CONTROL Resonant Walkthrough: All 16 Main Missions in Order
All 16 CONTROL Resonant main missions across three questlines — Contain the Crisis, Search for Jesse and the Resonant fights — with order rules and requirements.
FAQ
How many missions are in CONTROL Resonant?
Do CONTROL Resonant missions have to be done in order?
How long is the CONTROL Resonant campaign?
How many missions does CONTROL Resonant have?
16 main story missions, structured as three questlines rather than one straight line:
- Contain the Crisis — the main spine, prologue through epilogue
- Search for Jesse — the Jesse Sightings missions inside the Dimensional Faults, which unlock the traversal abilities the story depends on
- Defeating Resonants — the zone boss fights, one Resonant per zone (the full roster is on the Resonants page)
The story does not run in a straight line: IGN’s walkthrough hub warns that “not all Main Story missions occur in order,” and PowerPyx notes you tackle quests in “varying order” — when one questline’s objectives run out, the game is pointing you at another main quest or a Resonant fight. For where to physically go, see the zone order route.
Contain the Crisis: the full mission list
Per PowerPyx’s quest guide, in order:
- Orientation (Downtown)
- Welcome to Manhattan (Downtown)
- Evacuation Procedures (Evacuation Zone)
- Arish’s Briefing (Central)
- Notes: Plan of Attack — requires Power Lines and Into the Sinkhole
- Power Lines (Central)
- Into the Sinkhole (Evacuation Zone)
- Enemy of My Enemy — requires the Central and West Incursion Zone Resonants
- Recursions and Iterations (Underpass) — midway requires Jesse Sightings: The Subway Fault
- The House in Distress — midway requires Jesse Sightings: The Underpass Fault
- The Hedron Link
- Sever the Hedron Links — requires the Pope’s Research side quest to enter The Unknown
- Rebuild
- Fight the Core
- The End
- The Beginning (epilogue)
The endgame runs through the Hedron — the story boss apart from the zone Resonants, covered on the bosses page.
Search for Jesse: the Jesse Sightings missions
Three standalone missions send Dylan into Dimensional Faults: The Incursion Fault (West Incursion Zone), The Subway Fault (Evacuation Zone) and The Underpass Fault (Underpass). There are five faults in the game, but only these three get standalone missions — the other two are folded into Orientation and The House in Distress.
Do these early and do them when they open. Two reasons: the faults “unlock new traversal abilities” needed to progress (IGN), and the West Incursion Zone Resonant — the Dancer, source of the Push or Ground Slam choice — cannot be fought until The Incursion Fault is done. Your fast travel network also grows fastest while fault-hunting.
What should you do alongside the story?
The launch-window consensus: clear each zone’s content as you pass through it. KeenGamer’s trophy advice — set Assist Mode to your comfort level, complete Dimensional Faults as they appear, clear side content per zone — doubles as the efficient route, because zone activity feeds the Zone Levels that pay for your best talents. Each Resonant kill also banks a trophy on the road to the Platinum.
For how much time any of this takes — story versus everything — see how long to beat, and for the kit you carry through all 16 missions, the best weapons breakdown.
Sources
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