Gaming Guide

Control Resonant All Quests Guide: Every Main and Side Mission

Every story mission, Fault, Resonant boss and side story in Dylan's New York, with start points, ability rewards and the one unavoidable roadblock.

Every story mission, Fault, Resonant boss and side story in Dylan’s New York, with start points, ability rewards and the one unavoidable roadblock.

Dylan Faden’s campaign runs three quest chains at the same time rather than one straight list, and two of them hand over the traversal powers the main story quietly expects you to already own. The Quest Log keeps the chains separate, so an objective vanishing is usually a sign that another chain owes you progress, not a bug. Knowing which mission sits in which chain is what keeps a run moving instead of stalling at a wall you cannot cross yet.

Quick answer: There are 23 main quests — 15 story missions, three Search for Jesse Faults and five Resonant bosses (one per zone except the Evacuation Zone) — plus 18 side stories scattered across the city. A story run takes roughly 20 to 30 hours, and full completion runs 30 to 40.


The three quest chains and how they interlock

Everything the log tracks as a main mission belongs to one of three groups, and they trade off with each other instead of running end to end.

  • Contain the Crisis takes the central narrative from Orientation through the epilogue.
  • Search for Jesse is three Fault rituals, two of which grant a movement ability.
  • Defeating Resonants tracks the five bosses tied to regions and serves as a checklist for completion.

Two log entries that look like extra missions are not. Notes: Plan of Attack and Notes: Jesse Sightings are grouping objectives that bundle work you are already doing and close themselves out. The Artist fight is folded into Orientation rather than counting as a separate Resonant.


All 15 story missions in campaign order

The story follows a set order: a prologue, three acts, then an epilogue. Some missions stop temporarily until you finish a Fault or defeat a Resonant; the sequence below matches the narrative.

MissionStarts atObjective and reward
OrientationOldest House, then DowntownFirst Fault grants Rush; beat the Artist; pick Barrage, Volatile Anomaly or Shield
Welcome to ManhattanOldest House into CentralClear the supply route; Level 1 Keycard, Living Shard
Evacuation ProceduresWatchtower, then the Evac BuildingRescue Arish; Level 2 Keycard, Living Shard, Agent Uniform
Arish’s BriefingFBC Field Office, CentralReceive the next containment plan
Power LinesSubway stations in Central and The ParkRestore Factory, East Park, Perimeter and Vanished stations; report to Dr. Florez
Into the SinkholeThe SinkholeInstall the probe relays and follow the music; closes Plan of Attack
Enemy of My EnemyFBC Field Office, then CFD PlatformDefend and activate the CFD; needs three of the available Resonants down
Recursions and IterationsOldest House lobby, then the UnderpassFind the research team, track Grist, place the final probe relay
The House in DistressExecutive Research, Oldest HouseRestore Interactions Lab power; Oldest House Fault ritual
The Hedron LinkAfter The House in DistressRescue Pope, defeat the Hedron Parallel
Sever the Hedron LinksThe UnknownRemove the links at both sites: the Patterned Field Office and the Patterned Evac Building.
RebuildAfter Sever the Hedron LinksPlayable sequence; track the slide order in the dump
Fight to the CoreRed Sand Island, the UnknownReach the Hedron
The EndThe HedronFinal boss fight
The BeginningOldest HouseEpilogue visit with Jesse

Enemy of My Enemy is the gate that surprises people. It will not advance until you have handled three of the four Resonants available at that point, alongside finishing Power Lines and Into the Sinkhole. The Central Resonant and the West Incursion Zone Resonant are the pair the mission most reliably wants dealt with first.

In Evacuation Procedures, you enter Evacuation Zone 9, a mist-covered area divided by a deep chasm. Pickups are located on either side of the main road; search both its northern and southern stretches before entering the Evac Building.

Entering Evacuation Zone 900:04Entering Evacuation Zone 9
The entrance into Evacuation Zone 9 during Evacuation Procedures. Shown at 00:04 in Trophy Guides’s video. Image: Remedy Entertainment

Side routes off the main road are worth clearing while you are here, since they drop Source and crafting materials on the way to the objective.

Side street passage00:11Side street passage
A side-street passage that drops extra loot while you clear zone objectives. Shown at 00:11 in Trophy Guides’s video. Image: Remedy Entertainment

Search for Jesse: The three Faults and their abilities

All three Faults follow one pattern: a vision of Jesse appears, you track it down, enter the Fault, and help her complete a ritual. The first two grant traversal powers; completing all three is required to access the endgame.

