Control Resonant Walkthrough: Contain the Crisis (All Story Missions)
Mission-by-mission Control Resonant story walkthrough — Orientation through The Beginning, with both progression gates and their fixes.
The story route at a glance
The campaign is easier to read as a series of gates than a straight list:
- Orientation → reach Manhattan
- Restore the Central Checkpoint and meet Zoe
- Evacuation Procedures → recover Arish
- Prepare the CFD via Power Lines, Into the Sinkhole, and the required Resonants
- Clear the Central and West Incursion Resonants → Enemy of My Enemy
- Survive the CFD failure → the Underpass
- The Jesse Fault chain (dimensional traversal)
- The Oldest House crisis → the Hedron links and the finale
Act 1 — Orientation to Arish’s Briefing
Orientation carries three firsts: the first Fault (grants Rush, the air-mobility kit), the first Resonant (The Artist, the Downtown boss), and your first ability choice — pick one of Barrage, Volatile Anomaly, or Shield. Our early build guide breaks down the pick.
Welcome to Manhattan moves you from the Oldest House into Central: clear the supply route and claim the Level 1 Keycard and a Living Shard.
Evacuation Procedures sends you into Evacuation Zone 9 — a mist-covered area split by a deep chasm. Loot sits on both sides of the main road; sweep north and south before entering the Evac Building. The rescue of Arish hands over the Level 2 Keycard, a Living Shard, and the Agent Uniform outfit item.
Arish’s Briefing is a short Field Office beat that opens Act 2’s plan.
Act 2 — Plan of Attack
Two missions run under the Plan of Attack banner:
- Power Lines — restore four subway stations (Factory, East Park, Perimeter, Vanished) across Central and The Park, then report to Dr. Florez.
- Into the Sinkhole — install probe relays and follow the music through the Sinkhole. Completing it also closes the Notes: Plan of Attack entry.

Gate 1 — Enemy of My Enemy
Enemy of My Enemy is the gate that surprises everyone: the CFD defense will not trigger until three of the four available Resonants are dead, alongside Power Lines and Into the Sinkhole finishing. If the mission seems stuck, check the Resonant boss list — the Central Resonant (The Deserter) and West Incursion Resonant (The Dancer) are the pair the game most reliably expects first.
Gate 2 — Recursions and Iterations
The one unavoidable roadblock. The mission sends you into the Underpass to find the research team, then stops dead at the island of orange pipes:
- Follow the objective to the island and attempt to investigate Jesse’s vision — the Underpass Fault enters your log but can’t be opened yet.
- Head to the Evacuation Zone subway and complete The Subway Fault — it grants Reach, the grapple the Underpass requires. ( Fault walkthrough)
- Return via The Spire fast travel point, enter the Fault by the pipes, and finish Jesse’s ritual.
- Back on mission: restore power, find Grist, protect the transmission tower, cross the chasm by cable car, and set the last probe relay.
Act 3 — The Hedron crisis
- The House in Distress — restore Interactions Lab power in the Oldest House’s Executive Research sector and perform the Oldest House Fault ritual.
- The Hedron Link — rescue Pope and defeat the Hedron Parallel.
- Sever the Hedron Links — inside the Unknown, remove the links at the Patterned Field Office and the Patterned Evac Building.
- Rebuild — a playable retro flashback; track the slide order in the dump.
- Fight to the Core — cross Red Sand Island in the Unknown to reach the Hedron.
- The End — the final boss fight.
- The Beginning — an epilogue visit to the Oldest House with Jesse.
Spoiler detail for the finale and what opens afterward is on the ending & post-game page. Credits roll, then free roam opens for cleanup — every side story and collectible stays reachable.
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