Control Resonant Tips: What to Do First
Last updated 2026-09-24 · Verified against In-game menus and the gameplay guides linked below · 8 min read
What should I do first in Control Resonant?
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These Control Resonant tips cover 12 things to do first when Manhattan opens up: reveal the area, open a way back, then spend on the next upgrade you can already use. You do not need to clear a district before continuing the story.
Before you own the game, watch CONTROL Resonant on Twitch for 4 hours by October 13, 2026. That unlocks Dylan's Sierra outfit as codes that do not expire. The Twitch Drops guide has the watch times and the in-game redeem path.
Use these landmarks while the area is still new. If a door or ability is not available yet, follow your current quest.
Still in the prologue? Start with The Artist boss guide.
Before you leave your first zone
1. Finish the Map Kit's three-Sensor objective
Find the area's central Pylon, activate the three Sensors, then return and turn the Pylon on. In the first area, go northwest from the Pylon to the first Sensor, east to the second, then south toward the basketball court. The third Sensor is next to a fast-travel spot. Use that order only in this first area.
Turning the Pylon on marks routes you cannot enter yet because a movement ability is missing, and it adds nearby points of interest as you approach them. The map still leaves some rooms unmarked. An open door can hide a chest that never gets an icon.
2. Open travel doors and shortcuts as you pass them
Once the local map is on, open fast-travel doors when you reach them, even if that is a short detour. The city is large enough that walking back takes longer than opening the door now.
If a door still will not open, check whether you have the movement ability for it. Leave it and continue the quest. Come back when that ability is on your list.
3. Find the local vendor before choosing an upgrade detour
Vendors are ice cream trucks. Find the truck in a new zone before you go looking for one specific upgrade. It sells materials for skill-tree upgrades, artifact unlocks, and Reset Items.
Buy the material you are short for the next upgrade you can already use. One or two early purchases help while your ability list is still short. If an item shows a zone-level requirement you have not reached, note the item and come back. Why one district's stock does not match another's is covered in things Control Resonant doesn't tell you.
Make your first visit to the Gap count
4. Read Build Power and the actual upgrade cost
Outside combat, hold down on the D-pad to enter the Gap. Hold down again to leave. The stations are unlabeled. From the stairs: the station on the left crafts artifacts; the large slab is where you equip powers, one of each type at a time; the sword-shaped stone in the ground upgrades Aberrant forms; the small rock pile is the Talent tree; the Arena is a training dummy. Use those shapes to tell the stations apart.
Open the node you mean to buy and read its cost before you confirm. Living Shards open forms and finishers. Source pays for other upgrades. Talent Points are spent on the rock pile, and they arrive when a zone levels up. Build Power is the setup you have equipped. Zone Level is progress in that region. The full split is in things Control Resonant doesn't tell you.
5. Choose a primary and a secondary form that solve different problems
Start with forms you can equip now. The menus separate Primary Forms, Secondary Forms, and Combo Finishers. On the Secondary tab, the hammer is Crush. Blades, a scythe, and fists are other forms on the Primary and Secondary tabs.
| Menu slot | Examples on the form screen | First decision |
|---|---|---|
| Primary | Cleave, Strike, Glaive | Which regular attacks are you already landing? |
| Secondary | Crush, Extend, Drill | Do you need a heavy charged hit, more reach, or pressure you can keep holding? |
| Combo Finisher | Its own upgrade tab | Which finisher follows the combo you already finish? |
Crush is the slow, heavy Secondary. Use its charged hit when you need Falter, and land that hit a few times before you buy the next upgrades on the form. Read the damage on your own form card. Those numbers change with the build you have equipped.
With both forms equipped, fight in a short loop: land melee hits to recover Power, spend that Power on an ability, then use the opening to hit again. An Execution can continue the loop only when the matching Talent or artifact is unlocked. Which ones do that is in things Control Resonant doesn't tell you.
6. Craft and equip an artifact, then read its drawback
A new artifact reward is not equipped yet. Use the crafting station to the left of the Gap stairs, pay the formation cost, then equip the result. A screen that still says resources are missing means you do not have it.
Read the whole effect before a hard fight. Wallet lets Combat Abilities spend Health when you are out of Power. That spends Health. It does not make the cast free, and it does not stop enemy damage. The Health floor is on things Control Resonant doesn't tell you.
Collect upgrades along your route
7. Take reachable Power pickups instead of making a full-clear detour
Two Power Upgrade Points sit near the opening. Southeast of the Oldest House, a building is under construction. Jump to the elevated platforms on its left, cross to the roof next door, enter the site, and open the chest. Then go back to where you fought the Resonant in the prologue. That spot has the other one.
