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Orientation is the first Main Story mission of Control Resonant in the Wake Up chapter. This mission is a sampler platter, instructing you on the basics of combat, exploration, and upgrades, introducing you to the cast, and showing off the first boss battle. It also reintroduces Dylan Faden, the game protagonist, who just woke up from a seven-year nap with a piece of metal sticking out of his chest. This walkthrough for Orientation guides you through the tutorial process and offers hints on how to defeat the first Resonant boss battle.


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Use these links to jump to the section you need:

Wake Up

The story begins seven years after the end of Control. Jesse Faden, the director of the Federal Bureau of Control, watches over her unconscious brother, Dylan. Lost in thought, Jesse soon declares that it's time to go. She walks into Dylan's cell and jams a strange metal rod into his chest. It's one heck of a goodbye present.

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Lost in his mind, Dylan clearly feels the obstruction and seemingly regains control of his faculties long enough for him to hear the voice/s of The Board, a group of paranatural beings with connections to The Oldest House, Jesse, and the odd happenings that both of them often find themselves involved in.

Aware of Jesse's disappearance, Dylan finds himself in his cell, but not really his cell. He's in some other plane, which is clear from the expanse of nothing save for the giant metal rod sticking out of the ground like an imposing obelisk.

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Leave the cell and walk toward the object. Dylan stops in his tracks to clutch at his chest, clearly in pain. The Board explains that the reboot/neuropathic pain is temporary. Continue ahead, stopping on occasion to hear The Board explain to Dylan that he's been called on to be their agent against some kind of hostile phenomenon. When you reach the obelisk, hold the F key or left bumper to return to the land of the conscious.

Choose Your Primary Aberrant Form

Dylan wakes up to one of the biggest shocks of his life: on his back with a metal rod sticking out of his chest. Could be worse. Again, hold the F key or left bumper, and you'll be able to choose the primary form of the weapon you're about to receive.

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What Primary Aberrant Form To Pick

Control resonant orientation intro 7.png The Aberrant is the name of Dylan's primary weapon. After waking up, you get the chance to choose one of three Aberrant forms available in Control Resonant. You can pick one at random, but it's best to choose based on your favorite playstyle. Here are the three weapons and their strengths and weaknesses:

  • Strike
    • Strike is a fast-attacking weapon that deals 30-60 damage, but has high (30%) Critical Chance — the only one that does. The weapon is weaker than others, but you may find it better if you enjoy rushing in close and hitting fast before backing off.
  • Glaive
    • Glaive is a scythe-like medium-speed weapon that can hit multiple enemies at once while pushing them back. This weapon is ideal for those who enjoy crowd control and grouping enemies for maximum impact. The Glaive has a long reach and can hit for 70-90 damage.
  • Cleave
    • Cleave is an axe-like weapon that deals a consistent 65 damage, but is more effective when hitting enemies from behind. The weapon is an all-rounder, with medium reach and speed.

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Upgrade Paths

Later, you'll be able to improve your attacks by unlocking new skills and abilities. These upgrades can improve the effectiveness of your chosen weapon. For example, if you pick the Cleave because you see the benefit of attacking enemies from behind, an upgrade you can acquire later will increase that damage.

Don't worry too much about the weaknesses! You'll later get additional weapons that can make up for the aforementioned downsides.

For more information, check out our guide: Which Starting Weapon Should You Choose?

Leave the Oldest House

With a weapon in hand, the game finally lets you control Dylan, while also giving you your first goal: escape. You must leave the Oldest House, a place Dylan has unwillingly called his home for most of his life.

Check the small table near Dylan's cell for two collectibles: A Photo Of Dylan And Jesse.

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And Notes On The Ordinary AWE Case File.Control resonant orientation intro 13.png

A Quick Note on Collectibles

There are many Collectibles in Control Resonant. Some offer background information or lore, while others provide additional information about the world around you. Collectibles are optional, but they can help expand your understanding of the story. This walkthrough will point out nearby collectibles on the main path, but you can find many more by exploring the world.Control resonant orientation intro 14.png To view your collectibles, open the menu and navigate to the Archives tab. Here, your collectibles, ranging from notes to files to recordings and videos, are all organized by type. New collectibles are indicated by a red triangle.

