Gaming Guide

The Subway Fault Walkthrough in Control Resonant (Reach Ability)

Reach the CRT television deep beneath the Evacuation Zone, meet Jesse, and unlock the Reach grapple that later missions depend on.

Reach the CRT television deep beneath the Evacuation Zone, meet Jesse, and unlock the Reach grapple that later missions depend on.

As a major assignment in the Search for Jesse chain, the Subway Fault gives Dylan Faden one key reward: Reach. The route winds through mold-filled tunnels, past phantom trains, and over a suspended autumn landscape; at its end, the grapple joins your kit. Several later paths around Manhattan rely on you having this ability, making an early trip through the Fault worthwhile.

Quick answer: Start the mission by triggering Jesse’s vision in the Evacuation Zone’s northeast. Go down into the subway, make your way through its tunnels to the CRT television, and then talk to Jesse in the Astral Plane to get Reach.


What you need before starting The Subway Fault

Reach lets Dylan grapple onto the luminous gravity orbs scattered around Manhattan and cross gaps that stairs and fire escapes cannot bridge. It stays in your movement kit permanently once unlocked. Before you can earn it, a few conditions apply.

  • Shift must be unlocked beforehand; complete The Incursion Fault in the West Incursion Zone to obtain it.
  • This is required story content, not optional. Both Recursions and Iterations and The Underpass Fault are blocked without Reach.
  • Elevate is not mandatory, but it makes one tunnel drop far easier to control.
  • If you reach The Underpass Fault without Reach, The Subway Fault starts automatically.

How to reach the subway in the Evacuation Zone

Beneath Railyard Street Station, in the Evacuation Zone’s northern reaches, lies the Fault. With most streets leading into this area collapsed, you’ll need to go through mold-infested parking and construction zones instead of taking an open road.

Fast travel to the Main Street point in the Evacuation Zone. From the blocked Underpass, use a Fast Travel Door instead of walking, since Halfway Trail leads straight there.
Head to the region’s northeast corner and cut through the parking structure overrun by Mold. Kill the enemy holding the green mold wall so it clears, then pass through the space it was blocking.
Exit the structure, then turn right. Dylan sees Jesse in a vision, which begins the mission automatically and changes the objective to investigating the subway as The Board speaks.
Receiving The Subway Fault Quest01:16Receiving The Subway Fault Quest
The mission triggers on the rooftop approach as Jesse's vision appears and The Board speaks. Shown at 01:16 in Trophy Tom’s video. Image: Remedy Entertainment
The subway entrance is beneath the marker. Green, yellow, and blue light surrounding it makes it visible through the fog and rain.
Traveling to the Subway Entrance02:37Traveling to the Subway Entrance
Colored energy pouring out of the station marks the subway entrance through the fog. Shown at 02:37 in Trophy Tom’s video. Image: Remedy Entertainment
Grab the resource chest near the entrance, then descend the station stairs. The Subway Fault banner appears as Dylan drops into the station.
Entering the Subway09:05Entering the Subway
Descending the station stairs formally begins The Subway Fault. Shown at 09:05 in FightinCowboy’s video. Image: Remedy Entertainment

Optional landmarks: Survivalist’s Log and the Dream House secret

Players crossing this district for the Urban Survival side quest pass a couple of worthwhile spots on the way to the station. In a shelter room, picking up the Survivalist’s Log updates that quest to “Get the Apartment Key.”

Quest Start & Survivalist's Log00:09Quest Start & Survivalist's Log
Grabbing the Survivalist's Log in the shelter room advances the Urban Survival side quest. Shown at 00:09 in FightinCowboy’s video. Image: Remedy Entertainment

On a nearby rooftop, a “Dream house” prompt marks a small building puzzle. Assemble the miniature model, then use the Draw prompt so Dylan sketches it and unlocks the Dream House log. The pieces you place are the pitched roof, a dog figurine, a cardboard wall panel, a black cat figurine, and a potted plant.

Dream House Puzzle Discovery04:54Dream House Puzzle Discovery
The rooftop "Dream house" prompt starts a short model-building secret. Shown at 04:54 in FightinCowboy’s video. Image: Remedy Entertainment

Through the mold tunnels to the CRT television

The tunnel run is a movement and positioning test, not a place to rush. Treat every moving train as a timed hazard rather than an enemy.

