Welcome to Manhattan Walkthrough
Welcome to Manhattan is the second Main Story quest in the Contain the Crisis chapter of Control Resonant. Following the success of the previous mission, Dylan has become an agent of sorts for the FBC, which requires his abilities in their quest to save the city, defeat the Hiss, and end the Patterning. He has a lot on his plate, but Dylan is willing to complete his task one bite at a time. This Welcome to Manhattan walkthrough includes instructions on how to unlock the map, fix the power, clear the supply line, and find a security key.
Use these links to jump to the section you need:
- Leave the Oldest House
- Activate the Mapping Pylon
- Find the Maintenance Worker
- Move the Charge to Central Checkpoint
- Meet Zoe in the Watchtower
- Clear the Supply Route
- Get a Security Keycard
Leave the Oldest House
Dylan Faden is ready to begin the next stage of his life, not as a prisoner of the FBC, but as its assistant. Well, as far as you can call yourself an assistant while having a device that can kill you attached to your skull.
Anyway! Dylan is working with the FBC under agent Zoe. His first task is to leave the Oldest House and get new orders.
Speaking With Pope
You can return to the Oldest House on occasion to speak with Emily Pope and ask her questions for more information. Pope gains more dialogue options as you progress through the story, so be sure to drop by when you can for the lowdown. Pope has a red triangle above the interaction icon when she has something new to talk about.
The area you're in contains some distractions.
How to Change Dylan's Outfits
To change Dylan's outfit, you must equip one via a Wardrobe, a box containing every article of clothing and hairstyle you've collected in the game. You can find one against the wall in the Oldest House. Look for a blue box shining a light onto a rack of clothing.
The Wardrobe lets you change multiple customization options:
- Top Layer
- Base Layer
- Accessories
- Hair
- Facial Hair
- Body and Face
Hair and some outfits also have colorization options. To pick an outfit type and color, open the tab you want, highlight a clothing item, and pick among the available colors.
When you're ready to continue, head to the doorway past the large FBC logo on the floor.
The city is split into multiple Zones, with the Oldest House occupying Downtown. You're hit with the name of the region the moment you step outside.
Zoe speaks over the radio as you exit, explaining Dylan's role: he's to assist the FBC and the citizens of New York without going ape bananas like that last time; otherwise he gets the zap. Simple enough.
Activate the Mapping Pylon
His first job is to help the FBC's cartography team in setting up a Mapping Pylon, which will reveal the area's map. Until then, the map screen in your menu is mostly blank outside of a mission objective indicator.
Responding to Allies on the Radio
While speaking over the radio, you can choose to reply to a question or something being said. You'll know you can when you see a Radio icon near the bottom of the screen, the button or key prompt to use it, and a blue circle indicating the amount of time you have to respond.
Responding is optional, and your choices won't change the outcome of the mission.
You can also choose not to reply, answering with your silence.
How to Follow Objectives
The direction to mission objectives is shown as a yellow indicator and arrow on the Radar in the upper-right corner of the HUD. Even when you don't have access to the map, you can complete your mission by following the arrow.
You can enter the menu to view the map. It's mostly blank, since you need to set up the Mapping Pylon for the details, but you can see the mission objective area highlighted by a yellow rectangle.
How to Find Map Kits
When activated, Map Kits reveal the Zone map. After entering a Zone, it's recommended you search for a Map Kit right away. To find one, open the map and look for the Map Kit symbol, which looks like a small antenna. Map Kits can be on the ground or on top of buildings, so keep your eyes peeled!
When you're ready to get this party started, make your way south past the large gates. You'll eventually reach an open area with a checkpoint marker called an Orientation Point.
How to Use Orientation Points
Orientation Points are checkpoint markers that autosave your game when you get close. These markers look like short pylons emitting a shaft of light. When close enough, the point activates, with strange metal parts shifting into different shapes, indicating a successful save. The world state and your inventory are saved whenever you activate an Orientation Point.
Move past the Orientation Point to enter the mission objective area. There's no Mapping Pylon to be found, but that's because it's up on a rooftop nearby.
To make your way to it, head toward the lift on the side of the building and activate it via the lever lit by the green light. The lift descends, allowing you to hop on. Use the lever on the lift to reach the roof.
