Gaming Guide

Control Resonant Ending Explained: Dylan’s Final Fight With the Hedron

How the three-phase Hedron fight plays out, why Jesse ends up comatose, and what the post-credits quest unlocks.

How the three-phase Hedron fight plays out, why Jesse ends up comatose, and what the post-credits quest unlocks.

Image: Remedy Entertainment

The Hedron is the last thing standing between Dylan Faden and a Manhattan that has stopped behaving like a city. It is also the reason the ending lands the way it does, because killing it is not a clean victory for anyone involved.

Quick answer: Dylan breaks the Hedron’s core three times across shifting arenas, then kills it inside Unknown 7. Jesse uses the Slide Projector to swap places with him, which saves Dylan and leaves her comatose.

Everything below covers the final hours of the campaign, the credits, and the post-credits quest.


Before the final fight: what leads into Fight to the Core

Dylan is a brawler, not a second Jesse. Every major encounter in the run-up is a close-range kinetic scrap rather than a cover shooter, from the Resonant Entity that drops into the inverted plaza to The Artist, The Deserter, The Dancer, The Collective, and The Physicist. Each one hands over a combat ability on the way out.

Resonant Entity Boss Fight03:07Resonant Entity Boss Fight
The Resonant Entity fight puts Dylan right up against its cracked stone face. Shown at 03:07 in VGC’s video. Image: Remedy Entertainment

The last stretch is a chain of Hedron links. Dylan clears rotating Hedron Parallel rings on suspended platforms, chases the Hedron Proxy across snowy rooftops, then destroys Hedron Factor manifestations among crumbling ruins in the void. Each one shatters the rift and shifts the city again.

Boss Fight: Hedron Factor37:22Boss Fight: Hedron Factor
Hedron Factor manifestations are destroyed across floating ruins in the dark void. Shown at 37:22 in Ben-Gun’s video. Image: Remedy Entertainment

The Co-Director closes that sequence out on a helipad, fought alongside armed FBC rangers, and unlocks Command, which lets Dylan take over enemy minds. After that, the objective switches to Fight to the Core and Dylan descends through a spiral of floating buildings toward the Hedron itself.

Descent into the Core00:08Descent into the Core
The descent into the core drops Dylan through a swirling tunnel of buildings and debris. Shown at 00:08 in Rubhen925’s video. Image: Remedy Entertainment

The Hedron boss fight: three phases and three core breaches

The fight is built around one loop. Survive the arena, reach the golden center, pry the lattice open. Do it three times, and the arena changes shape after each breach.

PhaseArenaMain threat
1Damaged highway platformShielded resonance spheres, Hiss ground units
2Inverted industrial deck, parking structureSwarming projections, tracking lasers
3Stepped pyramid platformOrbiting spiked clusters, ground aberrations

Phase 1: Highway platform

Dylan lands on an elevated stretch of roadway facing the Hedron, and a health bar for The Hedron appears. This is the simplest stage. Stay close, keep pressure on, and clear the shielded floating spheres as they arrive. Once the opening appears, dash into the pulsing golden center and force the interlocking metal lattice apart.

Phase 2: Industrial platform and parking structure

During stage two, Dylan arrives on an upside-down industrial platform beneath a yellow sky. The attacks become more complicated, combining swirling debris with hostile spheres that launch tracking projectiles over the parking-structure surface. Instead of exchanging damage, watch for the pauses between volleys; once the spokes spread apart, break through the second core.

Arena Shift: Level Two05:33Arena Shift: Level Two
Phase two moves the fight to an inverted industrial platform beneath a yellow sky. Shown at 05:33 in Rubhen925’s video. Image: Remedy Entertainment

Phase 3: Stepped pyramid platform

The last stage adds platforming. Dylan freefalls onto a stepped pyramid ringed by orbiting spiked metal spheres, and clearing it means jumping and levitating between tiers while fighting cluster enemies. The final breach involves climbing the innermost golden mechanism and forcing the baton into its center until it implodes.

When it is over, the on-screen notification reads Quest Completed: Fight to the Core, and Dylan is left standing in a dark corridor.


The astral chamber scenes between each breach

Each core breach cuts to a cosmic circular chamber where Dylan faces a vibrating mandala while layered voices speak over him. The conversation shifts as the fight progresses, moving from fragmented lines to the entity talking about shape, consuming, and repeating patterns. Pushing a hand or a rod into the center of the geometry triggers the surge that throws Dylan into the next arena.