Go through the mezzanine turnstiles and take the tunnel that is not blocked by a train. A second resource chest sits on your left a short way in. Follow the turquoise mold deeper underground.
Continue to the Patterned stretch where the rail line stands upright instead of lying flat. Time your jump to clear the gap and land on the far side.
Keep to the tracks until you reach the tunnel’s end. At the opening, leap toward the shaft wall instead of falling into the second gap below. Activate Elevate as you descend to steer your landing.
Drop into the hole covered in mold and continue until a warped station appears, with paths at two levels. Land on the lower platform, then take the tunnel lit in yellow.
Make your way through the train stretch by using each sheltered pocket in turn. Take cover behind a low platform until a train passes, dash to another alcove, and repeat the process.
Dodging Phantom Subway Trains05:00Dodging Phantom Subway Trains
Tuck into the side alcoves and let each train pass before crossing. Shown at 05:00 in Trophy Tom’s video. Image: Remedy Entertainment

Getting struck by a train sends you back to this section’s beginning. Rather than risk a run past one, wait until each train has gone by.

Clear the Mold enemies in the combat room, then enter the large chamber where trains seem to move in every direction. Skip the edges and descend by dropping onto the stationary trains in the center, or float across to the opposite platforms and step down.
At the base of the pit, land on the blue-glowing, mold-covered platform and defeat the enemies waiting there.
Pass the platform and continue to the tunnel’s end, then interact with the old CRT television. Dylan is drawn into the Astral Plane, and the objective updates to entering the Fault.

The fungal caverns along this route drop Bloomed Spore Mother and Mold Blight materials, so clearing the growth as you pass lets you gather resources.


Meet Jesse and unlock Reach in the Astral Plane

Traverse the floating subway tracks over golden grass until you reach the platform with a subway car. A cutscene puts Dylan and Jesse together face to face. She explains that the Fault takes memories and pieces of a person’s identity, then disappears up the stairs.
Talk to Jesse; the objective then becomes helping her complete the ritual. Reach becomes available right away, marked by the Reach | RECEIVED: L1 banner. The remaining sequence teaches you to use the ability.
Grapple to the glowing points to travel between the floating islands and the TV console. Its range is limited, so use a double-jump followed by a dodge to close the distance before you latch on. On a controller, press the left stick (L3) to pull toward a point.
Activate the console to flip gravity, combining Shift with Reach. Grappling onto a gravity anomaly aligns your orientation with its surface; attach to a normal surface to return to standard gravity. Climb the inverted station structure using the anomalies.
Grapple from platform to platform among the golden autumn trees, climb the staircase at the top, and head to the glowing sky vortex to begin the ritual. Jesse recites, “Protect the dimension. Save Manhattan. Keep my brother safe,” touches the television, and sets off a reality pulse before failing to recognize Dylan and disappearing.
Interact with the final CRT television to leave the Astral Plane and finish the mission’s Fault section.

Rewards and how to confirm Reach unlocked

Once Jesse speaks her final line, the scene fades to Quest Completed: THE SUBWAY FAULT. The mission grants a Living Shard, a Talent Point, and 600 XP toward the Evacuation Zone, as well as the “I Feel It” archive entry. Reach becomes a permanent ability in Dylan’s movement kit.

When the completion banner doesn’t show up, try grappling onto a gravity orb you encountered earlier in Manhattan. A successful latch confirms that Reach is active.


How to leave the subway

Use Reach to leave the Fault area and return to the chamber with the trains moving back and forth. Grapple across the side platforms and the stationary trains in the middle, timing each pull after the moving trains have passed. A hit here deals no damage, but you have to redo the grapple.
Back at the tunnel you entered from, clear the returned Mold enemies blocking the next stretch, then retrace your steps up the stairs and through the tunnels, using Reach on the tracks to move faster between trains.
Near the route’s split, you’ll respawn at a checkpoint. Avoid the doors; keep going up the tunnel past that point and enter the doorway on your right. Dylan will Shift into a large room containing Mold and stationary trains.
Go to the room’s rear, where a short tunnel ends at a train blocking the way. A doorway there triggers Shift automatically. On the other side, a fast travel point is on your right, along with the Patterned Metro Tunnels Fast Travel Door; opening it creates a shortcut through the tunnels.

With Reach in hand and a return point set, head back toward the Underpass to continue The Underpass Fault, then Recursions and Iterations. The gravity orbs you passed earlier can now act as shortcuts across the city, opening rooftops and spaces that were only scenery before.