FaultStartAbility granted
The Incursion FaultWest Incursion Zone, Parking Garage; get the key, then enter via the roofShift — align with Gravity Anomalies to run along walls
The Subway FaultSubway in the Evacuation Zone; requires ShiftReach — pulls Dylan toward traversal points
The Underpass FaultIsland of orange pipes in the Underpass, from The Spire; requires ReachNone; advances Jesse’s story only

Prioritize the Faults the moment they open. Skipping the Incursion Fault blocks the route to the Theater, and skipping the Subway Fault later leaves Dylan staring at a gap he simply cannot cross. Once you have both, moving between distant platforms and floating structures becomes straightforward.

Floating between platforms00:23Floating between platforms
Crossing a gap between platforms after unlocking the Fault traversal powers. Shown at 00:23 in Trophy Guides’s video. Image: Remedy Entertainment

Resonant bosses and the ability each one grants

There is a Resonant in each zone apart from the Evacuation Zone. Four bosses let you pick one of two abilities at the end, while the fifth grants Command outright. You must defeat all five to repair the Mural in the Gap, making them important beyond their fights.

ZoneQuestBossAbility choice
CentralThe Central ResonantThe DeserterIgnite or Inferno
West Incursion ZoneThe West Incursion Zone ResonantThe DancerGround Slam or Push
The ParkThe Park ResonantThe CollectiveSpore Burst or Growth
UnderpassThe Underpass ResonantThe PhysicistSpike or Astral Rebuke
The UnknownThe Unknown ResonantThe Co-DirectorCommand

Defeating a Resonant sets off a Resonant Cycle. Previously defeated enemies all return with a small increase in strength, so replenish Health and Power Upgrade Points before taking on the next boss.

The Central Resonant (The Deserter)

Inspect the Patterned Pipes on the factory wall in Central to start it, then climb to the roof, drop in through the broken door and take the lift down. Follow the scorch marks and destroy three heat tumors to open the furnace room where The Deserter waits.

Central Resonant Map Location00:13Central Resonant Map Location
The Central map showing Factory Station and the Patterned Factory where the Central Resonant begins. Shown at 00:13 in the source video. Image: Remedy Entertainment

The West Incursion Zone Resonant (The Dancer)

You need Shift from the Incursion Fault to reach the Patterned Theater. Cross the fractured streets and scaffolding lifts to the Empire Theater, descend into the dance hall and defeat The Dancer.

The Park Resonant (The Collective)

Eat four Mold strains to unlock the central Mold Gate: start with the Cafe Mold beside the Research Site, then reach Ronnie’s Pizza Place via the sewer, consume the Minimart Mold at Urban Fresh Mart, and get the Gym Mold from the sunken gym ruins. Once you have eaten all four, go through the gate and defeat The Collective.

Mold Piece 2 Location08:14Mold Piece 2 Location
The map route through the Sewer Entrance to the Pizzeria Mold in The Park. Shown at 08:14 in the source video. Image: Remedy Entertainment

The Underpass Resonant (The Physicist)

Go into the Astral Spire from the Underpass Fast Travel Door. Climb its modular platforms and pick up three Astral Keys on the floating islands; use them on the golden doors. Defeat The Physicist and cleanse the core to start the Astral Reconfiguration.

The Unknown Resonant (The Co-Director)

Use the Gravity Well to move among the upside-down buildings, where you meet Arish and his Rangers. Disrupt the pattern, escort the squad, and hold out through the ambush. Ride the elevator from the Patterned Field Office to the arena and defeat the boss to gain Command. In Navigating the Unknown, expect to rely heavily on the high ledges above the floating structures.

Navigating the high ledge00:14Navigating the high ledge
Running the high ledge above the floating structures of the Unknown. Shown at 00:14 in Trophy Guides’s video. Image: Remedy Entertainment

The forced roadblock during Recursions and Iterations

The campaign has one unavoidable break. Recursions and Iterations sends you into the Underpass to find the research team, and the route dead-ends at the island of orange pipes. Here is how to clear it.

Follow the objective to the island covered in orange pipes, then attempt to investigate Jesse’s vision. The Underpass Fault is added to your log, but you cannot proceed yet.
Head to the Evacuation Zone subway and complete The Subway Fault. Completing its ritual gives you Reach, which is needed for the Underpass.
Use The Spire fast travel point to return to the Underpass. Enter the Fault by the orange pipes, lead the children projected in light, and finish the ritual.
Return to the beacon and complete Recursions and Iterations: bring the power back, find Grist, protect the transmission tower, cross the chasm by cable car, and set the last probe relay.