After stepping off, you'll find the first of three Sensors you must activate for the central Pylon to function. You can activate it now before reaching the Pylon.
Next, turn south and look for a man holding a green flare on a nearby rooftop. That's where you will find the Mapping Pylon. Head that way now.
Approach the man and speak with him. This is one of the workers who needs help with the Pylon. He asks you to head to it and talk to his colleague.
The colleague is working on the Mapping Pylon, which looks like a large, well, pylon covered in dishes. He needs help activating the other Map Kits, which landed in places he can't reach. You can ask him for more info on the kits or get straight to work.
You must activate three Sensors and then activate the central Mapping Pylon to reveal the map. At this point, you should already have one Sensor taken care of. That leaves two more.
From the Mapping Pylon, look north toward a building with a red brick wall above its roof and white graffiti. On the corner of the roof is the second Sensor.
Now, from the southern corner of the building with the Mapping Pylon, look southeast toward the building with a rooftop basketball court. There, on the court, is the third Sensor.
How to Unlock Fast-Travel Points
You can unlock fast travel in Control Resonant by locating and activating Fast Travel Doors found in each Zone. For this mission, you can find one next to the second Mapping Pylon Sensor on the rooftop basketball court.
Approach the Fast Travel Door and activate it to stabilize it, creating a point you can return to via another door. Look for more Fast Travel Doors by searching the map for their icons, which look like arrows pointing up into a doorway.
Activate both Sensors and return to the Mapping Pylon. Now, activate the Mapping Pylon to reveal the Zone Map. Hit the menu button or key and open the map tab to view it. Completing this task likely awarded you enough Zone XP to level up the Zone, rewarding you with a Talent Point.
Leveling Up Zones
Completing tasks in a Zone rewards you with Zone XP, which can level up a Zone over time. When a Zone levels up, you unlock new perks such as Health Elements Boosts, Source Drops, Outfits, and more. Leveling up a zone also rewards in a Talent Point, which you can use to unlock new abilities.
How to Unlock New Talents with Talent Points
You can unlock new Talents by spending Talent Points at the Gap. Talents are upgrades that range from giving you more damage and Falter during regular attacks to upgrading abilities like Rush. To unlock Talents, return to the Gap and interact with the pile of stones to enter the Talent menu.
Here, you can exchange a Talent Point for a new Talent. Go ahead and start with the first one: Dominance, which gives you several boons to your combat potential.
Find the Maintenance Worker
You completed your first task for Zoe, but you haven't earned any PTO yet. Zoe wants Dylan to meet her at the Watchtower in the Central Zone, but he must go through the Central Checkpoint first. But the problem is that the Hiss keeps messing with the power systems, which means you're locked out from the checkpoint until you deal with that next.
Zoe asks Dylan to look for an electrical engineer the FBC tasked with fixing the issue, but there have been some snags. Dylan now has to seek the engineer and offer any assistance in getting the power back online. To begin, Zoe asks Dylan to look for the engineer, named Baker, who's stationed southeast of the Mapping Pylon.
To begin, open the map and look for the search zone, a spot in the middle of an intersection southeast of the Mapping Pylon.
Exploring the City
How you reach quest markers is entirely up to you. Traveling over rooftops is one method, but you can also take to the streets, or use a mixture of both. Either way, you should keep an eye out for places you can explore.
You may find enemies to fight.
There are also stores on the street you can enter to find Resource Crates, collectibles, and more. Look around, and you'll discover side quests to complete and puzzles to solve. The point is, you should try to do as much as possible. And remember: the more things you discover and complete in a Zone, the higher its level, and the more Talent Points you earn.
Head that way, either by taking the rooftops or the streets. Watch for groups of Hiss, which populate in groups all around the city. As you arrive at the intersection, you may stumble on a group of Hiss led by some Heavies. You may need to take them out first.
Enemy Levels Explained
Enemies have levels that indicate how difficult it will be to take them in a fight. Watch for enemy numbers in diamond icons next to their health bar. If the icon is gray, the enemies won't be much of a challenge.
But the color of the numbers changes based on how challenging they'll be to you. A red number on a black background means it's harder than enemies with gray icons. If it's a red number on a red background, you may have trouble defeating them. But if it's a skull icon, you may find the encounter too challenging.
