Gaming Guide

Control Resonant: How to Reach the Oldest House Fault (Full Route)

The complete path from Central Executive through the Electrokinesis Test to the TV inside Main Test Chamber V-E2.

The complete path from Central Executive through the Electrokinesis Test to the TV inside Main Test Chamber V-E2.

Image: Remedy Entertainment

“Reach the Oldest House Fault” is an objective in the main quest The House in Distress, and it sends Dylan Faden back inside the Oldest House alongside Zoe. The route runs from Central Executive down through Executive Research, past Main Observation, and into a testing wing that is running on emergency power. One mandatory puzzle sits in the middle of it, and the Fault itself is a TV Object of Power waiting in a maximum security chamber at the end.

Quick answer: Fast travel to Oldest House: Central Executive, ride the Executive Research elevator, meet Zoe at Main Observation, solve the Electrokinesis Test, then enter Main Test Chamber V-E2 and interact with the TV.


Getting back into the Oldest House

The fastest way in is the Fast Travel menu rather than walking the Downtown streets. Downtown lists two points, and the one you want is the interior entrance.

Open Fast Travel and select Oldest House: Central Executive under Downtown. Dylan arrives in the Central Executive hallway with the objective marker already pointing deeper into the building.
Follow the overhead signs toward Executive Research. Take the elevator at the end of the corridor and press the call button to ride down to the research wing.
Elevator Ride00:43Elevator Ride
The Executive Research elevator, where Dylan presses the panel to descend. Shown at 00:43 in Trophy Tom’s video. Image: Remedy Entertainment
Exit into the executive offices and run through the Security check toward Main Observation. Zoe is waiting at the railing in front of a large observation chamber holding floating bodies.
Main Observation & Meeting Zoe01:38Main Observation & Meeting Zoe
Zoe at Main Observation, the meet-up point before the Classrooms route. Shown at 01:38 in Trophy Tom’s video. Image: Remedy Entertainment
Move with Zoe through the security doors toward the Classrooms, then down the dim corridors signposted for the Interactions Lab. The lab opens into a tall, multi-level test facility with a Control Point pillar on the lower floor.
Entering Lab Area02:54Entering Lab Area
The Interactions Lab on emergency power, with the Control Point on the lower level. Shown at 02:54 in Trophy Tom’s video. Image: Remedy Entertainment

Opening the electrokinesis testing room

Nothing in the wing works until you move the electrical charge around by hand. Only one Power Core is live when you arrive, and the current travels with Dylan’s weapon once he strikes it.

Hit the active Power Core beside the breaker box on the lower floor to pick up the charge. The current is now carried on Dylan’s whip rather than left in the socket.
Take it up to the second floor and find the room lined with Power Cores. Strike the core next to the sealed door to power the gate and open the electrokinesis testing area.

Striking any core inside the testing room seals the doors behind you. You cannot leave until all three patterns are solved.


Electrokinesis Test solution: all three patterns

The chamber is a grid of Power Cores on the wall, with televisions mounted above them. Those screens show the shape the current is supposed to form, and your job is to light only the matching nodes. Cores stay lit until you hit them again, so deactivating a node is part of the answer as often as activating one.

TestShapeNodes to power
1TriangleTop left, top right, bottom middle
2SquareFour corners (turn off bottom middle)
3CrossEntire middle column and middle row

Each correct input flips the televisions to the next pattern. When the cross is complete, every screen turns green, the facility reports “Test number 82: Success!”, and the doors unseal. You can then pull the charge from the cores again and carry it back down to the breaker room.


Power Upgrade Point 1/3 in the side offices

Completing the test opens a side room on the second floor. Inside is a chest holding Power Upgrade Point 1/3, one of three you need to collect to improve Dylan’s Power. If the room is hard to spot among the dark offices, look for the solid red light marking the doorway.

Several files are scattered through the surrounding offices as well. None of them are required to continue.


Restoring the breaker room and reaching the High Risk Chamber

With the testing room finished, carry the remaining charges into the wall sockets in the breaker room below. Filling them restores power to the wing and unlocks the doors upstairs.

Power coming back also unlocks the “Perfect” Dr. Darling film and plays his broadcast on the control room screen to the left as you pass. When you are done listening, take the stairs up and go through the door marked High Risk Chamber.

Control Room00:29Control Room
Restored terminals in the control room, where the Dr. Darling broadcast plays. Shown at 00:29 in Trophy Tom’s video. Image: Remedy Entertainment

Director Training, the dialogue choice, and the balcony fight

Past the sign, a ribbed metal corridor leads to the Director Training area, which is Dylan’s former containment space. The room announces a P6 Mobile Containment Device and fills with red alarm flashes, triggering a scene with Zoe.

You are given two dialogue options here, “I blame me” and “I lost control”. Either reply moves the conversation along.

Leaving the chamber puts you on a balcony overlooking the Central Executive sector, where Hiss enemies spawn. Clearing them awards Talent Point +1 and opens the path onward.


Main Test Chamber V-E2 and confirming the Fault

The final door is labelled MAIN TEST CHAMBER V-E2 and requires Clearance Level 18, which Dylan does not have. Talk to Zoe at the gate and she opens it for you.

Walk into the middle of the maximum security room and you will find the TV Object of Power tied to the Board. Interacting with it is what completes the objective, and the quest tracker in the corner updates the moment it registers, so if the marker is still sitting on the chamber, you have not moved far enough into the room to trigger the interaction prompt.