Reaching Central in Control Resonant introduces four destinations beyond the watchtower: Central, West Incursion Zone, Evacuation Zone and The Park. You can eventually visit them all, but the order matters because each area offers different enemy levels, movement options and combat abilities.


Before leaving Central, speak with Zoe and collect the level 1 keycard from the centre desk inside the Field Office. This unlocks access to the other zones.
There is no single incorrect choice, although The Park is a poor opening destination. For the smoothest progression, follow this order:
- First: West Incursion Zone
- Second: Evacuation Zone
- Third: Central
- Fourth: The Park
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Why West Incursion Zone should come first
At this stage, your character should be around level 2. West Incursion Zone and Central both begin with level 2 enemies, while Evacuation Zone begins at level 3 and The Park displays a skull warning. Check your level in the Stats & Effects section of the Loadout menu before committing to a tougher area.
West Incursion Zone is the best first stop because it rewards you with both a traversal ability and a combat ability. You gain Shift, which lets you move along the steep, wall-like roads, as well as Push or Ground Slam.

Recommended zone order
1. West Incursion Zone
Start here for Shift and Push or Ground Slam. The traversal upgrade makes later exploration faster and gives you more freedom when navigating the surrounding areas.
2. Evacuation Zone
Visit Evacuation Zone next to obtain Reach. This ability lets you launch yourself towards the translucent orbs scattered around the map. You can also advance the main story quest Evacuation Procedures and receive the level 2 security keycard.

Evacuation Zone has level 3 enemies, so take care if your character is still underpowered. Central is technically an easier alternative, but Reach is generally more useful for opening up movement and exploration.
3. Central
Central can be tackled before Evacuation Zone if you prefer, and its enemies begin at level 2. However, it is best placed third in this recommended route because it provides a combat ability rather than a new movement option. You will earn Ignite or Inferno, which becomes particularly valuable against enemies in The Park.
4. The Park
Leave The Park until last. Its enemies are the strongest of the four areas and the zone carries a skull warning. Shift and Reach are effectively essential for comfortable traversal, while the area’s enemies are weak to fire. Having Ignite or Inferno available makes the fights considerably less demanding.
Choosing a different route will not permanently ruin your progression, but delaying The Park until you have the relevant traversal and fire-based combat abilities should reduce unnecessary difficulty. If this guide has you thinking about a dedicated gaming setup, RETROCADE’s arcade machine buying guide covers the key decisions before choosing a cabinet.






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