The notification says to collect three to improve your Power. A pickup marked 2/3 still needs one more. Stop for these when you are already nearby, and keep following the quest between them.
For a Health Upgrade Point in Central, solve the Central laundry puzzle. It is one point toward the three needed for a maximum-health increase. Use all six Secret Hideouts to find the other locations as you explore each zone.
8. Check street interiors, rooftops and small side activities
Check these while you are already passing. If one of them needs a movement ability you do not have, leave it and keep the story moving.
Just over the wall to the right as you leave the Oldest House is a diner. Turn the power on, then activate the appliances from smallest to largest. That opens a hidden door inside.
Farther down that road, break the lone vending machine for a pile of Source. Other machines sitting alone are worth a hit for Source.
Southwest of the Oldest House, a dog is waiting on a rooftop. The toy is one hop away on the next roof. Bring it back. The dog then moves to its next spot, so this stop starts the side quest. For the remaining six districts and the reunion in The Gap, follow our complete dog toy locations walkthrough.
A taxi honking and flashing its lights can lead to another exploration quest. Our The Last Taxi locations and solutions guide covers the seven encounters; return for the later zones as you gain access.
The Downtown Auction House offers another quest to start as you explore: The Complete Set speaker hunt. It takes you across several locations and into the Oldest House, so return to it as your route allows.
Back inside the Oldest House, open the only small office you can enter and use the access terminal. It asks three questions. The payout is 200 Source and some upgrade materials, and the answers do not change it. One visit is enough.
Use the Watchtower to choose your next objective
9. Inspect the view before committing to another marker
Follow the main quest until you meet Zoe at the Watchtower. From there, look at the distant points of interest and pick one next step: the material you are short, a Resonant fight, the open Jesse lead for Shift, or one story side quest. Leave the tower once that choice is made.
This Watchtower is not the Mapping Station you use when calibrating Sensors.
10. Follow available Jesse leads when traversal holds you back
When you can enter the West Incursion Zone, follow the street until the giant image of Jesse appears. That image marks a dimensional fault. Climb the parking garage there, then drop to the bottom to unlock Shift, which lets you cling to certain walls and ceilings. The zone tends to run about a level above Central. If that is too much, go back to Central for side activities and return later.
Reach is a separate ability. Wait until the FBC main quest opens more faults. If the Underpass stops you, open the quest log and follow the fault it names. Check that log for Metro Fault before you leave the road. The Evacuation stretch still has no new ability at that point, and the zone can still contain a Reach fault.
The movement below is Reach after you already have it. Unlock the ability from the fault in your quest log. That rooftop is not open from the first street.
Prepare before challenging another Resonant
11. Finish a useful nearby objective and review your build
Before the next Resonant, finish one thing you are already close to: a nearby World Feat, or the upgrade you are one purchase away from buying. Then fight. Do not clear the district because the boss is on the map.
Winning changes the threats and activities in that region. What the new cycle changes is in things Control Resonant doesn't tell you.
When you hit a wall
12. Diagnose the obstacle before spending more resources
If your current objective is rerouting the subway stations, use the Power Lines station solutions to check unit placement and electrical routing before spending materials on combat upgrades.
Open the quest log and name the block: a movement ability you do not have, a door that is still shut, a fight that is too hard, or a build that runs out of Power. Buy another upgrade only after you know which of those four it is. The attack loop is in step 5.
If one part of the difficulty is the problem, change that part. Remedy's Assist Mode guide lists damage, Power recovery, enemy aggression, and the Perfect Dodge window, and says trophies and achievements stay available.
For the rule behind a purchase or an Execution, use Things Control Resonant Doesn't Tell You. If you are deciding whether to play the first game, read Control Resonant vs Control.
FAQ
Remedy says the sequel is designed for new players too. The first game adds context for Jesse, Dylan, and the Bureau. Control Resonant vs Control covers what carries over.
No. Buy the next node on a form you can already land. Living Shards open new forms and finishers. Source pays for other upgrades. Crush is a reasonable Secondary when you need a slow charged hit that causes Falter.
No. Finish one nearby World Feat, or the purchase you are close to, then start the fight.
Sources
- [1]Top 12 Things I Wish I Knew SOONER in Control Resonant · Dom’s Roundtable
- [2]Control Resonant — 7 Things To Do First · IGN
- [3]Control Resonant — 15 Things It DOESN’T TELL YOU · GamingBolt
- [4]Play your way with Control Resonant’s expanded Assist Mode · PlayStation Blog · 2026-09-10
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