Gaming Guide

Control: The Incursion Fault Walkthrough (Resonant Shift Ability)

Inside the West Incursion Zone detour that hands Dylan Faden gravity-bending traversal and reshapes how you move through Manhattan.

Inside the West Incursion Zone detour that hands Dylan Faden gravity-bending traversal and reshapes how you move through Manhattan.

The Incursion Fault is the West Incursion Zone side of Dylan Faden’s hunt for his sister, and it exists for one reason: to give him Shift, the gravity-manipulation power that lets him walk up walls, stand on ceilings, and cross roads that have peeled off the ground entirely. It plays out as a detour, not a straight fight. A vision of Jesse pulls Dylan away from a theater he cannot reach and down into a parking garage, where a tear in reality waits at the bottom of a very long drop.

Quick answer: The Incursion Fault is an early main mission triggered on entering the West Incursion Zone. Clearing it unlocks the Shift ability, plus a Living Shard and a Talent Point.


What the West Incursion Zone throws at you first

To reach the Fault, Dylan must enter the zone first, and the game offers no gentle introduction. He takes an exterior lift past a Registration checkpoint, where guard Ford explains the dangers, while Zoe radios that the area is officially deemed unfit for human life. Abandoned cars and corrupted Hiss clog the streets. The map remains blank until Dylan finds and reactivates the offline transmission towers scattered throughout the public courtyards.

Between the fights there is a quieter beat worth noting. A rooftop patio is set up for a Halloween party, and rearranging its decorations, matching stacks of jack-o’-lantern pumpkins, ghost inflatables, and skeletons symmetrically around the dining table, lets Dylan sketch the scene and bank a chunk of exploration progress. It is the kind of environmental puzzle Remedy likes to tuck between combat rooms.

Halloween Party Rooftop Puzzle
The Halloween rooftop patio, where arranging the decorations symmetrically completes a sketchbook entry. Image: Remedy Entertainment / via @FightinCowboy

Leo, the elite Resonant blocking the way deeper

Powering up the second antenna reveals the complete local map and draws Leo out. This roaming elite resonance entity appears as a towering column of crimson Hiss energy fused with crushed vehicles; its boss bar marks it level 3. Dylan defeats it with weapon combos and evasive dashes. The mandatory battle blocks passage from West Incursion Zone 1 to Zone 2; it is not optional.

Boss Battle: Leo
Leo, the level 3 Resonant made of twisted cars and Hiss energy, guards the route into Zone 2. Image: Remedy Entertainment / via @FightinCowboy

When Leo goes down it bursts into loot, dropping Warped Resonance, Corrupted Elements, and the “Hiss Transporter – Apex” memo before the zone advances. That progression, not the materials, is the real reward here.

Leo Defeated
Leo's defeat scatters materials and a memo, and pushes Dylan on into West Incursion Zone 2. Image: Remedy Entertainment / via @FightinCowboy

Why the theater is off-limits and the garage isn’t

The obvious objective, investigating the theater, turns into a dead end. The streets that should lead there simply shear away into a white spatial void, a chasm too wide to cross on foot with the powers Dylan has at this point. Leaping between ledges only confirms there is no path across, and reporting the missing street to Zoe redirects the quest log.

The new target is the vision of Jesse at the parking garage in the northwest corner of the zone. The House of Mirrors theater lobby is still worth a pass on the way, holding a Power Upgrade Point crate, a “Werewolf Reinforcements” memo, and an appearance locker where Dylan’s facial hair can be customized. It also hides the charged fuel cell needed to power the nearby lift, struck with the Aberrant and carried to the core beside the road that climbs straight up, so Dylan can ride over the barrier into the Patterned Area and reach the garage properly.


The locked garage and the laundromat key

The garage doors are locked and require the Parking Garage Security Key. A handwritten note on the floor, left by the guard, explains where it went: he is either cleaning his gear at the laundromat behind the building or smoking out back, “luck of the draw.” It is a small piece of environmental storytelling that doubles as the objective marker.

Security Guard Note
The guard's note at the locked garage sends Dylan to the laundromat for the key. Image: Remedy Entertainment / via @FightinCowboy

That laundromat is the “Wear ‘Em & Wash ‘Em” down 2nd Avenue, and its front doors are locked from the inside. The way in is the back alley, coated in red biological corruption, which Dylan floats over with Elevate to avoid damage before dropping to the rear entrance. Inside, an audio echo from Guard Paulson plays out while Dylan picks up the key and the attendant’s report, then unlocks the front doors to open a shortcut back to the street.

Recovering Parking Garage Key
The garage key sits inside the laundromat, recovered past the corruption-filled back alley. Image: Remedy Entertainment / via @FightinCowboy

Back at the garage, the key opens the security checkpoint and the administrative office, which holds a resource chest. The main elevator then carries Dylan up to the rooftop deck, handing over a Talent Point on the ride.


Dropping into the Fault and meeting Jesse

The rooftop is covered in autumn leaves and centered on a huge pit, the one Jesse’s head floats over as cars pour into it. Diving to the very bottom, fall damage and all, drops Dylan beside the Fault entrance, a glowing tear in reality marked by a CRT television amid golden foliage. Interacting with the TV steps him into the Fault dimension.

Entering the Incursion Fault
The Fault entrance sits at the bottom of the rooftop pit, past a long deliberate fall. Image: Remedy Entertainment / via @FightinCowboy

Inside, the layout echoes the Orientation Fault from the prologue. Floating street fragments lead a short way to an echo of Jesse, who warns that the dimension strips away memories. When the conversation ends, Dylan unlocks Shift, and the objective flips to helping Jesse complete the ritual.


What the Shift ability actually does

Shift lets Dylan reorient his gravity to walls, ceilings, and overhead road surfaces. Face any surface marked as a Gravity Anomaly or coated in the golden leaves that flag one, press LB, and Dylan snaps onto that plane and runs along it as if it were the floor. The stretch of Fault right after Jesse’s vision is a straightforward tutorial for it, chaining vertical roads, inverted highways, and floating debris while activating ritual televisions along the way.

The reason to grab it early is scope. Shift opens shortcuts and areas that are unreachable without it, and it is one of a small set of traversal powers earned from Faults across Manhattan. The others include Rush, Double Jump, and Elevate from the prologue’s Downtown Fault, and Reach, the grapple ability tied to translucent bubbles on building edges, found via the Subway Fault in the Evacuation Zone.


How you know the Fault is done

Reaching the last television on a golden island starts a memory cutscene showing Jesse seal the breach, then sends Dylan back to the real world. The screen marks “The Incursion Fault” complete, and the Quest Log records details of the encounter and the Fault’s closure. The rewards are Shift, a Living Shard, a Talent Point, and West Incursion Zone experience.

There is one last flourish before you leave. A rock track kicks in as the parking structure inverts, and Dylan escapes by chaining gravity shifts up through a multi-story garage while fighting snipers and airborne Hiss, following the exit signs and the falling cars until he lands on a sunlit upper deck. From there, Shift in hand, the path back toward the theater, and everything the ability newly reaches, is open.