Where: the FBC Field Office in Central, the West Incursion Zone, four subway stations under Central and The Park's edge, and the Sinkhole in the Evacuation Zone.
Quests: Arish's Briefing, then Notes: Plan of Attack, which is four jobs in any order: defeat two more Resonants, Power Lines and Into the Sinkhole. Plan of Attack has no quest markers of its own, unlike the main quests before it.
Watch for: the West Incursion Zone's Resonant needs Shift, and Shift comes from a Jesse Sighting, The Incursion Fault, so that Fault is on this page, ahead of the stations. The two Resonants of Plan of Attack, the Dancer in the West Incursion Zone and the Deserter at the Patterned Factory in Central, are on the Resonants page. Enemy of My Enemy, in Part 3, waits for all four. Power Lines and Into the Sinkhole each give a Living Shard.
1. Arish's Briefing
One objective: Talk to Arish at the Field Office. The tremors at the Evac Site were not stopped, and he has a plan, the CFD, which needs Dylan's help to work. No reward of its own and no fight. It opens Power Lines and Into the Sinkhole, which can be done in either order, and the West Incursion Zone becomes reachable from here.
2. Jesse Sightings: The Incursion Fault
Starts when you enter the West Incursion Zone. The Fault is in a Parking Garage in the northwest of the zone. Rewards: a Living Shard and Shift, which changes Dylan's gravity so he sticks to walls and other surfaces (L1 on PlayStation, LT on Xbox).
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1
The key to the Parking Garage
Make for the marked Parking Garage and find the WEAR'EM & WASH'EM shop on the way; the key is in the alley behind it, and Elevate floats you over the Hiss goo there. The Parking Garage Security Key is on a floating body.
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2
Enter the Fault
Open the garage door with the key and take the elevator to the roof. Drop down the hole to the bottom, cross the gap and interact with the TV to enter the Fault. Follow the path to Jesse, by a vehicle, and talk to her.
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3
Help Jesse Complete the Ritual, and the way back
The ritual is where Shift is taught: walk the walls and the other surfaces it lets you stick to, and interact with the TVs to bring new areas into being. Out of the Fault, climb back to the roof along the surfaces whose gravity has shifted; Hiss attack you on the walls on the way back to the garage.
3. Power Lines
Starts at the Field Office. The CFD needs power rerouted through the subway, and the maintenance team sent to do it has vanished; you finish their job. Every station works the same way: collect Calibration Units and set them on the yellow squares around a Tuning Device, then interact with the device. What changes is where the units are and which squares count. Reward: a Living Shard.
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1
Perimeter Station: distance
East of the Field Office. Clear the Hiss and go down into the subway. Three Calibration Units, and the charges you move between mechanisms open the sealed areas they are in.
- Unit 1. In the tunnel, after you strike a charged battery on the tracks.
- Unit 2. In the Mold-filled tunnel opposite the first.
- Unit 3. In the upper corridor full of Mold.
- Placement. One square by the device, one upstairs by the Mold, and one in the shop, which needs a charge moved to open. Then activate the device.
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2
Factory Station: alignment
North, by the Patterned Factory and close to the Park Checkpoint. Hiss and Mold enemies on the way down.
- Unit 1. In the open shop as you go down.
- Unit 2. On top of a parked train car.
- Unit 3. In the Mold-filled tunnel to the right of the stairs.
- Placement. All three on the yellow squares that form a straight line to the Tuning Device. Then activate it.
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3
East Park Station: the partial activation
In the southern part of Central, across from Perimeter Station. Clear the Hiss, then strike the Mold growths covering the yellow squares around the device.
- Unit 1. In the open shop as you come in.
- Unit 2. Beside the Tuning Device.
- Unit 3. Behind the closed shutters of a shop: interacting with the Tuning Device three times opens them.
- Placement. Any order, on the cleared squares. Then activate the device.
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4
The surface, then the Vanished Station
After East Park the quest sends you up to help survivors, then on through the tunnels to the Vanished Station, which has two Tuning Devices and two units each. The station is a balance of electricity, light and Mold: electricity makes Mold grow, and Mold carries electricity.
- Platform A. Power the systems to reach the areas, and time the electricity when you clear Mold, because it decides what grows back. One of the two squares is under Mold: clear it, then place both units.
- Platform B. Carry battery charges upstairs and bring the units down. Grow the Mold with electricity, then destroy only the Mold on the black metal surfaces and leave the Mold on the white platforms in the middle, which carries the current. Place the units on the black surfaces with yellow squares.
Calibrating Platform B brings in a fight with Mold enemies. Then go back upstairs and talk to Dr. Florez to finish Power Lines.