To better your odds, you must unlock talents, unlock Aberrant forms, and upgrade the forms to increase your Build Power. You can view your Build Power in the Stats & Effects page in the Loadout menu. If you're struggling with a group of enemies or a quest, slowing down and working on your Build Power can significantly reduce the challenge.
The location contains an Orientation Point. You should activate it before continuing with the quest.
Follow the street east until you reach a dead end. Here, across from a van, is a foldable chair to investigate.
On the seat is a letter: A Note From Baker. Ah, our dear engineer! In the letter, Baker strongly shares his extreme dislike of having to work with Dylan, revealing that he left to take care of the power issue alone.
Dylan reports to Zoe, who tells him that, with the engineer MIA, it's up to Dylan to complete the job. She tells him to search the area for instructions.
Walk east down the street toward the section set up with tables, computers, and a files. On a table bathed in light is a note next to a typewriter.
Investigate the note: Power Core Servicing Diagram. It's a hand-drawn set of instructions on how to fix the power grid. The instructions include a numbered list for the engineer, but you mostly just have to worry about restoring power to the Central Checkpoint, which is at point 5.
Basically, you'll want to move the power, crossing a city block, from Point 1 to Point 5.
If you want to check the instructions after acquiring them, open the Menu and navigate to Archives. Move to the Collectibles section and scroll down to FBC Logistics. The instructions are in there.
As you leave the note, the Board reaches out to hint that the Aberrant can carry an electric current. That means you can help power the checkpoint by literally carrying the electricity directly to it.
Move the Charge to Central Checkpoint
To complete the task, you must take an electrical charge via the Aberrant to the Central Checkpoint. However, the charge dissipates from the weapon after a short while, meaning you'll need to take the charge across the city block by dropping it off at Power Core Stations as you progress.
Open the map and look for the Power Core Stations, indicated by icons that look like batteries with an electricity symbol. There are six Power Core Stations located in the quest boundary, which has changed to cover the city block and the area in front of the Central Checkpoint to the north.
You must move a charge from an active Power Core Station to the next station indicated by the number 1. Next, you’ll transport the charge north to the Power Core Station marked with the number 2. The challenge is to complete the task without losing the charge, all the while dealing with any threats along the way. If you lose the charge, it'll return to the last Power Core.
When you're ready to begin, leave the table with the note and look near the corner by the end of the street for a charged Power Core. You'll know they're charged by the humming noise and the white aura around them. Inactive Power Cores lose the aura and pulse with a red light.
Hit the Power Core with the Aberrant and quickly dash to the intersection. There, you can drop the charge off at the inactive Power Core at the pylon.
Looking at the map, the next closest inactive Power Core is in an alley to the northwest.
When you're ready, take the charge from the Power Core and dash down the street going west. Turn right into the opening of the scaffolding with the green tarp.
Follow the path around to locate the inactive Power Core. Quickly hit it with the Aberrant to charge it.
Doing so opens the shutter of a building. A trail of blood leads inside to the body of engineer Baker. You can use the radio to report the find to Zoe. You can continue the conversation with Zoe if you wish. Dylan blames himself for the engineer's death, but Zoe consoles him. It wasn't his fault, in the end.
Head into the building past the engineer to find a Resource Crate.
Now, you must take the charge to the Power Core Station marked with the number 1 on your map.
Hit the Power Core and continue northeast, but stop before you reach the alley! The alley floor is lined with some fleshy thing that responds to your feet by sending out massive spikes. Feel free to dash over them, but don't stop or slow down.
The next Power Core is on a rooftop, so here's a suggestion on how to get there quickly. Stop before the alley and Double-Jump onto the scaffolding on the left-hand side.
Next, leap onto the lift on the other side of the alley.
Clamber over the buildings to reach the rooftop, where you'll find the inactive Power Core Station. Hit it with the Aberrant to successfully transport the charge.
You can report the Watchtower when you reach the roof.
Check your map. Now that you activated Power Core Station 1, you must next move the charge to the inactive Power Core to the north.
Before you begin, look north and search for what appears to be a cement building with no roof. That's where you must go next.
Take the charge and travel over to the location. Drop down from above to find the Power Core Station in the center next to some FBC rangers.
