Dylan faces the Hedron as the final obstacle before the end of Control Resonant. This story boss is separate from the six Resonants and awards no Combat Ability. Its three phases test the traversal and combat skills you’ve gathered, all under the quest “Fight to the Core” and objective “Defeat the Hedron.” The health bar is labeled THE HEDRON; victory comes only once it is completely drained.
Quick answer: On the rusty platform, stay near the core and attack throughout the first two phases. In phase three, cross the floating platforms with your movement abilities and hit the core while it is airborne.
Where the Hedron fight begins
The battle takes place in the Unknown, on Manhattan’s far western edge amid its distorted geography. To get there, Dylan falls through a rotating tunnel of apartment buildings arranged in kaleidoscopic fashion, then touches down on a suspended street section opposite the machine. The quest spells out the stakes: “To save Manhattan, there’s only one thing left to do. Kill the Hedron.” A note explains that the Patterned structures nearby have shifted enough to make the route accessible.
At the start, the Hedron hangs within a bright, circular vortex. The first and second phases both unfold on the rusty platform bordering that vortex, with no change to the platform between them.
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Each phase asks for a different balance of pressure and movement, and each one ends when Dylan grapples into the central core and strikes it, which triggers a surreal vision sequence before the fight resumes.
| Phase | Arena | Main threat | Priority |
|---|---|---|---|
| 1 | Rusty platform | Swirling vehicles, projectiles | Stay close, keep striking |
| 2 | Same platform, floating structures | Flying Hedron enemies, laser beams | Read patterns, then reach the core |
| 3 | Elevated, broken terrain | Sweeping triple beams, gaps | Platform up to the airborne core |
Phase 1: Keep the pressure on the core
The opening phase is the simplest. Yellow taxis spiral around the Hedron and it throws out basic attacks, but nothing punishes you for standing near the center. Running sideways along the platform is enough to sidestep the swings, so the fastest way through is to stay close and keep attacking until the bar drops enough to force a transition.

Once the bar is low enough, Dylan grapples onto the center and strikes it with a metal pipe. That contact drops the fight into a tunnel of light where he trades lines with the entity’s voices before driving the weapon into the core.

Phase 2: Flying Hedron enemies and laser sweeps
For phase two, Dylan lands amid traffic barrels and suspended containers. A tutorial card warns that Hedron enemies are resistant to Raw damage. Flying, spiked entities gather near the core as a rotating ring of vehicles closes around the arena; white energy beams fire either singly or in combinations.

The beams follow a discernible sequence. Observe one or two cycles, then time your dodges to their rhythm as you deal with the flying enemies and wear down the boss. Many attempts founder here when players try to overpower the ring rather than learn its pattern. Once the threats are cleared, an opening lets you leap into the core and begin a second vision.

Phase 3: Platform up to the airborne core
In the last phase, the encounter becomes a traversal challenge. Dylan lands on a raised, rusty industrial structure ringed by stairs and desks; the ground then fractures as the Hedron rises into the air. Battle groups of Hedron spheres and hop over sweeping horizontal triple laser beams, then make your way across floating platforms to hit the core for the final time.
Choose your landing line before each jump. Movement abilities are essential here, and planned leaps are safer than charging toward every gap.
The last core strike opens the concluding vision, where Dylan confronts the entity’s voice, refuses it, and impales the glowing center. A massive energy discharge breaks the Hedron apart.
The abilities you bring into the fight
Completing the Search for Jesse chain gives you the full traversal kit before you arrive at the Hedron, making phase three manageable. The abilities you need are easy to outline.
- Rush — Dylan gets this by completing the opening Fault ritual in Orientation.
- Shift — The Incursion Fault grants this ability, which syncs Dylan with Gravity Anomalies and allows him to move across walls.
- Reach — Dylan gains this at the Subway Fault; it draws him toward traversal points.
- Command — Dylan has this for the finale if you have cleared the Unknown Resonant and defeated the Co-Director.
Later Faults, such as the Underpass Fault and Oldest House Fault, continue Jesse’s story but provide no further traversal ability. They therefore do not change what the Hedron requires of your movement.
Rewards and trophies for defeating the Hedron
Beating the Hedron completes “Fight to the Core” and pays out end-game resources. Two trophies also unlock as the scene dissolves.
| Reward | Detail |
|---|---|
| Source | +5,000 |
| Living Shard | +1 |
| Reset Item | +1 |
| Artifact | Untapped Worn Eraser |
| Trophy (Gold) | Graffiti Artist |
| Trophy (Bronze) | Repeating, Refracting |
Because the Hedron is a story boss and not a Resonant, it offers no Combat Ability choice. Its value is the campaign progression and the resources above.
How you know the fight is over
Two signals confirm the boss is down. The THE HEDRON health bar empties and disappears from the top of the screen, and Dylan is left standing on a narrow path in a dark void while The Board transmits its fragmented, corrupted subtitles. A “Quest Completed” banner for “Fight to the Core” then appears alongside the reward items.
From there the campaign rolls into its epilogue, which returns Dylan to the Oldest House and hands the world back to you for anything left unfinished, including any remaining Resonants tied to repairing the Mural in the Gap. On the quest log, the side story “Freeze Frame” is what remains active once the Hedron is gone.






