Gaming Guide

CONTROL Resonant: How to Complete Orientation and Beat the Artist

Every objective in the opening mission, both Aberrant form picks, the Ritual abilities, and the Artist's weak point.

Every objective in the opening mission, both Aberrant form picks, the Ritual abilities, and the Artist’s weak point.

Image: Remedy Entertainment

Orientation is the first main mission in CONTROL Resonant, and it runs far longer than a normal tutorial. It starts with Dylan Faden waking up in a containment cell inside the Oldest House and ends with the game’s first Resonant boss fight on the streets of Manhattan. Along the way it locks in two Aberrant weapon forms, three traversal abilities, and your first combat ability.

Quick answer: Escape the Oldest House through the Thomas Street Exit, meet Zoe at the hotel, follow the birds into the alley Fault for Rush, then beat the Artist by striking the glowing weak point under it.


Orientation objectives and rewards

The mission belongs to the Wake Up story chapter and begins the moment you start a new game, so there are no prerequisites. It spans the Oldest House and the Downtown zone.

ObjectiveWhereWhat ends it
Leave the Oldest HouseContainment sectorInteract with the wall breach
Meet Zoe at the hotel buildingDowntown streetsReach Zoe at the chasm
Investigate the alleyAlley and rooftopsFollow the birds through a window
Search for JesseInside the buildingUse the TV, then talk to Jesse
Complete the ritualFault dimensionTouch the final TV set
Find a vantage pointDowntownTake the newly opened route
Reach the source of the patterningRooftopsEnter the gallery
Defeat The ArtistGallery back roomKill the boss
Orientation Quest Begins04:29Orientation Quest Begins
The first objective, Leave the Oldest House, appears as soon as Dylan is on his feet. Shown at 04:29 in GameRiot’s video. Image: Remedy Entertainment

Finishing the mission pays out 1,000 Source, one Living Shard, one Reset Item, and the Untapped Badge 11–60 Artifact.


Escape the Oldest House

After the opening cutscene, in which Jesse drives an Aberrant rod into Dylan’s chest, you regain control in the isolation bed. Pull the rod free to trigger the first weapon choice.
The “Choose your Aberrant form” wheel offers Strike, Glaive, and Cleave. Read the stat panels, pick one, and the Orientation quest starts with the objective to leave the Oldest House.
Quest: Orientation Begins09:36Quest: Orientation Begins
Dylan leaves the containment cell with the Aberrant in hand as the Board issues instructions. Shown at 09:36 in FightinCowboy’s video. Image: Remedy Entertainment
Outside the cell, a coffee table holds the collectibles A Photo Of Dylan And Jesse and Notes On The Ordinary AWE Case File. None of the documents in this sector are required, so skip them if you only want progress.
Follow the red-lit corridors and use doors marked with green lights as your route marker. A clearance level 18 blast door cannot be opened. Step into the room on its left and use the control console there to lift the lockdown.
Go left through the broad metal doors, then use the first elevator. The Hiss show up in Central Executive, where a prompt explains Primary Melee combos (Square on PlayStation, X on Xbox). Defeat the wave, go up the stairs, and move around the upper level.
Taking the Elevator Up14:35Taking the Elevator Up
The wood-paneled elevator carries Dylan toward the surface. Shown at 14:35 in FightinCowboy’s video. Image: Remedy Entertainment
Find the corridor signposted Thomas Street Exit and follow it to a second elevator. It opens onto a wrecked lobby with a hole torn through the wall. Interact with the breach to step outside into a ruined Manhattan.
Breach Discovery10:29Breach Discovery
The breach in the lobby wall is the exit from the Oldest House. Shown at 10:29 in GameRiot’s video. Image: Remedy Entertainment

Aberrant form choices: primary and secondary

Orientation hands out two weapon decisions. The primary form is chosen in the hospital bed; the secondary form unlocks after the arena fight in the Downtown alley.

FormSlotFeel
StrikePrimaryFast basic attacks
GlaivePrimaryWide slicing swings
CleavePrimaryHeavier cutting blows
CrushSecondaryHammer, high falter, blunt damage
DrillSecondaryContinuous thrusting damage
ExtendSecondaryThree-section staff, whip-like reach

Crush is the most direct option for the fights ahead because its blunt hits build the Falter meter quickly. Once an enemy is faltered, clicking the Left Stick (L3) triggers an execution. Drill trades that stagger for sustained damage, while Extend covers more distance than its name suggests.

