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This chapter is largely narrative-driven, teaching you how to navigate the brutalist environment and introducing the "Hiss"—the primary antagonistic force. Key Objectives Locate the Director: Follow the signs to Director Trench's office. The Service Weapon: You will find the Director's gun. Interacting with it transports you to the Astral Plane. The Astral Plane Challenge: This is your combat tutorial. You must complete a series of simple platforming and shooting tasks to prove you are worthy of being the new Director. Gameplay Tip: The Service Weapon (Grip) In Chapter 1, you only have the Grip form. It functions like a semi-automatic pistol. Infinite Ammo: You don't need to pick up bullets; the gun recharges automatically when not in use. Don't "Spray and Pray": If you empty the clip, you’ll be vulnerable during the cooldown. Fire in controlled bursts. Chapter 2: Unknown Caller Now that you are the Director, you need to reach the Communications Department to find out what happened to the rest of the staff. New Mechanics: Objects of Power (OoP) This chapter introduces one of the most iconic abilities in the game: Launch. The Floppy Disk: You will encounter an Object of Power (the Floppy Disk) that is "haunted." After a short pursuit, you will enter the Astral Plane again. Launch Ability: You gain the power of Telekinesis. This allows you to pick up office chairs, fire extinguishers, or chunks of concrete from the wall and hurl them at enemies. Combat Strategy: The "Launch-Shoot" Loop The most effective way to play Control isn't staying behind cover—it’s being aggressive. Shield Stripping: Hiss Resonators often have white shields. Launching objects at them is much faster at breaking these shields than shooting. Energy Management: Launch consumes energy, while the Service Weapon consumes ammo. Alternate between the two to ensure you always have a way to deal damage. Survival Essentials for Chapters 1 & 2 Pick up Blue Shards: Enemies drop small blue glowing crystals when they die. These are your only way to heal during combat. If you're low on health, you have to move toward the danger to pick them up. Melee is Powerful: If a Hiss Guard gets too close, don't forget your melee attack. It has a slight knockback effect that can save your life. Control Points: Always cleanse Control Points when you find them. They serve as your checkpoints, fast travel hubs, and the place where you spend Ability Points to upgrade your health and energy.