Gaming Guide

Control Resonant Dreams Campaign: All Bosses and Ending

The seven Resonant bosses in order, the trophies each one awards, and how Dylan and Zoe's story closes.

The seven Resonant bosses in order, the trophies each one awards, and how Dylan and Zoe’s story closes.

Image: Remedy Entertainment

The Control: Resonant campaign built in Dreams runs about half an hour end to end, and almost all of that time is spent fighting. It splits play between two characters — Dylan Faden in his grey P6 sweatshirt, and FBC agent Zoe in a green Bureau jacket — and drops seven named Resonant entities across the Oldest House and the Astral Plane. Each kill closes a quest and pops a custom trophy.

Quick answer: The boss order is The Artist, The Deserter, The Danger, then The Collective, followed by The Co-Director; Hedron Parallel and The Physicist come last. In the finale, the Hiss is removed from Dylan, while Jesse Faden remains comatose.


Boss order, quests, and trophies

Bosses alternate between the two protagonists rather than grouping by character, so you never play more than two fights in a row as the same person. Four of the seven award an on-screen trophy.

BossYou play asQuestTrophy
The ArtistDylanOrientation
The DeserterZoeThe Central ResonantThermal Termination
The DangerDylanThe West Incursion Zone ResonantCurtain Fall
The CollectiveZoeThe Park ResonantInsidious Growth
The Co-DirectorDylanKill the Resonant
Hedron ParallelZoeThe Hedron Link
The PhysicistDylanThe Underpass ResonantAstral Reconfiguration

Dylan fights with melee attacks and telekinetic throws. Zoe carries a firearm alongside the same telekinetic pull, so her encounters lean more on ranged pressure between climbs.


Dylan’s boss fights

The Artist

Dylan’s first arrival is a fall from a glowing yellow orb onto a devastated city street. There he faces The Artist, a huge stone head shaped like a woman, in an arena littered with objects that he can seize and hurl using telekinesis while evading her attacks. The quest banner displays Orientation.

Boss Fight: The Artist00:21Boss Fight: The Artist
The Artist fight opens the campaign, with loose debris scattered around the arena for telekinetic throws. Shown at 00:21 in Rubhen925’s video. Image: Remedy Entertainment

The kill is a climb. Dylan scrambles onto the giant head and drives a metal rod into its eye, which ends the fight and clears Orientation. That climb-and-stab finisher becomes the template for most of the campaign.

Defeating The Artist03:22Defeating The Artist
Finishing The Artist: climb onto the head and stab the eye with a metal rod. Shown at 03:22 in Rubhen925’s video. Image: Remedy Entertainment

The Danger

After exploring a lobby and auditorium bathed in green light, reached by tracking the sound of singing voices, Dylan enters a dim arena lit by spotlights to battle The Danger. This slender, many-armed humanoid moves faster than any other boss in the campaign. Its defeat finishes The West Incursion Zone Resonant and grants Curtain Fall.

The Co-Director

The Co-Director is a floating figure ringed by a circle of bodies, fought on a helipad. Landing the stab here does not end the encounter outright — it transitions into the next phase, which hands control back to Zoe.

The Physicist

On a flat white astral plane, the final opponent appears as a large stone sphere that continually shifts shape. This encounter lasts longer than any other individual fight in the campaign. Dylan ends it by climbing the sphere and driving a stab into its core, completing The Underpass Resonant and unlocking Astral Reconfiguration — the last trophy awarded before the ending sequence starts.


Zoe’s boss fights

The Deserter

Your first turn as Zoe comes after a white-light transition into a fiery industrial factory. The Deserter is a massive multi-limbed mechanical construct wreathed in flame, and the objective is spelled out plainly as “Kill the Resonant in the Factory.” Zoe climbs it and stabs its core to earn Thermal Termination.

Boss Fight: The Deserter07:14Boss Fight: The Deserter
The Deserter is Zoe's first fight, staged inside a fiery industrial factory. Shown at 07:14 in Rubhen925’s video. Image: Remedy Entertainment

The Collective

Behind the Mold Gate sits a mold-infested cavern and a giant blue-green bulbous mass covered in eyes and tentacles. It’s the shortest boss encounter here, running under two minutes. Zoe climbs it and stabs the central eye to clear The Park Resonant and earn Insidious Growth.

Boss Fight: The Collective19:48Boss Fight: The Collective
The Collective waits behind the Mold Gate; the weak point is the central eye. Shown at 19:48 in Rubhen925’s video. Image: Remedy Entertainment

Hedron Parallel

Hedron Parallel is the odd one out. It’s a floating spiked sphere in a shifting, abstract dimension, and there’s no climb — Zoe destroys it by throwing objects at it and shooting it under the objective Sever the Hedron Link. Once it’s down, control returns to Dylan for the final fight.


How to confirm a Resonant is down

Each boss gives you two clear signals. The quest name on screen resolves — “Kill the Resonant in the Theater” clears once The Danger drops, for example — and where a trophy is attached, a PlayStation-style notification slides in reading Trophy earned! with the trophy name beneath it.

The Co-Director and Hedron Parallel don’t award trophies. If nothing pops after those two, the fight still registered — watch for the phase or character switch instead.


The ending explained

With The Physicist dead, Zoe finds Dylan still in the astral plane — and the Hiss has taken him. He asks her to trigger a containment device to shock him out of it, and she does. The game cuts to a memory of Dr. Darling walking a young Dylan, tagged P6, through how the Mobile Containment Device works, which is the setup paying off.

The plan succeeds: Dylan comes to in a dark hallway, where the quest “Fight to the Core” is already complete, moving the campaign into its epilogue. In a quiet apartment, he speaks with Zoe by radio about his new role as an FBC contractor while walking around, and the objective then changes to “Visit Jesse in the Oldest House.”

The closing scene takes place in a medical room with Emily Pope present and Jesse Faden lying unconscious in a bed. The Hiss has left Dylan’s mind, but his sister is not returning yet, so he vows to discover how to wake her. The screen displays THE END, followed by THE BEGINNING.


Control: Resonant in Dreams vs. Remedy’s Control Resonant

Two very different things share this name, so it’s worth separating them. The campaign covered above is a fan-made project built inside Dreams on PS4 and PS5 by creator Rubhen925, under the PSN ID Dummy925. It has fully voiced dialogue, custom quest markers, and trophies styled after PlayStation’s, but they’re implemented inside Dreams rather than by the system.

Remedy Entertainment’s CONTROL Resonant is a separate, commercial sequel to 2019’s Control, arriving September 24th, 2026 on PlayStation 5, Xbox Series X|S, and PC via Steam and the Epic Games Store, with macOS following later in the year. It also stars Dylan Faden, it’s melee-focused around a shapeshifting weapon called the Aberrant, and it’s set in a warped Manhattan rather than the Oldest House. The bosses, trophies, and ending described here do not apply to it.