FAQ

How many missions does CONTROL Resonant have? 16 main story missions, per both IGN's walkthrough hub and PowerPyx's quest guide. They split across three questlines: Contain the Crisis (the main spine), Search for Jesse, and the Defeating Resonants boss fights. Outlets count 14–18 depending on how the prologue, epilogue, and side stories are tallied.

Do missions have to be done in order? Not all of them. IGN notes that not all main story missions occur in order — the player often has several available at once. But some have hard gates: Enemy of My Enemy requires the Central and West Incursion Zone Resonants, and Sever the Hedron Links requires the Pope's Research side quest.

How long is the campaign? Around 20–30 hours for the story and 30–40 hours for full completion, per PowerPyx's launch guide. The how-long-to-beat page tracks the full breakdown.

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 (full roster 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 quests are tackled in varying order — when one questline's objectives run out, the game is pointing at another main quest or a Resonant fight. Physical route: see the zone order guide.

Contain the Crisis: The Full Mission List

Per PowerPyx's quest guide, in order:

  1. Orientation (Downtown)
  2. Welcome to Manhattan (Downtown)
  3. Evacuation Procedures (Evacuation Zone)
  4. Arish's Briefing (Central)
  5. Notes: Plan of Attack — requires Power Lines and Into the Sinkhole
  6. Power Lines (Central)
  7. Into the Sinkhole (Evacuation Zone)
  8. Enemy of My Enemy — requires the Central and West Incursion Zone Resonants
  9. Recursions and Iterations (Underpass) — midway requires Jesse Sightings: The Subway Fault
  10. The House in Distress — midway requires Jesse Sightings: The Underpass Fault
  11. The Hedron Link
  12. Sever the Hedron Links — requires the Pope's Research side quest to enter The Unknown
  13. Rebuild
  14. Fight the Core
  15. The End
  16. 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. Advice: do these early, and do them as soon as 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. The 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 a 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 the best talents. Each Resonant kill also banks a trophy on the road to the Platinum. Related: how long the game takes, and best weapons for the kit carried through all 16 missions.