An auto-save lands just before the secondary form prompt. Loading that checkpoint from the Load Game menu lets you test another form and re-pick without restarting the mission.


Meet Zoe at the hotel building

On the street, pick up the field radio near the floating bodies to answer Supervisory Special Agent Zoe de Vera, who takes command and sets the hotel as your destination. The map is not available yet, so aim at the glowing “Hotel” neon sign and hold the tag button to mark it. The building sits to the southwest and doubles as your landmark.

  • Begin by following the street on the right; afterward, turn left to enter the alley.
  • Killed enemies drop Health Elements; Large Health Elements restore a fixed, larger amount.
  • The alley is an arena encounter: barriers stay up until the Heavy enemy and its drone waves are dead.
  • Clearing that arena unlocks the secondary Aberrant form selection.
  • Use dodges to cross gaps that are too wide for a plain jump.

The route then climbs over fences, fire escapes, and rooftop vents before dropping back to street level. Zoe is waiting at the far end, standing with a shotgun at the edge of the enormous fracture splitting the road. Talk to her, and the objective updates to investigate the alley after a rumble sounds nearby.


The Fault ritual: double jump, Elevate, and Rush

Head into the alley and climb the buildings. If the path is unclear, watch the flock of birds overhead. They fly the correct route and eventually stream through a window. Go in after them, find the television set, and interact with it to enter the Fault, a floating landscape of grassy islands and autumn trees.

Platforming from here is linear. Cross to the parking-garage structure, climb to the top level, and speak to Jesse at the railing to begin the Ritual. Each TV set you reach grants one ability.

  • Double jump — a second jump in mid-air for extra height and distance.
  • Elevate — hover and float to cross wide gaps.
  • Rush — a brief movement burst at high speed.

The closing obstacle course expects all three in sequence. Jump twice for height, hold Elevate to stretch the airtime, and fire Rush to clear the longest gaps. Touch the final television to return to the threshold room, then walk out and up the stairs to the street.


Reach the source of the patterning

A route that was previously out of reach now opens straight ahead, which satisfies the vantage point objective. Fight through the patrol of flying and ground Hiss on the street, then start climbing toward the visibly patterned part of the city.

Both the left and right sides of the area work. Each eventually gets you high enough to hop the suspended metal platforms across to the gallery building. Inside, run past the spiral motifs to the back of the hall and interact with the door there to start the boss fight.


How to defeat The Artist

The Artist is the first Resonant boss, and the fight is split into two distinct stages. It spends much of the battle racing around the arena, hurling cars and pushing waves of rocks across the floor. At close range, it wields two traffic lights, bringing them down from overhead or sweeping them sideways across its front. React quickly to dodge either melee attack.

The weak point transition

Use the blue marker on the boss health bar as the phase-change point. When its health reaches that mark, healing pickups appear; collect them before continuing if Dylan needs health. The Artist then ascends above the arena’s center, with platforms forming around it. Climb up, reach the glowing weak spot beneath it, and strike the point to force the boss back onto the ground.

Second stage adjustment

The pattern continues afterward with one new feature. As the Artist moves across the arena, rocks also fall from overhead along approximately that same route. Move sideways out of the lane rather than following it, wait for the rocks to hit, then move in and punish the opening between its attacks.


Confirming Orientation is complete

Killing the Artist transports Dylan to the Gap. That is the confirmation the mission has ended, along with the quest closing out in the log and the rewards landing in your inventory. A short tutorial on ability upgrades plays here, and you choose your first Combat Ability from Barrage, Volatile Anomaly, or Shield.

The Gap also introduces the loadout systems you will use for the rest of the campaign, including Reset and Exchange, the Artifact Formation shrine, the talent tree, and the pillar where primary and secondary weapon forms are reviewed and upgraded.

Reset and Exchange Menu02:18Reset and Exchange Menu
The Reset and Exchange pop-up explains how builds are swapped inside the Gap. Shown at 02:18 in FightinCowboy’s video. Image: Remedy Entertainment

Leaving the Gap puts Dylan back in front of Zoe and rolls the story into the second mission, Welcome to Manhattan, which opens with archive footage of Dr. Darling discussing the Ordinary AWE and the boy the Bureau found there.

Dr. Darling Archive Footage09:03Dr. Darling Archive Footage
Dr. Darling's archive film plays once Orientation wraps up. Shown at 09:03 in FightinCowboy’s video. Image: Remedy Entertainment