When you're ready to continue, head through the double doors with the green light indicating that they're unlocked.

The path beyond the door splits, with the objective to the left heading to Central Executive and a room called Prime Candidate Training on the right. That room, however, is secured by a Level 18 lock, and you don't have the key. Head through the door opposite it to continue to Central Executive.

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A voice over the comms system can be heard talking about an emergency protocol. Clearly, things at the Oldest House have been better. It's also a bit alarming that no one seems to be around. Progress through the security checkpoint until you arrive at a closed gate.

Head through the door with a green light on the left side to enter a room with a collectible: Medical Report.

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Enter the room to the left of the gate and open it by pressing the big red button on the computer terminal.

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Search the table on the opposite side of the terminal for a collectible: A Memo On Dylan Faden. Control resonant orientation intro 18.png

Head through the open doorway and into the next room. Here, you can explore for items and collectibles.

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Nearby, on a desk against a large pillar, is a collectible: Complaint Letter. Control resonant orientation intro 20.png

Some of the doors in the room are locked, and you won't have access to them. For now, head toward the red emergency light in the corner of the room next to the signs directing you to Central Executive and the Thomas Street Exit.

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Before you leave, you should investigate the open Safe Room. Look for the room with the bright, white light. Control resonant orientation intro 22.png Inside, you'll find a collectible on a bunk: Containment Guard Note. There’s also a Resource Crate in the back. Open it to acquire some resources such as Aberrant Slivers and Source.

What Are Aberrant Slivers?

Whenever you collect resources with Aberrant in the name, you should assume they can be used to unlock upgrades for your weapon. They can be collected via Resource Crates and by completing World Feats. Control resonant orientation intro 24.png

What is Source?

Source is the name of the currency used in Control Resonant. You can exchange Source for items like upgrade materials and more at a Vendor.

Follow the path until you reach an elevator. Head inside and activate the button via the F key or left bumper.

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Leave the elevator and enter Central Executive, where you learn to use the Aberrant for the first time.

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Defeat the Hiss at Central Executive

The Hiss is the name of the hostile force that exists as the antagonist of the Control series. This force possesses people to use as its destructive agents, basically giving you a physical enemy to fight. The Hiss in the room is comprised of weaker, zombie-like foes that can be killed with a few good whacks.

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Press the X button, Square button, or left mouse button to attack with the Aberrant. Combos are rudimentary at this stage of the game, so approach each enemy and hit them until they're defeated.

Defeat all the Hiss in the lower level and then climb the staircase and go left. Follow the path around, where you'll run past some rooms locked by a security key you don't yet have.

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Keep this area in mind for future reference. Most of the doors upstairs require Level 1 or 2 security clearance, and inside you can spot goodies like Resource Crates and Collectibles.

More Hiss appear, and the game teaches you a new move: Dodge. Use Dodge to avoid getting hit by enemies or projectiles. The move can also be used outside of combat to move more quickly.

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Continue moving toward the Thomas Street Exit, entering the next room where you learn about the next gameplay feature: Health Elements.

Enemies killed leave Health Elements, shown as small blue orbs. Picking them up can replenish a small amount of health.

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Tutorial Refresher

If you ever need a refresher on gameplay basics, you can look through the game's tutorials by entering the menu, navigating to the Archives tab, and opening the section called Tutorials. Control resonant orientation intro 34.png

Explore Director Jesse Faden's Office

Before continuing, you can explore the Director's office behind the door under the large FBC insignia. Control resonant orientation intro 32.png Inside, you'll find multiple collectibles. Check the desk, bookshelf, and sofa for:

  • Dimensional Research: Slide Repairs
  • Jesse's ID
  • A Letter From Emily Pope To The Director
  • Jesse's Notes To Self

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Progress down the hallway, where you'll face more Hiss, until you reach an elevator to take down. Below, you'll enter the Oldest House's lobby. Bodies of FBC agents are strewn about, and the barrier at the door is broken, leaking in daylight. Approach the broken door and interact with it to leave.

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For the first time in many years, Dylan finds himself out of the Oldest House, breathing in the free air. But things are clearly wrong: bodies of FBC agents litter the ground, and no living person can be seen. A moment passes before he hears a woman calling out.