Activating the core sets off an ear-splitting alarm, and the rangers aren't too happy about it!
The final stop is Power Core Station 2 just north of you.
Large Resource Crate Location
There is a Large Resource Crate you can open near the Power Core Station before the Central Checkpoint. From the Power Core, leap onto the metal case near the northern wall.
Clamber up the wall and leap onto the next rooftop, where you should see the Large Resource Crate, adorned by a cartoonish ice cream mascot.
The ice cream Large Resource Crates reward you with one Health Upgrade Point. Collect three points to slightly expand your health bar.
Take the charge from the Power Core and dash through the doorway and onto the street to the northwest.
Turn right at the street and follow it until you reach the inactive Power Core Station in front of the Central Checkpoint. Hit the Power Core to charge it, finishing the task.
But your job isn't over yet! As soon as you finish transporting the charge, an Arena Encounter breaks out in front of the checkpoint, blocking its entrance and summoning multiple Hiss, including two Heavy types that may be new to you.
Hiss Heavy Type: Hiss Focused
During the encounter, you'll have to fight the Hiss heavy type called the Hiss Focused. This flying enemy fires a beam of energy after a short charge. Hiss Focused will first aim the shot via a harmless laser light, but try not to stay in the beam for too long.
As a strategy, you can use the Hiss Focused to damage other Hiss by putting the enemy between you and the Heavy. The shield acts as a barrier to the beam, but it only lasts as long as your Power.
You should consider removing the Hiss Focused threat from any fight first, as the beam can catch you unaware while you're engaged somewhere else.
Hiss Heavy Type: Hiss Pursuer
The Hiss Pursuer is a melee-focused Heavy type that moves and attacks quickly. These Heavies are quick enough to catch you off guard if you're not paying attention.
Watch for these foes and quickly dash through their attacks and hit them from behind, where it's safest from their claws.
Defeat the Hiss to end the Arena Encounter. Zoe reaches out and invites you to the FBC Watchtower so you two can reconnect.
You can look up at the Security Checkpoint and report it to Zoe.
Meet Zoe in the Watchtower
You must move through the Central Checkpoint to reach the Watchtower. To do so, head toward one of the two Zone access points on either side of the checkpoint's large door. Pull the lever next to the green light to activate an elevator.
Hop onto the elevator and press the button to make it ascend to the area above. Head inside and follow the path around until you reach the Zone access point elevators on the other side and drop down the shaft.
Zoe reaches out, telling you she's still waiting in the Watchtower and asks if you can hear the music she's playing.
Head through the open doorway into the FBC storage area beyond. The path leads to an Orientation Point, which saves your progress. Continue past it through the next door.
You've entered the Watchtower, located in the Central Zone. Move toward the open doorway to the right of the windows to locate Zoe's office.
Go inside to reunite with Zoe. Speak with her to begin a discussion, where you can get info on the mission and ask more questions. Feel free to pick any response you like, as it won't change the direction of the mission or story.
Zoe explains that the city has been broken up into multiple Zones. The Oldest House is in the Downtown Zone, and the Watchtower is located in the Central Zone. She points out two other Zones:
- The Evacuation Zone to the east
- The West Incursion Zone to the west
She reports that there may be a Resonant Entity to face in the West Incursion Zone, which unlocks the quest: The West Incursion Zone Resonant.
Required and Optional Resonant Entities
Control Resonant contains multiple Resonant Entities to fight, but not all of which are required. There are Resonant Entities to face during the story, but others can be viewed as optional. However, it's suggested that you find and defeat them, as beating them rewards you with more Combat Abilities. These abilities can make significant differences in your combat effectiveness, potentially making challenging encounters less difficult.
This walkthrough mostly focuses on required Resonant Entities, but will pause to suggest Resonant Entities you should consider fighting to ease the challenge of enemies in a Story Mission. Watch for these suggestions if you're struggling with a quest!
Zoe reveals that Co-Director Arish disappeared after he took a team to investigate a Patterned site, where Hiss resonance tremors have been emanating. She wants Dylan to head inside and find the source of the tremors and stop it.
But that'll be for later. First, she wants Dylan to reach the Central Field Office via underground supply lines and hand you a key for an elevator that'll lead you that way. Pick up the key when offered.
