Gaming Guide

Control Resonant: Orientation Full Walkthrough and Artist Boss Fight

Every objective from the Oldest House escape to the Artist, plus the three traversal abilities the Ritual hands you.

Every objective from the Oldest House escape to the Artist, plus the three traversal abilities the Ritual hands you.

Image: Remedy Entertainment

Orientation is the opening main mission of Control Resonant, and it doubles as the game’s long-form tutorial. Dylan Faden wakes up inside a locked-down Oldest House, breaks out into a wrecked Manhattan, meets FBC agent Zoe de Vera, completes his first Ritual, and finishes by killing the Artist — the first Resonant boss. It sits under the Wake Up story chapter and begins the moment you start a new save, with no prerequisites.

Quick answer: Lift the lockdown, exit via Thomas Street, meet Zoe at the hotel, follow the birds through the alley window, finish the Ritual for Double Jump, Elevate and Rush, then melee the Artist’s weak point.


Orientation objectives and rewards in Control Resonant

The quest log tracks eight objectives in a fixed order. Nothing here branches, and nothing is missable.

ObjectiveAreaKey unlock
Leave the Oldest HouseOldest HouseFirst Hiss combat tutorial
Meet Zoe at the hotel buildingDowntownSecondary Melee form choice
Investigate the alleyDowntown rooftops
Search for JessePlatforming realmTalk to Jesse
Complete the ritualPlatforming realmDouble Jump, Elevate, Rush
Find a vantage pointCity rooftops
Reach the source of the patterningGallery building
Defeat the ArtistGallery arenaBarrage, Volatile Anomaly or Shield

Completion pays out 1,000 Source, one Living Shard, one Reset Item and the Untapped Badge 11–60 Artifact. After the boss, Dylan is pulled into the Gap for a short tutorial on ability upgrades, and that is where the mission formally closes.


Escaping the Oldest House

Leave the glass medical chamber Dylan wakes up in and head into the red-lit corridors. Doors marked with green lights are the ones you can pass through, so use them as your compass whenever the route looks ambiguous.
Escaping the Medical Bay00:05Escaping the Medical Bay
Dylan starts the mission inside a sealed glass medical chamber. Shown at 00:05 in Trophy Tom’s video. Image: Remedy Entertainment
Follow the corridors until a security gate blocks you. Step into the room immediately to its left, which is the Central Executive control area, and press the large red button on the console. The screens switch to LOCKDOWN LIFTED and the gate opens.
Lifting the Lockdown00:30Lifting the Lockdown
The console screens confirm the lockdown is lifted once you press the red button. Shown at 00:30 in Trophy Tom’s video. Image: Remedy Entertainment
Take the left route, shove open the large metal doors, then board the first elevator. Optional side rooms contain documents and lore; ignore them if finishing the mission is your only goal.
Grab the melee weapon and clear the first group of Hiss. This fight is the combat tutorial, so it is worth using it to get comfortable with Dylan’s basic strings and dodge before the streets open up. Climb the stairs afterwards and work around the upper level of the room.
Find the corridor under the Thomas Street Exit sign and follow it to a second elevator. At the top, interact with the torn opening in the wall to step outside into the ruined city.
Taking the Elevator01:49Taking the Elevator
The Thomas Street Exit route ends at an elevator that takes Dylan to the surface. Shown at 01:49 in Trophy Tom’s video. Image: Remedy Entertainment

Reaching Zoe at the hotel building

You do not have a full map yet. The hotel sits to the southwest and the game highlights it briefly, so treat the building itself as your landmark and keep it in view while you move.

Head down the street and clear the Hiss standing in your way. Take the right-hand route first, then cut left through the alley.
After the next fight, the game lets you pick your first Secondary Melee form. Any option works for the rest of Orientation, so choose whichever playstyle appeals and keep moving through the enemies ahead.
Climb over cars, scale fences and work your way up and around the buildings. Some gaps are wider than a plain jump can cover — use the dodge mid-jump to stretch the distance until you have real traversal abilities.
Reach the street’s distant end, where Zoe de Vera stands at the rim of the collapsed section beside the enormous gap dividing the area.
Meeting Zoe03:37Meeting Zoe
Zoe waits at the end of the collapsed street, next to the chasm. Shown at 03:37 in Trophy Tom’s video. Image: Remedy Entertainment

Following the birds through the alley to find Jesse

Speak to Zoe, then double back into the dark side alley behind you. The route quickly turns vertical again, moving across rooftops and ledges rather than along the ground.