4. Into the Sinkhole
Starts at the Field Office; the Sinkhole is in the Evacuation Zone. The CFD needs an active Pattern resonance, and it is at the bottom: you ride down with four probe relays and fix them to the buildings there. Reward: a Living Shard.
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1
Escort the Probe Relays down
Press the button on top of the probe to start the descent. It stops on the way and will not go on until you get off and clear the Hiss at each stop.
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2
Find and Defeat the Hiss: the cloaked one
At the bottom a Hiss miniboss hides in a cloak that stops you locking on. Track it on the minimap and by the red lamps, jump and attack to knock it out of the cloak, and keep hitting it. Two more enemies follow it; kill all three.
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3
Install the Probe Relays
The four relays drop to the ground. Pick one up and check the minimap at the top right for where it goes: each belongs on top of one of the buildings around you. Its light blinks faster as you get close and turns green when you are there. Interact with the back of the placed relay to switch it on, and repeat for all four.
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4
The winged Hiss
With all four relays on, Hiss flood the area and a giant flying Hiss arrives, firing lasers. Use the buildings to jump up at it. When you get onto its back, hit the orb there: it takes a lot of damage at once.
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5
Escape the Sinkhole, and Follow the Music
The way you came down is cut off, so do not try to go back up it. Climb the floating platforms following the glowing cable, through a spinning refraction portal. Then follow the TVs as they light up with Zoe's music; they lead you out, through a laundromat, and the mission ends.
5. Collectibles That Open in Part 2
Three zones are in play now. Nothing here is missable, so anything marked for a later ability can wait for it.
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1
West Incursion Zone
- Secret Hideout. The "Urban Fresh" mart, from the street: enter 1213 on the cash register to open the wall.
- Testing Facility. Through a pipe in a construction pit by the road in the centre of the zone: carry five objects onto the centre squares, where they turn into soda machines.
- FBC Taskboard. Inside the House of Mirrors; it only appears once the Central board is unlocked.
- Taxi (needs Shift). Southwest of the Empire Avenue fast travel door, in the upside-down part of the zone stuck to a wall. Answer the phone in the alley, then pick the right taxi in each of three cycles by the streetlight patterns.
- Freeze Frame Camera (needs Shift). On a platform on the side of a building: jump the flying platforms to reach it without being seen.
- Dog (needs Shift). On a roof in the northwest corner; the toy is on the roof next to it, where the dog is looking.
Left for Part 3: a Sketchbook (needs Reach) and a second Freeze Frame Camera (needs Shift and Reach).
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2
Central, the Patterned Factory side
- Testing Facility. Through a pipe in an open pit southeast of the Patterned Factory: a puzzle of balancing charge cores.
- Taxi. In the streets behind the warehouse blocks on the Patterned Factory side; no ability needed.
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3
Evacuation Zone
- FBC Taskboard. Outside the Evac Building, once the Central board is unlocked.
- Dylan's Sketchbook (Robotics). In a building in the southwest corner: a vending-machine puzzle, connecting four pipes and the head to the machine.
- Testing Facility. Through a pipe directly below the Survivalist's Bunker fast travel door: five objects turned into soda machines.
- Taxi. In the alley with the lasers, west of the Evac Building, in the middle of the zone. Three cycles, picked by the light patterns.
- Freeze Frame Camera. On the rooftops near the "Unauthorized mines?" writing: carry electricity through two electrical boxes.
- Secret Hideout. The art gallery building, from the street: activate four pillars so the lamps light in the right sequence.
- Dylan's Sketchbook (Dream House). On the roof of the Railyard Street Station building: assemble the six-piece playhouse.
- Freeze Frame Camera. On a rooftop you reach through a building: let the camera spot you, then use the elevator to come at it from another position.
Left for Part 3: the Dog on a roof in the north of the zone, which needs Shift to reach the upside-down roof above it.
6. Part 2 Completion
✅ Before Reporting to Pope...
Cross-checked
Cross-checked on 2 October 2026 against the guides of PowerPyx, KeenGamer, AllThings.how and Game Rant. Where they differ: PowerPyx lists the Incursion Fault before the stations as a requirement of Plan of Attack, which is why it sits on this page; KeenGamer says the Parking Garage key comes from the laundromat, PowerPyx from a floating body in the alley behind it; PowerPyx has electrical charges opening the gated areas at East Park, Game Rant the Tuning Device opening the shutters after three interactions; Game Rant names a miniboss, Sandra, in the Mold fight at the Vanished Station, which PowerPyx does not mention; and PowerPyx describes the cloaked Hiss as found by minimap and red lamps, Game Rant as forced out of its cloak by jumping attacks, so both are given. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.