Dialogue with the Voices51:24Dialogue with the Voices
Between phases, Dylan stands before the mandala core and listens to the Voices. Shown at 51:24 in Ben-Gun’s video. Image: Remedy Entertainment

The MCD sequence and the Dr. Darling flashback

Destroying the Hedron’s physical form does not end it. Dylan collapses in a hazy white void as light beams out of his hands and face, because the Hedron has moved into his mind and is trying to turn him into a vessel. Zoe, the FBC agent who has been on the radio with him since he left the Oldest House, is standing in a corridor holding the Mobile Containment Device remote.

Descending Lift04:14Descending Lift
Zoe runs support over the radio for most of Dylan's run through the city. Shown at 04:14 in VGC’s video. Image: Remedy Entertainment

Dylan screams at her to trigger it, and she does. A live-action flashback then shows Dr. Casper Darling explaining the containment device that was tested on Dylan, a kill-switch system built for exactly this outcome. The problem is that the MCD only stops Dylan from fighting back, so he tears it off the back of his skull.

That unlocks the new quest The End, with a single objective: Kill the Hedron.


The End: Killing the Hedron inside Unknown 7

Dylan summons a glowing crimson baton and steps through a red portal frame into the fractured void labelled Unknown 7. The stretch that follows is mostly melee and platforming, traversing floating black pillars above white clouds, jumping across moving concrete blocks toward a vortex, and pushing through red mist while distorted Hiss enemies swarm the narrow ledges.

Partway through the sequence, subtitles from the Board appear and tell him not to destroy the Hedron. Dylan ignores the warning: he jumps into the structure’s rotating eye and hits it. The Hedron then collapses into light, taking Dylan with it as he is erased from the astral plane.

That is the snare. Since the Hedron had tied itself to Dylan’s mind, destroying the entity should take Dylan’s life as well.


Why Jesse ends up in a coma: the Slide Projector swap

The Faden siblings found a Slide Projector as children and used it to travel between dimensions, an incident that ended with the town’s adult population vanishing and the FBC arriving to collect them. Jesse escaped. Dylan was detained and raised inside the Bureau. That split is the wound the whole story is built on.

At the moment the Hedron dies, Jesse uses the Slide Projector again and swaps places with Dylan rather than simply joining him, the way they merged during the Fault sequences. Dylan survives intact. Jesse does not. The cutscene plays it twice over, first with Jesse weeping over Dylan’s body before collapsing, then with Dylan waking in her place and finding her unresponsive.

The items recovered with Jesse point at how she got there:

  • Two and a half FBC-issued ration bars
  • A single earring
  • One Slide Projector slide labelled THE GAP

The Gap functions as the interior of Dylan’s mind, which is how she reached him at the exact moment the Hedron collapsed. The Bureau’s own incident report is redacted around the mechanism:

Dylan Faden thinks he may have been critically dead after Director Jesse Faden, by a method that is still unclear, effectively _____. The result left the Director in a _______ coma. It is still unknown how she accomplished this or whether she meant to do it.


The Beginning: the post-credits quest in the Oldest House

Before the credits, a rooftop scene puts Dylan and Zoe on a bench overlooking the barrier wall, talking about his old belongings and what he does next. Zoe notes that he is now an FBC contractor, and Dylan’s reply lands the point of the whole arc.

Well, they re-issued my birth certificate so I’m officially a living person again.

Play resumes after the credits roll. Dylan wakes up in an apartment, talks to Zoe over the radio, and the quest The Beginning activates with one objective: Visit Jesse in the Oldest House.

Explore the apartment until the radio conversation with Zoe finishes, then head out through the hallway to the street entrance.
Travel to the Oldest House and enter the dark medical room, where Jesse is lying comatose on a hospital bed surrounded by monitoring equipment. This is Dylan’s old cell.
Discuss Jesse’s fluctuating brain activity with Emily Pope. Dylan vows to find a way to wake her, and the quest is marked complete when their conversation ends. Emily then remains beside Jesse and shares her own memories of her.

The Hedron is gone, but the Hiss and the Mold are still loose in Manhattan, and Jesse’s brain activity is still moving. Dylan ends the game alive, legally a person again, and working the same job that once held him prisoner, which is roughly the definition of an ending that leaves the door open.