He follows the voice to a group of Hiss-possessed agents floating in the air. He gently pulls one down and takes the radio.

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Dylan replies and is introduced to Special Agent Zoe de Vera of the FBC. He answers Zoe's questions and, just before she drops contact, Dylan asks if he can help. After getting some details, Zoe asks him to head to a white building in the distance. Dylan looks out toward it: a tall Hotel building.

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Meet Zoe at the Hotel Building

Your next goal is to cross the city and reach the Hotel building, where you'll meet with agent Zoe in person. But before you get started, you'll learn about points of interest in Control Resonant.

How to Report a Point of Interest

Control Resonant allows you to report a point of interest to Zoe when found. A point of interest is indicated by a white eye icon. To report, look at the icon and hold the corresponding button or key to open a communication wheel. Move the right thumbstick or mouse to the option and hold it there until the gauge fills.Control resonant orientation city 6.png Doing so allows you to report a finding or respond to a query. These aren't necessary, but they do allow you to hold conversations.

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You don't have access to a map at this point in the game, so your best move here is to head directly to the building, south of the Oldest House. Follow the street toward the mess of floating people and destruction.

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You'll soon enter a cross street where, further south, a wall bars your progress. Fight off the nearby Hiss and turn right and continue.

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Large Health Elements Explained

You will find Large Health Elements scattered throughout the game map. Unlike the smaller health elements, you don't earn them by fighting enemies. Look for the large blue orbs and gather them up when you need a significant health boost. Keep in mind that you may also find these in rooms during a heavy fight. Control resonant orientation city 11.png

The street ends... well, it continues straight up, preventing you from moving on. Stop before the end of the walkable road and turn left. Follow the alley south.

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Hiss attack as you enter the back alley. Here, you learn about Heavy enemies and Arena Encounters.

What Is an Arena Encounter?

An Arena Encounter is a situation in which you're locked into a small region by Barriers, forcing you to defeat all Heavy enemies to progress. The walls are removed after all Heavy enemies are defeated, signaling the end of the Arena Encounter. There may still be drones left, but you don't need to dispatch them if you don't want to. Control resonant orientation city 14.png

Heavy Enemies Explained

Heavy enemies are large Hiss foes that are far more dangerous than the typical kinds. These enemies have a larger health pool, hit harder, and can possess special abilities. Heavy enemies can range from ground-based to flying units. Control resonant orientation city 15.png Drone enemies continuously respawn while a Heavy enemy is alive. These smaller Hiss are dangerous if left unchecked, but can be killed for health orbs. Heavy enemies are typically larger and show up as bigger dots on the Radar compared to the drones' smaller ones.

Radar Explained

The Radar reveals enemy positions in a small circular radius around you. Use the Radar to locate nearby enemies. Larger dots indicate Heavy enemies, while drones appear as small dots. Your Radar also includes a compass pointing North. Control resonant orientation city 16.png

Complete the Arena Encounter to earn x1 Distorted Form and Source. Satisfied with your performance, the Board reaches out and lets you choose a secondary Aberrant form.

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Choose Your Secondary Aberrant Form

You're given the option between three more Aberrant forms as a secondary option. These secondary forms are slower and more powerful, allowing you to apply a debuff to enemies called Falter. Falter is kind of like a stamina bar that, when full, lets you Execute an enemy in an instant-kill flourish.

What Second Aberrant Form to Pick

Control resonant orientation city 18.png Like before, you can choose among three options for your second Aberrant form. And, like before, they all have their strengths and weaknesses:

  • Crush
    • Crush is a slow but powerful hammer-like form that can be charged for even more damage. It deals 127-222 Blunt damage and 21-42 Falter. As mentioned, the weapon is slow, but it hits like a truck. As a Blunt weapon, Crush is ideal against enemies with shields.
  • Drill
    • Drill is a faster weapon that you can charge to drill enemies longer, dealing Falter. The weapon deals 95-280 Sharp damage and 0-21 Falter. Drill is ideal against softer targets weak to Sharp.
  • Extend
    • Extend is a long-range, medium-speed weapon that can hit multiple targets in front of you, but you can charge it to increase its damage and Falter. It deals 63-127 Raw damage and 0-21 Falter. Extend is great at crowd control, but the Raw damage means it can't counter enemies with specific resistances.