This unlocks the next Main Story mission: Evacuation Procedures. However, you can't begin this quest until you finish Welcome to Manhattan by reaching the Central Field Office.
Unlock More Missions Before Leaving
Before you leave Zoe and head to the Central Field Office, you should take some time to report on the points of interest outside the window for more information and to unlock Side Quests.
Approach the window and look for the points of interest indicated by an eyeball icon.
- Report the Verconn Office, with the red leaf logo across from the Watchtower, to learn more about the building
- Report the Strange Chimney reaching into the sky to unlock the Resonant Side Quest: The Central Resonant
- Report the Distant Area to the right of the chimney to learn about the Park Zone and unlock the Resonant Side Quest: The Park Resonant
- Report the Patterned Lights to the left of the Verconn Office to learn about the West Incursion Zone, which contains a Resonant Entity
For information on the Resonants you know about, open the Quest Log and navigate to the Defeating Resonants section.
Clear the Supply Route
Your next task in the mission is to clear the supply route as you make your way to the Central Field Office. To begin, you'll have to find that elevator Zoe gave you the key to earlier.
Watchtower Fast Travel Door Location
There's a Fast Travel Door near Zoe's office in the Watchtower that you can activate before continuing. Leave and look for a room across from the office to the right of the entrance.
Head inside to find the Watchtower Fast Travel Door.
Leave the office and follow the path to the right until you reach the corner of the window. Head toward the gap in the floor in the corner where yellow light can be seen.
Below, you'll find a Resource Crate next to a Wardrobe, where you can change your Outfit.
Next, head to the door in the corner of the room and unlock it.
Proceed into the room beyond and take a left after the large sign near the windows to find the Elevator. Use the key to activate it and step inside.
Zoe reaches out on your way down. She reminds Dylan that she's his handler, and stepping out of line could mean losing her job. You can pick any response, as it won't change the outcome of the quest.
Beyond the elevator is an Orientation Point, which saves your progress.
Check the table next to the Orientation Point after the elevator ride for the collectible: Status Enquiry.
When you're ready to proceed, head down the hallway and continue along the path until you enter a spacious chamber with brick pillars. There are locked doors unlockable via Power Cores in the room.
Drop down into the center of the chamber to locate an active Power Core Station.
Large Resource Crate Location
In the large chamber in the Supply Route is a locked room containing a Large Resource Crate. To get it, drop to the floor of the room, hit the active Power Core to charge, and then dash to the right to find a ledge.
Leap onto the ledge and hit the inactive Power Core to unlock the door next to it. Enter the room to find a Large Resource Crate in the shape of stacked bricks. These particular crates reward you with a Power Upgrade Point. Collect three points to improve your Power, the resource used for Combat Abilities.
Hit the Power Core to take the charge into the Aberrant and quickly dash north toward the locked door on the upper level in the corner, just above the stack of white boxes. Attack the inactive Power Core with the charged weapon to activate it, unlocking the door.
Enter the door and pass the Orientation Point to locate a body. Here, you can report the Ranger corpse to Zoe.
Continue moving down the hallways and through the rooms, taking care of any Hiss and Heavy enemies along the way. Keep going until you enter a red-lit room with three floating bodies.
Here, you can report the dead rangers to Zoe. She tells Dylan that these rangers were heavily armed, which means they got taken down by something pretty scary. Beyond the rangers is another locked door that can only be opened via an activated Power Core.
Leave the rangers and enter the next room, where you get to meet the scary thing. Its name is William.
The room contains an Arena Encounter where winning means defeating the Heavy Hiss enemies along with a named Hiss foe. William is a flying Hiss that fires explosive projectiles your way. The explosions can burn you, so watch the burn meter on your HUD. When full, you catch on fire and must dash to put yourself out.
To defeat William, you must leap at it from an angle and attack it while in the air. This is a tough foe, and it will take some time to clip its wings.
You should attempt to defeat William before worrying about the other Heavies in the room. He poses the greatest threat and must be taken down quickly. Clear the hostiles to end the Arena Encounter and open the doorways.
Hiss Heavy Type: Hiss Riveter - Apex
William is an Apex variant of the Hiss Riveter, a flying-type Hiss that throws explosive tools. It's more powerful and unpredictable than the standard unit. For more information, open the menu, navigate to Archives, and enter the Enemies section. Look for Hiss Riveter - Apex in the list of enemies in Hiss Research.
