Gaming Guide

Control Resonant: The House in Distress Walkthrough (Electrokinesis Test)

The Underpass Fault prerequisite, the power core patterns, and the route to the Oldest House Fault ritual.

The Underpass Fault prerequisite, the power core patterns, and the route to the Oldest House Fault ritual.

Image: Remedy Entertainment

The House in Distress sends Dylan Faden back into the Oldest House to meet Zoe and track down Jesse, and it stalls almost immediately. Walk into the Prime Candidate Training wing too early and the Fault you came for simply is not there. The mission is gated behind a separate Jesse quest, and the rest of it hinges on a power puzzle in an abandoned test chamber.

Quick answer: Complete The Underpass Fault at The Spire first. Then return to Oldest House: Central Executive, restore power in the Interactions Lab, clear three Electrokinesis Test patterns, and touch the TV in Main Test Chamber V-E2.


Why The House in Distress stops at Main Observation

The opening leg is short. Fast travel to Outside the Oldest House, cross the Downtown rooftops to the Federal Bureau of Control lobby, and ride the elevator up to Central Executive. Activate the fast travel door there before you go anywhere else, because you will be coming back to this exact spot twice.

From Central Executive, take the elevator down toward Executive Research and follow the corridors to the Clearance Level 18 door, where Zoe is waiting. She badges you into Prime Candidate Training, the objective flips to Locate the Fault, and she opens the Main Observation door for you. Dylan’s verdict on the room is blunt: it is the right place, but the Fault is not here.

Open the Quest Log and the block is spelled out. Find and Seal the Remaining Fault is locked until The Underpass Fault is done. Nothing in the Oldest House will advance until then, so backtrack to the Central Executive fast travel door and leave.

Quest Log Check04:10Quest Log Check
The Quest Log confirms The Underpass Fault is the prerequisite. Shown at 04:10 in Trophy Tom’s video. Image: Remedy Entertainment

The Underpass Fault: The Spire to the Island of Orange Pipes

Use fast travel to reach The Spire in the Underpass. You materialize on an overlook aimed at a floating island made of rusted orange pipes, where Jesse’s vision awaits.
Jump and glide across the floating concrete blocks toward the pipes. Activate the Fault fast travel door on the concrete structure on the way across so you do not have to redo the crossing.
Climb and balance along the orange pipes, then drop into the flooded cave below. Follow the green water channels past the floating resonant entities and keep moving toward Jesse’s echoing voice.
Leap to the golden-leaf-covered altar hanging in the cavern. The objective changes to Enter the Fault, and interacting drops you into the dark forest dimension.
Approaching Underpass Fault Portal07:56Approaching Underpass Fault Portal
The floating golden altar above the pipes is the entrance to the Underpass Fault. Shown at 07:56 in Trophy Tom’s video. Image: Remedy Entertainment

Inside the Fault: memories and the light-projected children

There is no combat to solve here. The Fault is a chain of memory interactions, and each one moves the path forward. Work through the shadow monoliths in order, following the glowing golden trail between them.

  • Three opening monoliths: “I remember Mom”, “I remember Dad”, and “We were happy”.
  • “Everything was simple back then”, which starts Guide the Light-Projected Children.
  • The parental shadows at the family home ruin: “They didn’t recognize us anymore”.
  • The twin figures on the final altar, which completes Reunite Young Dylan and Jesse.
Forest Path to Childhood Home Ruin10:35Forest Path to Childhood Home Ruin
The golden trail marks the route between memory projections and the childhood home ruin. Shown at 10:35 in Trophy Tom’s video. Image: Remedy Entertainment

Guide the two glowing child silhouettes across raised stone platforms and broken pillars between the projections. After they come together, Jesse appears in adult form; select the Help Jesse Complete the Ritual dialogue prompt, then witness the night their mother seized their father’s rifle. Follow the ascending golden bridge and enter the white portal, which brings you to Jesse beside the slide projector and TV.

The Underpass Fault pays out +1 Living Shard and a Talent Point on completion, so bank the skill point before heading back.


Restore power to the Interactions Lab

Once the Fault seals, Zoe contacts you over the radio. Fast travel back to find Central Executive filled with red Hiss resonance, and the objective changes to Reach the Oldest House Fault. Take the elevator down to Executive Research again, go past the Level 18 door, and peer through the Main Observation glass at the bodies suspended in the test chamber.