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You can pick whichever weapon you feel best resonates with your playstyle, but as a suggestion, you should try to pick one that's a good balance when paired with your primary form. If you pick the fast-attacking but close-range Strike, pairing it with Crush for slow, powerful damage, or Extend for crowd control can be a good idea.

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As a suggestion, you should consider differentiating your weapons based on type. You may want to have something that can deal damage against enemies weak to Sharp or Blunt; that way your arsenal is more balanced.

More enemies arrive after you pick your next form, locking you into a second Arena Encounter. Defeat the enemies while practicing with your new toy.

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When that's done, continue heading south. You'll eventually run into a fence but, with Dylan's superior parautilitarian abilities, you can jump high and mount many tall obstacles.

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Continue, hopping up and over buildings, until you end up behind some buildings with a white van. Go past the van and climb up the stairs to the building on the other side.

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Turn left after the stairs and climb onto the short building. Here, you'll learn just how agile Dylan can be. Cross over the roof and leap onto the building under the graffiti, then jump over the gap and Dodge to dash a short distance in the air to reach the next rooftop.

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Follow the rooftops and turn left when you reach another wall with graffiti.

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You'll enter a street, where some enemies are lurking. When you're ready, turn south and follow the street to the ledge in the distance.

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Here, you'll meet agent Zoe, who's dumbfounded by the massive chasm stretching out in the middle of New York City. Speak with her when you're ready to continue.

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During the conversation, it's revealed that the bizarre catastrophe that struck the city is an Altered World Event, or AWE, and not the doing of the Hiss. Instead, the AWE seems to be antagonistic to the Hiss, stopping them from spreading from the city.

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The conversation gives you chances for a response. Finish the conversation to continue to the next stage.

Do Conversation Choices Matter in Control Resonant?

Control Resonant gives you options for a reply during conversations, but do they change anything? For the most part, conversation choices do not alter the story. Instead, they allow you to pick what type of reply you want to offer. No matter your choice, or choices, the conversation ultimately ends in the same place. Control resonant orientation city 31.png For example, if you pick "Need to find the Director," Zoe will respond by asking Dylan where Director Trench is. Dylan will reply by telling her that Trench died seven years ago, suggesting that Zoe was outside the Oldest House before Jesse Faden arrived and the lockdown occurred.

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Certain replies also provide different kinds of information you may want to know. You can hurry the conversation's end or dig for more information.

Investigate the Alley

After Zoe and Dylan finish speaking, the agent speeds off to go help another FBC agent in need, suggesting you should stay by her side. Follow Zoe into the alley, following a trail of frozen yet shifting pigeons.

The duo is soon stopped by a massive drop as the alley becomes a set of buildings dropping far below, where normal people cannot make the jump. But Dylan is a bit different. He suggests going on ahead. Zoe scoffs, but learns better after you jump over the rail and onto the rooftop far below.

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Zoe realizes what kind of person Dylan is, but doesn't seem too put off by it. Continue by leaping over to the building below with the orange light. Keep leaping from rooftop to rooftop, heading north.

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Progress until you reach a rooftop where a vision of Jesse appears. It sounds like the message she left Dylan before departing the Oldest House. The Board reaches out after the vision, explaining in its roundabout way that Jesse is somewhere outside of reality. Or something like that.

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Search for Jesse

Your next task is to look for Jesse, who's somewhere beyond the veil. Walk to the roof's edge and look down to spot another rooftop bathed in orange light. Jump from the roof to the building.

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The trail of pigeons seems to be entering the broken window above the door. Approach, and the doors swing open, allowing you in. Head down the stairs to enter a strange place, comprised of dark walls, a concrete path, and a gathering of pigeons floating over a platform with yellow plants.

A vision of Jesse appears again as you approach. She mentions a slide projector as well as a video game console the two got for Christmas when they were young.

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Continue onto the platform, its surface covered with thick, yellow vegetation. In the center is an old CRT television next to a retro game console playing a game. Interact with the television.

