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Control Resonant: All Quests Guide — Every Main & Side Mission

All 23 Control Resonant main quests across three quest chains, all 18 side stories, and the order that avoids every progression gate.

10/1/2026 1.3.3 Last updated: 10/1/2026 4 min read
Control Resonant: All Quests Guide — Every Main & Side Mission

FAQ

How many main quests are in Control Resonant?
23 — fifteen story missions in the Contain the Crisis chain, three Search for Jesse Fault rituals, and five Resonant boss quests. Two entries that look like missions (Notes: Plan of Attack, Notes: Jesse Sightings) are grouping objectives that close themselves.
What is the longest quest in Control Resonant?
Recursions and Iterations stalls most players — it pauses until you clear the Subway Fault for Reach, then the Underpass Fault, before the final probe relay can be placed.
Is anything missable in Control Resonant?
No quest is permanently missable — free roam opens after the credits and the game writes a permanent save after every main mission. Only the karaoke scene in The Party Won't Stop can cost you a trophy in a single pass.

How is the quest log organized?

Control Resonant does not run one mission list — the Quest Log splits everything into three parallel chains that interrupt each other:

  • Contain the Crisis — the main story, 15 missions from Orientation to the epilogue.
  • Search for Jesse — three Fault rituals, two of which grant the traversal powers the story assumes you own.
  • Defeating Resonants — the five zone Resonant bosses, doubling as a completion checklist.

On top of those, 18 side stories sit outside every chain — covered in our side quests hub.

Dylan sprints across suspended steel girders as a swarm of taxis hangs in a gravity anomaly — official Control Resonant screenshot

All 15 story missions in order

# Mission Starts at Key objective / reward
1 Orientation Oldest House → Downtown First Fault grants Rush; beat The Artist; pick Barrage, Volatile Anomaly, or Shield
2 Welcome to Manhattan Oldest House → Central Clear the supply route; Level 1 Keycard + Living Shard
3 Evacuation Procedures Watchtower → Evac Building Rescue Arish; Level 2 Keycard + Agent Uniform
4 Arish’s Briefing FBC Field Office, Central Receive the containment plan
5 Power Lines Subway stations, Central / Park Restore Factory, East Park, Perimeter & Vanished stations; report to Dr. Florez
6 Into the Sinkhole The Sinkhole Install probe relays, follow the music; closes Plan of Attack
7 Enemy of My Enemy FBC Field Office → CFD Platform Defend and activate the CFD — needs 3 of 4 available Resonants down
8 Recursions and Iterations Oldest House → Underpass Find the research team, track Grist, place the final relay — forces the Subway + Underpass Faults
9 The House in Distress Executive Research, Oldest House Restore Interactions Lab power; Oldest House Fault ritual
10 The Hedron Link After House in Distress Rescue Pope; defeat the Hedron Parallel
11 Sever the Hedron Links The Unknown Remove links at the Patterned Field Office and Patterned Evac Building
12 Rebuild After Sever the Hedron Links Retro flashback sequence — track the slide order
13 Fight to the Core Red Sand Island, the Unknown Reach the Hedron
14 The End The Hedron Final boss fight
15 The Beginning Oldest House Epilogue visit with Jesse

Full per-mission detail lives in the Contain the Crisis walkthrough.

Where do runs actually stall?

Two gates cause almost every “the game stopped telling me what to do” report:

  1. Enemy of My Enemy won’t advance until three of the four available Resonants are dead — the Central and West Incursion pair is the reliable first two, and our Resonant order guide maps them.
  2. Recursions and Iterations dead-ends in the Underpass until the Subway Fault grants Reach — see the step-by-step fix in the story walkthrough.

How do you know a chain is finished?

  • Into the Sinkhole’s completion also closes Notes: Plan of Attack.
  • Finishing the Underpass Fault closes Notes: Jesse Sightings and ends the Search for Jesse chain — Sibling Reunion pops once every Fault ritual is done, including the Oldest House ritual in the endgame.
  • For Resonants, watch the world, not the log: a Resonant Cycle cutscene plays per kill, and the Mural in the Gap becomes repairable once all five bosses — plus the story’s Artist — are down. If it can’t be repaired, a Resonant is still alive (the Evacuation Zone has none).
  • The Beginning closes the epilogue at the Oldest House, but Manhattan stays open afterward — every leftover side story, Map Kit, and Resonant can be finished in post-game free roam. See ending & post-game.

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