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.
FAQ
How many main quests are in Control Resonant?
What is the longest quest in Control Resonant?
Is anything missable in Control Resonant?
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.

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:
- 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.
- 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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