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Dylan appears somewhere new, where Jesse's voice can be heard. She talks about going to the "realm in-between" to "save the world."

This "realm in-between" is an odd place surrounded by pitch black, where the only things you can stand on are platforms and walkways covered in amber-colored grass, plants, and trees. Follow the golden path. Ahead are more platforms and walkways. Use your traversal abilities to hop and dash to the end.

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Progress until you reach a ledge overlooking a parking lot. There, against the rail, is a person.

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Hop from the ledge and approach the ledge, where you find Jesse. Interact with her to begin a cutscene in which Jesse and Dylan seemingly swap places. She seems to be aware of Dylan, suggesting that they may not be on the same plane, but close enough.

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Complete the Ritual

Jesse disappears, but it's clear that she noticed Dylan's presence first. When more platforms appear, the game unlocks a new ability: Double-Jump.

Press jump and jump again in the air to double-jump, a game feature that probably doesn't require a special introduction. Use the Double-Jump to cross far distances and scale higher walls than before. Use it to reach the next platform and continue.

Hop up the ledges and progress until you reach another TV and game console. Interact with it to gain another ability: Elevate. Jesse's voice returns. She believes Dylan was a memory, and not the real thing.

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To use Elevate, jump and hold the jump button or key to rise and float over a distance. Use it to cross the large gap ahead and land on the next platform.

Use both Elevate and Double-Jump to progress through the next platforming section. Soon, you'll reach another CRT TV. More objects keep appearing next to the TV. Interact with it to unlock Rush.

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Rush is a sprinting ability that allows you to cross distances quickly or build up momentum for an even wider leap. Hold the B button, Circle button, or Shift key to Rush, leaving after-images behind. You will Rush for a short distance before needing to activate it again. There are upgrades later that allow you to extend the Rush time.

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Use these abilities to traverse the next set of platforming challenges. Continue until you reach a tunnel of shifting objects and plants. Wait for the tunnel to open up and then use Rush to reach the end. If you don't, the objects will crush you, and you'll have to try again.

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On the other side of the tunnel is a path that leads to (if you can believe it) another television and game console. Interact with the TV and Jesse's voice can be heard again, calling this place a Dimensional Fault and mentioning something about completing a ritual.

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More platforms appear in the distance. Rush and leap over the edge, using all the abilities you earned to cross the gap.

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Continue this until you reach the next CRT TV, now surrounded by gifts, cookies, and a bed with a teddy bear.

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Interact with the television to create a new set of challenges comprised of buildings to clamber across. This is your tutorial on how to use your abilities once you return to the city.

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The next TV is at the end of the challenge. Now, a Christmas tree and other festive objects sit near it. How jolly!

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Interact with the TV to start another cutscene, in which both Dylan and Jesse appear to be trying to close the Fault together. Dylan gets knocked back before Jesse turns and finally sees her brother. She tells him that they were too late and that something leaked into the city before disappearing once again.

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Find a Vantage Point

This completes the ritual. You're rewarded with a video collectible: I Have to Go. It contains all of Jesse's dialogue during this part of the mission, just in case you want to get more information. Look for it in the Jesse Faden section of the Archives sub-menu.

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Go past the TV and run down the path, where Zoe can finally make contact, demanding Dylan's location.

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Continue until you leave the building and return to the world. Zoe asks Dylan to look up toward the city, which seems to be projecting some kind of wave.

Reach the Source of the Patterning

Head forward and use your newfound abilities to cross gaps to the next building, where you enter an Arena Encounter. Wipe out the Hiss heavies and continue heading west.

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You'll soon reach a spot glowing with deep red light. As you approach, the light disappears, and the Hiss-controlled bodies fall from the sky. Dylan and Zoe realize that it was the Patterning, or AWE, that killed the Hiss.

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Progress until you reach a building with large buildings to its side. You must climb to the top of one of the buildings to reach the next area. Use the buildings behind the taller ones to reach their roofs.

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You end up in front of what appears to be some kind of exhibition theater with art pieces in front of the door. Go past them and head inside the building.

The inside of the building is mirrored, showcasing at least half of an art exhibit by someone named Cassia Nomura. Continue until you reach an exit door sealed off by what appears to be a mirror.

