Gaming Guide

Control Resonant Ending Walkthrough: Fight to the Core to The Beginning

How to breach the Hedron, destroy it for good, and reach Jesse Faden to close out the campaign.

How to breach the Hedron, destroy it for good, and reach Jesse Faden to close out the campaign.

Image: Remedy Entertainment

The last stretch of Control Resonant plays out across three linked quests that push Dylan Faden through the Unknown zone and into the final confrontation with the Hedron. Fight to the Core takes you to the entity, The End finishes it off inside an inverted realm, and the epilogue, The Beginning, sends you back to the Oldest House to sit with Jesse Faden. The path is mostly linear once you know which fast travel doors to chain together.

Quick answer: Reach the Hedron from Red Sand Island, break its core across three fight phases to finish Fight to the Core, kill the surviving entity in The End, then fast travel to the Oldest House and speak with Emily Pope to complete The Beginning.

Dylan carries levitation, air dashing, and the Glaive resonant weapon through this entire run. If a fight stops your progress, you can switch on Assist Mode from the options to grant immortality and one-hit kills, which lets you focus purely on the route.


Fight to the Core: route to the Hedron

Fight to the Core begins in the Unknown zone with the single objective to fight the Hedron. The whole approach is a traversal chain across warped New York rooftops and a red-sand avenue before you dive into the core itself.

Quest Log Menu00:02Quest Log Menu
The Quest Log with Fight to the Core active and the assist mode note visible. Shown at 00:02 in Trophy Tom’s video. Image: Remedy Entertainment
From the elevated street where you spawn, drop across the floating buildings toward the gravity well, then land on the enclosed platform and activate the rooftop fast travel door. Select Twisted Rooftops from the fast travel map.
Exit onto Twisted Rooftops and leap down to street level. Sprint along the wide avenue covered in flowing red sand, mantling over the stranded buses and scaling the building faces as you push toward the anomaly.
Drop into the deep red sand canal and reach the fast travel door labeled Red Sand Island. Activate it, then run toward the massive rotating golden Hedron gateway.
Dive into the Hedron core. Dylan falls through a vertical, kaleidoscopic shaft of spiraling apartment buildings and lands on the segmented floating arena platform facing The Hedron.
Entering The Hedron Arena03:43Entering The Hedron Arena
Landing on the arena platform in front of The Hedron. Shown at 03:43 in Trophy Tom’s video. Image: Remedy Entertainment

The Hedron boss fight: three phases

The Hedron encounter repeats the same loop three times. You dodge across floating urban platforms, dash into the central core to pull apart its lattice, drift through a kaleidoscopic mental realm where distorted voices speak to Dylan, and then strike an internal core node. Each cycle raises the intensity of the entity’s attacks.

Phase 1

Move across the floating road platforms while avoiding blast waves and projectile volleys. When you get an opening, levitation dash directly into the central core sphere and tear apart the lattice, then leap into the internal core anomaly inside the first psychedelic tunnel to fracture it.

Breaching First Hedron Core05:26Breaching First Hedron Core
Breaching the first Hedron core after dashing into its center. Shown at 05:26 in Trophy Tom’s video. Image: Remedy Entertainment

Phase 2

You drop onto circular container platforms against an empowered Hedron. Evade the sweeping beams, laser grids, and homing projectiles, then dash into the core lattice again and tear into the inner structure.

Breaching Second Hedron Core09:51Breaching Second Hedron Core
Tearing into the inner core structure during phase two. Shown at 09:51 in Trophy Tom’s video. Image: Remedy Entertainment

In the second psychedelic chamber, drift into the radiant circular portal as Dylan talks back to the entity’s voices, then thrust into the internal energy sphere to trigger the next fracture.

Striking Second Internal Core10:28Striking Second Internal Core
Striking the second internal core node with the L3 prompt active. Shown at 10:28 in Trophy Tom’s video. Image: Remedy Entertainment

Phase 3

The final arena uses stair-stepped, rust-colored platforms. This phase throws the heaviest mix at you, including orbiting saw blades, cluster explosives, and laser barrages. Dash into the core lattice one last time for the final fracture, float into the entity’s core as Dylan rejects its control, then leap into the central light and rip the core apart with an energy discharge.

The breach window opens after you survive each phase’s attack pattern, so prioritize staying mobile over trading hits until the central sphere is exposed.


Completing Fight to the Core: rewards and trophy

Destroying the Hedron core ends Fight to the Core. The screen fades to black and the PlayStation trophy Repeating, Refracting pops. Dylan then wakes in a dark astral hallway facing The Board’s fragmented text prompts and walks toward a light doorway as the quest completion rewards appear.

Repeating, Refracting Trophy Unlock14:21Repeating, Refracting Trophy Unlock
The Repeating, Refracting trophy unlocking on core destruction. Shown at 14:21 in Trophy Tom’s video. Image: Remedy Entertainment
RewardAmount
Reset Item+1
Living Shard+1
Source+5000
Untapped Worn Eraserx1

Follow the astral corridor and climb the stairs into the white fog expanse labeled Unknown 7. Interact with the red fast travel booth to receive +1 Talent Point and begin the next quest, The End.


The End: killing the Hedron for good

The End opens with the objective to kill the Hedron. Dylan has taken control of the Hiss within and now uses that resonance to finish the entity permanently. The route runs across a white void and then into a crimson dimension.

Jump across the floating brutalist concrete pillars toward the shattered black structure, clearing the hovering crystalline Resonant enemies that appear along the way.
Platform up the staggered vertical pillars of the black monolith tower to reach the dark circular tunnel, then dash through the swirling mechanical portal into the red dimension.
Navigate the floating fragmented blocks suspended in the crimson sky toward the central energy source, fighting through the heavy resonant enemies on the wide cracked platform in the red storm.
Cross the crumbling floating walkways toward the towering dark spire. The Board displays warning text as you approach the floating inverted pyramid entity. Sprint to the edge of the pillar and leap directly into the pulsating aperture.

Dylan plunges into the core and the entity is destroyed. A cutscene shows Dylan and Zoe on a rooftop bench talking about independence, and then the full ending credits roll under the title Control Resonant.


The Beginning: the epilogue and visiting Jesse

After the credits, Dylan wakes in his Manhattan apartment, now an official FBC consultant with a re-issued birth certificate. The epilogue quest, The Beginning, tasks you with visiting Jesse in the Oldest House, where she rests in Dylan’s old cell room at Executive Research.

Call the apartment building elevator and ride it down while Zoe speaks over the radio. Step through the front doors onto the autumn Manhattan street.
Cross the street and climb the fire escapes and roofs above the building. Reach the rooftop fast travel door and activate Dylan’s Apartment.
From the fast travel map, select Oldest House: Central Executive in Downtown. You arrive in the red-carpeted Central Executive atrium.
Run past Executive Affairs and through the security gates toward Executive Research. Follow the red geometric carpet down the corridor to the elevator and ride it down to the medical chamber.
Exit into the shelter office and jog through to the partitioned medical room. Enter the glassed-in medical bay where Emily Pope stands over the comatose Jesse Faden, and speak with her to close out the quest.

Once your dialogue with Emily Pope is complete, you receive the Untapped Pickpocket’s Tool, marking the end of The Beginning. The last chapter prompt indicates that the crisis continues, directing you to unfinished quests, World Feats, Tasks, and the SHÜM arcade machines; when you decide to begin another run, the Gap mural is ready while your current progression remains intact.