Gaming Guide

Control Resonant Trophy Guide: All Five Resonants and Missable Rewards

The five Resonant bosses, the Mural in the Gap, and the choices that lock outfits and recipes.

The five Resonant bosses, the Mural in the Gap, and the choices that lock outfits and recipes.

Image: Remedy Entertainment

Control Resonant hands you Dylan Faden, Jesse’s younger brother, and a warped version of Manhattan to clean up. The campaign runs on three quest chains that all feed the same completion run: Contain the Crisis carries the main story, Search for Jesse hands out traversal powers, and Defeating Resonants covers the region bosses. If you want the full achievement list, the Resonant chain is the spine everything else hangs off.

Quick answer: Kill all five regional Resonants — the Deserter, the Dancer, the Collective, the Physicist, and the Co-Director — to repair the Mural in the Gap. That boss list doubles as your 100% checklist.


All five Resonant bosses in Control Resonant

Every zone has a Resonant except the Evacuation Zone. Each fight is its own quest in the log, and each one ends with a choice between two powers — you pick one, and the fight is done.

ResonantZoneEntry pointPower choice
The DeserterCentralPatterned FactoryIgnite or Inferno
The DancerWest Incursion ZonePatterned TheaterGround Slam or Push
The CollectiveThe ParkCentral Mold GateSpore Burst or Growth
The PhysicistUnderpassThe Spire and Astral PlaneSpike or Astral Rebuke
The Co-DirectorUnknownPatterned Field Office routeUnlocks Command

Boss preparation varies by target. Before the furnace room becomes accessible, the Deserter requires three heat tumors destroyed in the factory steam. Shift is necessary for the Dancer’s theater route. The Collective is located past the Mold Gate, unlocked only by consuming the Minimart, Pizzeria, and Gym strains in Park Valley. The Physicist calls for three keys scattered through the Spire and the Astral Plane. The Co-Director appears once you have aided the rangers, interfered with the pattern, and endured the ambush.

The Artist, killed at the end of Orientation, is not part of the Resonant chain and does not count toward the five.


Traversal abilities: Rush, Shift, and Reach

Two of the Resonants are gated behind movement powers, so the Search for Jesse chain is not optional filler. Rush arrives during Orientation from the first Fault ritual. The rest come from Faults scattered across the map.

FaultLocationUnlock
The Incursion FaultWest Incursion Zone, Parking GarageShift
The Subway FaultSubway, Evacuation ZoneReach
The Underpass FaultUnderpass, island of orange pipesNo new ability

Dylan uses Shift to sync with Gravity Anomalies and move along walls, while Reach draws him to traversal points. Jesse’s story is the only thing advanced by the Underpass Fault, and it cannot be completed first: going toward the orange pipes soft-blocks progress until the Subway Fault is finished, and that fault requires Shift. Finish those missions in sequence, then fast-travel to The Spire and head back to the Underpass instead of making the lengthy trip on foot.

Exiting to the street00:19Exiting to the street
Moving between zones on the surface streets of warped Manhattan. Shown at 00:19 in Trophy Guides’s video. Image: Remedy Entertainment

Resonant Cycles: why you should upgrade between bosses

Killing a Resonant triggers a Resonant Cycle. Everything you have killed in the zone comes back, and it comes back stronger. It happens after every single Resonant, so the game gets tougher on a fixed schedule whether you are ready or not.

The fix is the same each time. Spend Talent Points, upgrade weapon forms, and hunt down Health and Power Upgrade Points before you start the next boss quest. You can check where you stand under Loadout → Stats and Effects, which shows your current Power Level. Clearing an easy side story such as Panopticon Service Request is a fast way to top up Talent Points if you are short.

Street combat00:28Street combat
Mold-infested enemies hit harder once a Resonant Cycle has rolled through the zone. Shown at 00:28 in Trophy Guides’s video. Image: Remedy Entertainment

One piece of routing is worth planning around: finish The Central Resonant before you seriously explore The Park. The power you take from the Deserter makes the Mold far easier to deal with.


Side quest rewards tied to a single choice

The three chains do not include the side stories, which reward upgrade materials, outfits, and Artifact recipes. Langston can assign some at the FBC Field Office in Central, beginning Panopticon Service Request at the field panopticon. Others enter the Quest Log automatically when discovered—for example, approaching the music in the West Incursion Zone starts The Party Won’t Stop.

Laundromat search00:07Laundromat search
Interiors like this laundromat are where discovery-triggered side stories and resources turn up. Shown at 00:07 in Trophy Guides’s video. Image: Remedy Entertainment

Crossing the Threshold (Central)

Examine the corpse at the western loading area by the FBC Field Office, then inform Zoe. The outcome depends on your choice. If Dylan trusts Wilson and personally takes AVP-3, you receive the Sensory Restraint Hood outfit and the Untapped Practice Knot Artifact recipe. Choosing containment grants neither item. Because this is the only decision that can forfeit a reward, choose carefully.

The Party Won’t Stop (West Incursion Zone)

Enter the apartment building on the western street through its rooftop door. A successful karaoke outcome pays out the Varsity Jacket and the Untapped Bar Blade. The achievement Be What You Want to Be is separate — it requires saving every partygoer, not just finishing the quest.

New Growth (Central and The Park)

Accept the lead during Zoe’s Briefing at the Watchtower after The Hedron Link, then visit the FBC team beside the FBC Base fast-travel door in The Park. Completion gives the Untapped Brass Dusters recipe and the Budding Mycologist achievement. The final decision about Dr. Underhill does not change either reward, so pick whichever ending you prefer.


Difficulty and accessibility settings do not disable achievements

Turning the difficulty down does not void anything. Neither do the accessibility toggles, including Camera Comfort, Custom Volume Controls, Adjustable Difficulty, and Playable without Timed Input. Achievement tracking behaves exactly the same with them on. If a Resonant or an optional combat encounter is stonewalling you, lower the difficulty for that fight and turn it back up afterward — your completion progress is unaffected.


How to confirm your 100% progress

The Quest Log is the single source of truth. It tracks 18 story and Jesse missions plus the five regional Resonant quests, 23 entries in total, running from Orientation through the epilogue mission The Beginning. Grouped trackers such as Notes: Plan of Attack and Notes: Jesse Sightings bundle objectives rather than adding missions, and they tick over on their own — Plan of Attack closes when Into the Sinkhole ends, and Jesse Sightings closes once the Underpass Fault is done.

Notes: Mapping the New New York works the same way. If you have been activating Map Kits in each new zone, it completes automatically during Sever the Hedron Links. If it does not fire, you have a Map Kit outstanding somewhere, and your map will show you which zone.

Pope’s Research is not decorative. You need it to navigate the Unknown in the late game, and skipping it makes the final stretch considerably harder.

The confirmation you are looking for is the Mural in the Gap. Once the fifth Resonant is dead, the mural can be repaired, and that repair is the visible signal that the boss half of your completion run is finished. After The End and the epilogue at the Oldest House, you are free to go back and mop up whatever side stories, Map Kits, and upgrade points you left behind. Control Resonant arrives on September 24th, 2026 for PC, PlayStation 5, and Xbox Series X/S.