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Interact with the mirrored door to enter a large arena where a massive head, or about half of one, drops from the ceiling. Is this Cassie Nomura? Or what's become of her? Either way, the being is hostile and ready to fight.

How to Beat the Artist

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The Artist is the first boss encounter of Control Resonant. This being is comprised of what appears to be the top half of a large head in a circular arena made up of buildings, streets, signs, and vehicles. She slides around on her head, using telekinetic-like abilities to toss objects your way.

What Are the Blue Orbs on the Boss's Health Bar?

The blue orbs on the boss's health bar indicate points at which you will earn Health Elements if you drop their health to that point. At times, a boss's behavior may change when you reach this point, but it's not a guarantee.

The Artist is a boss fight with multiple moves to learn and avoid. Here are some suggestions:

The Artist Moves - How to Counter

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The Artist picks up a taxi cab and hurls it in your direction. Using Rush, you can trick the boss into throwing the taxi at your location before quickly heading into another to avoid the cab. Another way to evade the car is to use Dodge just before it strikes.
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When you're close, the Artist picks up two clumps of traffic lights and swings them like batons. When she holds a set of lights vertically, she's preparing to swing them down onto your head. Wait for them to start moving and use Dodge to evade the damage. If you see the lights pointing horizontally, hop into the air and attack the face to float while doing damage. The batons will swing above and below, missing you.
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The Artist pulls a horizontal line of cement chunks and fires them in two volleys. Hop over the first volley and Dodge the second while making your way to her.
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At a distance, the Artist sends streams of junk made of cement chunks and traffic signs at you. Dash toward her at an angle to get closer while avoiding the objects.

After taking about 30% damage to her health bar, the Artist flies into the air, the bottom part of her head glowing yellow. She then causes large chunks of street to float into the air, forming a circle around her head. After a moment, she fires each chunk in your direction.

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This move is deadly and difficult to avoid once it gets too far, but you can defeat it before she has a chance to attack.

When the Artist flies into the air, quickly look around on the ground for clouds of dirt. Stand on one of the clouds, and you'll be lifted while on top of a chunk of asphalt.

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After the chunk reaches its apex, Double-Jump and use Elevate to reach her head. Attack the glowing section under her head, dealing massive damage and ending the attack before it has a chance to be completed. The head drops to the ground and is stunned long enough for you to get some more good swings in before it moves away.

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After this, the Artist gains more abilities. Avoid following her when she moves, as rocks drop onto the path she leaves behind.

The Artist also upgrades the Taxi Toss to include two taxis. As with the original move, you must Dodge just as the taxis reach you to avoid damage.

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Beyond that, it's business as usual: continue the fight until she's defeated. An icon appears over her head after she loses health. Press the corresponding button or key to perform an Execution, defeating her.

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Defeating the Artist rewards you with:

  • Untapped Badge 11-60
  • x1 Reset Item
  • x1 Living Shard
  • x2000 Source

The Badge is an artifact that, when activated and equipped, offers a buff. Some artifacts can also include detriments, so be sure you read their description fully.

Approach the Artist and hold the left bumper or F key to choose a new Combat Ability to unlock.

What Combat Ability to Pick

Control resonant orientation fault 25.png Combat Abilities are useful abilities that consume Power to be activated. These abilities can be offensive, such as the power to hurl rocks, or defensive, such as a summoned ally or shield. Like with Aberrant forms, each ability has benefits and, sometimes, drawbacks. Here are the three you can pick at the moment:

  • Barrage
    • Barrage sends projectiles toward an enemy, dealing 60-180 Blunt damage and 12-36 Falter. It costs 400 Power to use. This ability allows you to damage enemies at a distance, but it mostly focuses on one foe at a time.
  • Volatile Anomaly
    • Volatile Anomaly is a summoned ally that can be thrown and detonated, dealing more damage the less health it has. It deals 15 Blunt projectile damage, 150-350 Blunt explosive damage, 5 projectile Falter, 25-180 explosion Falter, 300 Power cost, and 120 Power - Throw.
  • Shield
    • Shield is fairly self-explanatory: activating it creates a shield of debris that absorbs damage (up to your Power meter) and can be used as a weapon by pressing Dodge to Shield Bash. It deals 100 Blunt damage and 60 Falter. Activating it costs 150 Power and Shield Bash uses 180. You must hold down the button or key to use the shield, preventing you from using the Aberrant. However, Shield Bash turns you into a sentient wrecking ball, and future upgrades make it even more damaging.