Investigating the Alley03:52Investigating the Alley
The alley beside the collapsed street leads to the next climbing route. Shown at 03:52 in Trophy Tom’s video. Image: Remedy Entertainment

If you lose the path, look up. The flock of birds circling overhead marks the correct route and eventually streams through a specific window — that window is your entrance.

Inside, interact with the television. Dylan is pulled into a surreal realm of floating islands covered in golden grass, and the mission becomes pure platforming from here. There are no meaningful route choices, so keep pushing along the obvious path until you reach a structure that looks like a parking garage. Climb to the top level, walk to the far railing and talk to Jesse.


Completing the Ritual: Double Jump, Elevate and Rush

The Ritual is a chain of TV projectors, and each one you interact with hands over a movement ability. The platforming between them is built specifically to teach you how they chain together.

AbilityUnlocked atWhat it does
Double JumpFirst TV projectorAdds a second jump for height and distance
ElevateSecond TV projectorHolds Dylan airborne to glide across wider gaps
RushThird TV projectorShort burst of high-speed movement, usable mid-air
Acquiring Double Jump06:10Acquiring Double Jump
The first TV projector grants Double Jump. Shown at 06:10 in Trophy Tom’s video. Image: Remedy Entertainment

The order to use them in barely changes across the rest of the game. Jump, double jump for height, hold Elevate to stay in the air over the gap, then fire Rush when you need the last stretch of horizontal distance to a safe platform.

Work through the remaining floating islands and interact with the final TV projector at the end of the route. That completes the Ritual and drops you back into the building interior.


Leave the interior and take the stairs up to the rooftops. A route that was previously out of reach now opens directly ahead, which is what the “find a vantage point” objective is pointing at.

From there, fight through the enemies on the roofs and head toward the visibly patterned part of the city. Crossing the huge red chasm means chaining all three new abilities together in one go — double jump off the ledge, Elevate across the middle, Rush to land.

Either building bordering the area can be climbed. Both routes reach the elevated gallery inside the KÖNSTIG&VÖN building. Once inside, cross the exhibit halls to the rear and interact with the door there to start the boss encounter.


How to beat the Artist

As the game’s first Resonant, the Artist is a huge stone head that floats. The encounter can look chaotic at first; learn how it moves around the arena and it becomes manageable.

Phase one attacks

  • Slides rapidly across the arena while attacking from range.
  • Hurls cars at Dylan and sends waves of rocks along the ground.
  • Up close, swings a pair of traffic lights — either slammed down from above or swept horizontally in front of it.

Both traffic light variants are dodgeable with clean timing, so there is no need to disengage entirely. Punish the gaps between attacks and reset your spacing when it starts sliding.

The transition and the weak point

Keep an eye on the blue point along the Artist’s health bar. Reaching it marks the battle’s key phase change and creates healing pickups; collect them if Dylan has lost health.

The boss then rises into the air above the centre of the arena and platforms appear around it. Climb them, get underneath the head and strike the glowing weak point. That knocks the Artist back down and restarts the normal fight.

Phase two change

Most attacks remain unchanged, but one new hazard appears. During the Artist’s arena-wide slide, rocks drop from overhead along approximately the same trajectory. Move sideways to clear that line instead of pursuing it head-on, then close in.

Assist mode options, including immortality and one-hit kills, do not disable achievement or trophy tracking, so lowering the pressure for this fight costs you nothing.

Once the Artist goes down, Dylan is transported to the Gap and a short tutorial on ability upgrades plays. You will also be asked to choose one of three combat options — Barrage, Volatile Anomaly or Shield. When that finishes, Orientation is marked complete in the quest log and Welcome to Manhattan becomes your next main mission.