After that, the story runs cleanly through The House in Distress and The Hedron Link before dropping you into the Unknown, where Pope’s Research and the main missions start trading off again.


All 18 side stories by zone

Outside the three quest chains, side stories reward upgrade materials, outfits, and Artifact recipes. NPCs give out a handful; most are added to the log when Dylan gets close to their trigger.

Side storyZoneWhere it startsReward
Complete SetDowntownAuction House, northwest Downtown—
Mapping the New New YorkDowntownMaintenance worker at the first Mapping PylonReveals zone maps
Freeze FrameCentralSecond floor of the Watchtower, near Zoe—
Panopticon Service RequestCentralLangston beside the FBC Field OfficeAramid Work Clothes, Untapped Feeding Bottle recipe
Crossing the ThresholdCentralBody at the loading docks to the Field Office’s westSensory Restraint Hood, Untapped Practice Knot recipe (if Dylan believes Wilson)
Unsupervised ScienceCentralFBC test facility in the tunnel east of Patterned Factory—
Carbon Copy (Parts I–III)The Park / CentralHeidi in the Mold building west of FBC Base; Parts II and III follow after Act 1—
Into the Valley of DeathCentralLangston at the Field Office after Act 1—
Zoe’s BriefingCentralAfter The Hedron Link, find Zoe at the WatchtowerStarts New Growth, as well as Maintenance Protocol.
New GrowthThe ParkFBC team by the FBC Base doorUntapped Brass Dusters recipe, Budding Mycologist
Maintenance ProtocolCentralOldest House alarm during Zoe’s BriefingStandard Issue Coverall
Urban SurvivalEvacuation ZoneFile by the trapped parking lot, south of the zonePlate Carrier M1, Untapped Heart Monitor recipe
Last TaxiEvacuation ZoneAlley west of the Evac building; anomalous taxis span all zones—
The Party Won’t StopWest Incursion ZoneApartment rooftop on the western street (needs Shift)Varsity Jacket, Untapped Bar Blade
Pope’s ResearchThe UnknownAutomatic at the start of Act 3—
A New DirectiveThe UnknownCall from a stranger while exploring the Unknown—
Every Dog Has Her DayMultiple zonesRetrieve a toy for any Mysterious Dog—

Although Pope’s Research is labeled optional, it is needed to navigate the Unknown and runs at the same time as Sever the Hedron Links. Keep advancing it as the endgame missions take turns.

Choices affect the rewards for a few side stories. In Crossing the Threshold, Dylan has to side with Wilson and personally carry AVP-3 to get the Sensory Restraint Hood and Untapped Practice Knot recipe; choosing the containment ending grants neither. For The Party Won’t Stop, hit every karaoke note perfectly to save all the partygoers and earn the Be What You Want to Be achievement—the only achievement in the game that can be missed. Reload the checkpoint if you miss a lyric.


World Feats and FBC Tasks

These activities are optional and repeatable, appearing both out in the world and on FBC bounty boards throughout each region. They refresh regularly and do not belong to the three main chains.

  • World Feats: Mockery, then Suspended Extermination, then Hold the Line, then Altered Tracking, then Pattern Break, then Air Drop, then Mold Infestation, then The Firebreak Job, then Apex Hunt, then Hiss Hive.
  • FBC Tasks: Escort Rangers, Collect Packages, Defeat Hostiles, Destroy Object, Scout Location and recurring Resonant tasks.

How to confirm each chain is finished

The Quest Log tracks most progress; three entries also mark milestones by completing on their own.

  • Into the Sinkhole’s completion also closes Notes: Plan of Attack.
  • Finishing the Underpass Fault closes Notes: Jesse Sightings and ends the Search for Jesse chain.
  • During Sever the Hedron Links, Mapping the New New York finishes provided you activated Map Kits throughout every zone.

You can verify the Resonant chain by looking at the world rather than for a text entry. A Resonant Cycle cutscene plays for each kill, and the Mural in the Gap becomes repairable after all five bosses are defeated. If it still cannot be repaired, one Resonant remains alive; check the zone table, remembering that the Evacuation Zone has no boss. The Beginning concludes the epilogue at the Oldest House, but the world remains accessible afterward, letting you finish any side stories, Map Kits, or Resonants you left behind.