As a suggestion, you should pick a Combat Ability that best suits your playstyle and Aberrant forms. If you like keeping foes at a distance, Barrage and Volatile Anomaly are ideal. But if you want to be the destruction, or if you desire good defense in a pinch, Shield can be for you.

After you choose, the game drops you back in the odd world Dylan was in earlier in the mission. Here, you can practice all of your abilities on a nearby training target. You'll learn about Combat Abilities, Falter and Executions, and Power.

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Here are the notes:

  • Combat Abilities are extra abilities that bolster your combat potential
  • Falter is represented by the yellow bar under an enemy's health. At maximum Falter, the foe becomes stunned, and you can use an Execution to kill the foe
  • Power is used to activate Combat Abilities. It's a resource gained by attacking enemies

Leave the training room by interacting with the cracked object. This takes you to a place called the Gap, your home away from reality, where you can upgrade weapons, unlock abilities, activate Artifacts, and more. Here, you can reset your skills and try different builds before continuing with the game. Be warned: once you leave the Gap, your unlocked forms and abilities become permanent.

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You can visit the Gap any time by holding down on the directional pad of your controller or G on the keyboard. Leave the Gap when you're ready to continue with the mission.

Dylan returns to the world next to the defeated Artist. Zoe approaches, and the sound of Arish can be heard telling her about Dylan... and the danger he represents.

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Zoe trains her gun on Dylan, intent on arresting him and bringing him to the bureau. Here, you can pick dialogue responses, but keep in mind that it won't change the outcome: Dylan willingly returns to the FBC.

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Dr. Darling's Logs on Dylan

Every so often, you'll learn more about Dr. Darling, the FBC's former Head of Research, and discuss Dylan and his potential. Control resonant orientation fault 30.png These glimpses of Dylan's past come in live-action video form, and you can re-watch them by entering the menu, going to Archives, and picking them under the Dr. Darling section of the Collectibles sub-menu. Before the opening credits roll, you can watch the video called A Fantastic Opportunity. More of these collectibles become available over the course of the game.

After the opening credits, you find Dylan getting installed with a Mobile Containment Device, an object that will incapacitate him if he steps out of line.

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He then speaks with Emily Pope, the FBC's Head of Research, now the acting Co-Director along with Simon Arish. In the conversation, she explains to Dylan some of the issues happening in the city, such as the Patterning and Resonant Entities, powerful creatures like the Artist, seemingly created by the Patterning.

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Pope believes that while the Hiss is a major threat, the Patterning AWE is something even worse. But the FBC requires more data and asks that Dylan help by looking for and defeating other Resonant Entities. She suggests exploring a place called the West Incursion Zone for one. This gives you the first clue on where you can go to find more Resonant Entities to fight.

Defeating Resonant Entities - Rewards

There are many Resonant Entities to discover and fight in Control Resonant. Defeating them unlocks more Combat Abilities, vastly increasing your survivability. Gaining more Combat Abilities and upgrading your Aberrant forms makes you stronger, allowing you to defeat more dangerous foes. You can avoid fighting Resonant Entities, as you're not required to beat some of them for the story. However, you may find the game is much more challenging otherwise.

Where to Go Next

After their conversation ends, so too does Orientation. The next mission is Welcome to Manhattan in the Contain the Crisis chapter of the Main Story.

How to Use the Quest Log

Now that you've completed the first quest, you have new stories to follow. To explore your list of quests, open the Menu and navigate to the Quest Log. Here, you have options for the Main Story and Side Stories. At the moment, you should only have two options:

The Main Story is broken into chapters — the first was called Wake Up. Now that you've finished Orientation, you're in the next chapter: Contain the Crisis. Your secondary questline in the Main Story is Search for Jesse, where you must explore the city looking for Dylan's missing sister. These stories open up over time and can be started when you're ready.

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