilization Study.
The next room is an Arena Encounter across multiple floors with every exit sealed. Pull Heavies away from each other where you can, because taking several at once is genuinely dangerous at this point. Health comes from either killing grunts or grabbing the large blue Health Elements scattered around. Some enemies walk on the walls, so you will have to jump to reach them.
When the barriers fall, look on the second floor for a doorway lit bright blue.
Spoiler warning! Everything below covers the back half of the mission, including Dylan's memories of the Oldest House incident and who is waiting at the top of the building. Stop here if you would rather find out in-game.
Explore the 15th Floor

Past the blue doorway, Zoe asks how many people died in the incident the FBC keeps circling. You get three answers or silence, none of which changes anything.
Walk onto the wooden scaffolding outside the next window and turn right. Leap the gap to the blue-tarped scaffolding, then look down through the gap to spot a ledge and air-dash to reach it.
Pause here. Turning right at the ledge near the next scaffolding and entering the open window leads to a Resource Crate in the corner and An Internal FBC Comms Department Letter on the desk.
Leap to the next platform, turn around, jump to the platform against the back wall, turn around again, then run and leap to the opening lit yellow. A Large Resource Crate sits by the door in the next room, worth x1 Health Upgrade Point.
The hallway after that drops you into a memory as P6, following FBC agents until a security door traps them. Back in the present, activate the Orientation Point past the Hiss-infected civilians.
The elevator here is held by a Hiss Node with its thread running through a locked door. Find the open doorway along the wall, follow the room into the hallway, and track the thread to the Node. Mission Notes 3 is on the table under the posters, and a Resource Crate sits in the corner beside it. Destroy the Node.
Returning to the large room triggers a Hiss Heavy ambush.
Hiss Distorted. A floating Heavy that turns nearly invisible. Attacking it breaks the camouflage. Avoid its cone-shaped breath attack, and watch for distortion in the air when it disappears mid-fight.
Take the elevator to the 15th Floor. Dylan tells Zoe the number on the way up: 536 dead when the Hiss took the Oldest House.
Another memory plays in the hallway, with FBC agents fighting Hiss. Reaching the door at the end returns you to the present and pays out Source and x1 Distorted Form.
The red-lit room of cots and floating bodies holds Mission Notes 4 on the desk by the wall and A Note to Mom on the cot by the door. The hallway past it triggers a memory of Arish interrogating Dylan after the incident.
Locate the Survivor

Push through the tremors until you reach a large room full of Hiss-captured civilians, which is the source. Someone is visible in the distance, and Arish can be heard shortly after.
Talk to him. He agrees to leave, but the injector fluid keeping the Hiss out of his head is running low, which sets the clock on the rest of the mission.
Get Arish Out Alive and Escape the Building

Head back to the elevator. The doors are jammed until Arish forces them, and pressing the button stops the car partway: a Hiss Node is holding it. Jump out and destroy it.
More threads appear, so Arish stays put. Speak to him first, because this is where he hands over the Level 2 Keycard.
Follow the red trail to the nearby Level 2 door, open it, and track the thread back to the large arena room. Drop in, kill that Node, and clear the Arena Encounter that starts after the vision.
Zoe reports afterward that Arish made it out alive.
Before you leave, the top level of the arena room has a locked Level 2 door holding a Resource Crate and Mission Notes 2. Back in the lobby, the Level 2 door by the front desk holds another Resource Crate and an Arcade Cabinet. SHUM III Arcade Cabinets run a replayable challenge with leaderboard-based rewards, but they stay locked until the Zone reaches a certain level. There is one per Zone.
Reaching the lobby exit ends the mission.
Evacuation Procedures Rewards
The mission pays x1 Living Shard, the Agent Uniform and the Rescue Mission trophy, plus the Level 2 Keycard picked up during the escape rather than at the end.
Level 2 clearance opens a tier of doors across every Zone, and several of them are in areas you have already fully explored. The Evac Building alone has two.
Common Mistakes
Ignoring Hiss Clusters. They heal everything nearby. Nothing else in a fight matters until they are gone.
Fighting armored enemies with Sharp damage. Armor breaks to Blunt. Your Combat Ability covers this even if Crush is not your secondary form.
Grinding the Hiss Transporter's body. Hit the Breakable Parts on its sides instead.
Leaving the Evacuation Zone Fast Travel Door unactivated. The next mission starts back at the Field Office, and the walk is long.
Skipping the Level 2 doors on the way out. Two are in this building, one of them holding the Zone's Arcade Cabinet.
What to Do Next
The next mission is Control Resonant Arish's Briefing Walkthrough, a short one that amounts to a conversation at the Field Office, but it unlocks two missions at once and sets up the CFD plan.
Now is also a reasonable point to detour. With Dominance, Level 2 clearance and a couple of Zone levels behind you, the Central Resonant and the West Incursion Resonant both become realistic, and each one awards another Combat Ability.

5% insättningsbonus upp till 100 ädelstenar

0% avgifter på insättningar och uttag.


11% insättningsbonus + FreeSpin
EXTRA 10% INSÄTTNINGSBONUS + GRATIS 2 HJULSPINN
Gratis case och 100% välkomstbonus
5 gratisfodral, daglig gratis & bonus

3 gratis casinos och en bonus på 5% på alla kontantinsättningar.

+5% till insättning


Kommentarer