The Main Test Chamber V-E2 door is dead. The whole wing is running on emergency power, and Zoe cannot override it, so she redirects you down the stairs toward the Classrooms and the Interactions Lab.

Take the stairs to the lower floor and check the Power Cores in the area. One of the two down here is inactive, and the charge you need is in the room upstairs.
Pull the red power core from the rack in the storage room and carry the electrical charge to the dead core. Slotting it into the receptacle outside the Electrokinesis Test Chamber unlocks the door.
Step inside the padded yellow test room. The doors seal behind you and an automated voice announces that the test cycle has started, which is the intended trigger and not a soft lock.
Entering puzzle chamber00:04Entering puzzle chamber
The Electrokinesis Test chamber and its nine-core wall grid. Shown at 00:04 in 100% Guides’s video. Image: Remedy Entertainment

Electrokinesis Test solution: all three power core patterns

The wall holds nine Power Cores in a three-by-three grid, and the monitors around the room show the pattern you have to reproduce. There are three tests in a row. Read the wall as a simple grid and the combinations are short.

TestShapeCores to activate
1Two top corners plus baseTop left, top right, bottom middle
2All four cornersTop left, top right, bottom left, bottom right
3Plus sign through centreTop middle, middle left, middle, middle right, bottom middle

Use the red floor console to cycle the diagrams on the wall monitors between attempts. If a configuration goes wrong, reset from the console rather than trying to force the next pattern on top of the old one.

Operating test controls00:27Operating test controls
The floor console cycles the target diagram for each test. Shown at 00:27 in 100% Guides’s video. Image: Remedy Entertainment

Hitting the wall mounts extends them into platforms, so the grid doubles as the climbing surface. Strike the lower mounts first, then jump between the middle row to reach the top corners instead of trying to line everything up from the floor.

Resetting and reconfiguring00:33Resetting and reconfiguring
Extended wall mounts double as platforms for reaching the upper cores. Shown at 00:33 in 100% Guides’s video. Image: Remedy Entertainment

You know the sequence is finished when the monitors turn green and the intercom calls out “Test number 82: Success!” The exit doors unlock straight afterwards. Check the adjacent storage room before you leave for Power Upgrade Point 1/3.


Route to Main Test Chamber V-E2

Follow the newly opened corridor and watch the Perfect tape, then crawl into the ventilation duct marked High Risk Chamber.
The duct drops you into the P6 Mobile Containment Device room, Dylan’s old cell. Zoe presses him on how young he was when the FBC took him in, and the conversation plays out here before you move on.
Push through Director Training. Hiss enemies attack as the security system misfires, and you have to clear them before dropping from the upper balconies onto the central seal floor.
Go back to the security door for the Main Test Chamber V-E2. After the power returns, Zoe opens it, with the Fault waiting on the other side.

Complete the Ritual in the Oldest House Fault

The chamber centres on a TV altered item ringed by mannequins and golden foliage. Touching it makes The Board flash a warning, “< Stop/Cease/Turn Back >”, and then pulls you into the Fault anyway. The objective updates to Complete the Ritual.

Traversal now takes place inside an inverted Oldest House. Jump from floating corridors to doorframes, cross classrooms rotated ninety degrees, and hop across separated red-carpet sections suspended in the void before gliding between frost-covered monoliths. Ascend toward the glowing celestial ring, then dash along the lengthy red-carpet span that reaches into the rift.

Most of this stretch is a fall risk rather than a fight. If the platforming is the problem rather than the enemies, Assist Mode options such as immortality are available in the settings.

How to confirm the mission is finished

Reaching Jesse at the top of the bridge triggers three confirmations in quick succession. The Sibling Reunion trophy pops for completing all Fault Rituals, a cutscene with Zoe plays inside the glass cell as the Oldest House evacuation is ordered, and the HUD shows Quest Completed for Notes: Jesse Sightings with another Living Shard.

If the trophy does not appear, the ritual chain is not finished. Sibling Reunion is tied to completing every Fault Ritual, not just this one, so check the Quest Log for any Jesse Fault still sitting open before assuming something has gone wrong. With the Ritual done, Zoe’s push to leave Manhattan and Dylan’s refusal set up where the story goes next.