Gaming Guide

Rebuild in Control Resonant: Full Retro Pixel Game Walkthrough

How to clear the WAKE UP DYLAN puzzle, collect all four slide shards, and finish the Ordinary, Maine flashback.

How to clear the WAKE UP DYLAN puzzle, collect all four slide shards, and finish the Ordinary, Maine flashback.

The Rebuild quest drops Dylan Faden into a 16-bit pixel RPG version of his own childhood in Ordinary, Maine. It starts as a text puzzle, turns into a top-down adventure across several flashback days, and ends when you rebuild a broken slide called the Gap Slide. The whole sequence is one long memory, and finishing it kicks you back into the normal 3D game with the quest marked complete.

Quick answer: Complete the WAKE UP DYLAN puzzle, play through the Ordinary, Maine flashback across Days 1, 14 and 15, and collect all four slide shards to build the Gap Slide and finish Rebuild.


How to trigger the Rebuild pixel sequence

Rebuild follows Sever the Hedron Links and begins inside the Unknown zone. Head to the apartment building marked by the yellow objective icon near an activated Gravity Well, set at Custom Marker 3, and interact with the Report apartment prompt.

Map & Waypoint00:03Map & Waypoint
The map view with Dylan positioned beside an activated Gravity Well and Custom Marker 3. Shown at 00:03 in Trophy Tom’s video. Image: Remedy Entertainment

Drop down through the distorted, floating apartment blocks and glide to the street below. Pattern-corrupted enemies ambush Dylan on landing, the screen glitches out, and the game shifts into a black binary screen. That crash into static is your cue that the pixel sequence has started.

593:16593:24593:16
The character is vaulting over a ledge with a climb prompt. Shown at 593:24 in GamersPrey’s video. Image: Remedy Entertainment

Solving the WAKE UP DYLAN puzzle

Push the left stick to the right and keep moving across the black screen. Dylan walks forward until the words HELLO WORLD type themselves out on screen.
Walk around and collect the falling letters in the exact order Y, L, A, N while dodging the streams of falling binary. Grabbing them out of order will not spell the name, so wait for each correct letter.
Once you have spelled DYLAN, line the letters up with the text on screen to form the phrase WAKE UP DYLAN. Completing the alignment ends the minigame and loads the top-down pixel town.
493:28493:36493:28
Character stands before a closed double door with an L1 prompt. Shown at 493:36 in GamersPrey’s video. Image: Remedy Entertainment

Day 1 in Ordinary, Maine: snacks and the Slide Projector

The pixel RPG opens on Day 1, Morning in the Faden house. Combat here is turn-based, so use Defend to soak hits, lean on Jesse’s Ability once she joins you, and drink sodas whenever your HP runs low.

When Jesse wakes Dylan, pick up the school backpack from the bedroom floor.
Head downstairs past Harry Faden arguing in the kitchen and step outside. Jesse asks you to meet her by the grocery store.
Walk north toward the General Store. Outside the school, Tom Barlow, Freddy Bartwell and Hugo Stamps ambush Dylan. You lose the first fight alone, but Jesse arrives, enters combat, and the two of you drive the bullies off.
Enter the store, grab the Donuts and Potato Chips off the shelves, then check out with cashier Loretta Rosenberg and pick up two sodas.
General Store05:38General Store
Jesse and Dylan inside the Ordinary general store buying snacks before the landfill trip. Shown at 05:38 in Trophy Tom’s video. Image: Remedy Entertainment
Travel to the Ordinary Landfill. Jesse hands Dylan a wooden bat, then two giant dump rats attack. Beat them with basic attacks and Jesse’s ability, and drink a soda to restore HP if needed.
Jesse leads you to the active Slide Projector sitting among the junk. Search the heaps around the pink pine trees to collect three photographic slides.

The three slide worlds

Insert each slide into the projector to open a light portal. All three send you into a warped dimension and then back to the dump.

  • Slide 1 – The Temple: a dark, doll-filled pink palace with an altar and the Not-Mother entity.
  • Slide 2 – The Meadow: a grassy field that decays into a melted, sickly-yellow wasteland with a lone cabin.
  • Slide 3 – The Temple of the Hand: a green-tinted ruin leading to a cliff, where a giant shadowed hand appears. Jesse names it Polaris.

After the third slide, fast-travel home, find Harry passed out on the couch, and go to sleep. Sleeping triggers the first FBC memory interlude.


All four slide shards and when they appear

Each shard is picked up from a stone pedestal inside a grey chamber that appears between flashback days. You need all four to assemble the Gap Slide.

ShardWhen it appears
1 of 4Round grey chamber after the Day 1 FBC interrogation memory with Dr. Darling and Ahti
2 of 4Stone chamber after the Oldest House stealth memory where Darling and Trench test the projector
3 of 4Pedestal chamber after Dylan is knocked out by mutants on Day 15
4 of 4Holding facility memory after Dylan is detained, which reassembles the full Gap Slide

Day 14 and Day 15: the cave and the mutants

Day 14 opens with Jesse distraught after Mrs. Chester is killed and Neil goes missing. Townsfolk including Mr. Henderson, Marcus Arsenault, Mrs. Bartwell and Cindy Millar report missing pets and people. Follow the candy wrappers dropped by the bullies up Sled Hill and into the dark cave.

Inside, you find the dog’s bloody collar and fight a mutated classmate. Stealth past the grotesque mutated kids, discover the Not-Mother mound, and flee when Polaris drives the mutants back. Go home, weather the argument with your parents, and sleep to enter the Oldest House memory that hands you the second shard.

On Day 15, Morning the whole town has vanished and mutants roam the streets. Return to the cave, grab the stolen projector, and run it back toward the landfill while the mutants chase you. Jesse pushes ahead to dump the projector, Dylan gets swarmed and knocked out, and that blackout leads into the memory holding the third shard.

The Day 15 chase is a running fight. Keep Defend up between attacks and heal with any leftover sodas so Dylan survives long enough for the flashback to reset.


Building the Gap Slide and finishing Rebuild

Day 15, Afternoon replays the junkyard scene, but this time Jesse arrives in time to save Dylan. Polaris blinds the surrounding mutants with a flash of light, and Jesse builds a fire and burns every dangerous slide except the Hand/Polaris slide.

Federal Bureau of Control agents and Director Trench intercept the siblings. Bring Trench and Dr. Darling to the projector site. The agents subdue and detain Dylan, while Jesse escapes; the subsequent holding facility memory provides the fourth shard and completes the Gap Slide.

In the rewritten flashback, an adult Dylan appears alongside Jesse and alters the moment of his capture. Load the assembled Gap Slide into the projector to activate it. The pixel world tears apart into cosmic static, and Dylan wakes in the standard 3D engine.

You know it worked when the on-screen banner reads Quest Completed – REBUILD and the reward +1 Living Shard appears. From there you are back in the Unknown zone and free to continue with Fight to the Core.