Resource Crate Location
You can find a Resource Crate near the site of the Supply Route Arena Encounter. After the encounter, look for a door along the catwalk with an amber light above it.
Enter the door and follow the twisting hallway until it ends, where you'll find the Resource Crate.
How to Unlock a Shortcut to and From the Watchtower
You can unlock a shortcut between the site of the Arena Encounter and the Watchtower for faster navigation later. Remember that red room with the dead rangers and the door locked by an inactive Power Core? That's the door you must unlock. To do so, look around the bottom floor of the Arena Encounter room for an active Power Core. Hit it and head forward, climbing the ledges up to the doorway in the corner.
Follow the hallway and turn right when you find the rangers. Hit the Power Core to unlock the door. Follow the hallway from the door, and you'll eventually unlock another door that opens up to the room with the first Orientation Point you discovered in the Supply Route. Shortcut unlocked!
To continue the mission, look for a sign on the floor that reads FBC FIELD OFFICE with an arrow pointing toward a doorway.
Enter the doorway and follow the signs to an empty subway platform. Follow the stairs at the side furthest from the entrance.
Resource Crate Location
You can find a Resource Crate after reaching the subway platform in the Supply Route. After entering the platform, turn left and follow the stairs on the southern end.
The room upstairs has a Resource Crate next to a set of tables.
Continue down that path until you reach a closed door with a green light above it.
Large Resource Crate Location
You can find a Large Resource Crate near the subway exit door after the Supply Route section. Look for a room next to the door and go inside to find the crate. Open it to receive x1 Health Upgrade Point.
Enter the door and climb the stairs to leave the subway and reach the air outside. Zoe congratulates you on surviving. Yay!
Next, she asks you to head to the Field Office to get a security keycard, which lets you open low-security doors. The issue is that Arish is the only one with the authority to give you a card. And he's assumed dead after he and his team went missing. That could be a snag.
Get a Security Keycard
Your new task is to reach the Central Field Office. First, head into the nearby intersection and activate the Orientation Point. Saving is always a good idea.
When you're ready, you can open the map and look for the quest marker. The Field Office is shown on the blurry map as a yellow square. Before it, however, you can see an icon for the Mapping Pylon. That should be your first stop.
Activate the Central Mapping Pylon
Continue down the street until you reach an intersection. On the corner is a sign pointing you toward the FBC Field Office. Follow the sign and head down the road, where you'll find a security station.
Approach the guard at the station and speak with him to learn that he's not too fond of Dylan and refuses to let him pass. Zoe radios in, suggesting that Dylan let her help. You can do that or continue trying to convince the stubborn guard.
Whatever your choice, Zoe eventually calls the security booth, and the guards reluctantly let you pass.
Head through the checkpoint and continue toward the Field Office. Zoe tells you that her plan for you to get a security card is to waltz into the office and, erm, steal one. You have a chance to respond, if you choose.
You'll soon reach an Oriental Point. Pass by it to save your progress. Continue until you enter the open grounds outside of the office. Nearby are the Field Hospital and Security Station, but you can't access them until you get a security card. First, you should activate the Mapping Pylon.
To begin, look toward the Security Station — it's the large orange structure. Climb to its top to find the Mapping Pylon.
Activate the Field Office Fast Travel Door
You can activate the Field Office Fast Travel Door after reaching the location. To do so, climb to the top of the orange Security Station, where you'll find the door.
Near the door is a collectible: ShenyangIMC Door (AI2294-UE).
You'll need to find the three Sensors next. Look east from the corner pointing toward the Field Office to spot two Sensors: one on a blue structure and another near the office on an orange structure.
Go to the corner next to that one to spot the third Sensor to the north on top of a blue structure.
Activate all three Sensors, return to the Mapping Pylon, and activate it to unlock the Central Zone Map.
With that done, return to the ground and enter the Field Office via its front door.
You'll find the security keycard on the center table. Take it to complete Welcome to Manhattan. At this point, the world fully opens to you for exploration.
You can continue to the next Story Mission, Evacuation Procedures, explore the city, complete Side Quests, search for Jesse, or locate Resonant Entities to fight.