Starting location

You reach The Unknown automatically as part of Sever the Hedron Links, but first you must complete Pope's Research: find the research balloons around the zone, cut them down to drop a crate with antennas inside, then place the antennas in the red circles near each balloon in the correct order. Each completed balloon spawns a Gravity Well on its island, letting you travel island to island. For the Resonant, head to the big northern island called Field Office — the quest is added automatically by a radio call along the way.

The setup: Arish has been suspended from duty after the CFD disaster and is not taking it well. He has turned up in the Patterned city above the Oldest House, his team worries he is in trouble, and he may have run into a Resonant — they need backup.

Objectives

  1. Get to the Rangers / Answer the Distress Call in the Unknown
  2. Advance with the Rangers
  3. Disrupt the Pattern
  4. Open the Gate with the Rangers
  5. Look for a Way Around the Gate
  6. Survive the Ambush
  7. Kill the Resonant

Walkthrough

Get to the Rangers / Answer the Distress Call

On the Field Office island, enter the room with four trapped rangers and defeat the enemies holding them.

Advance with the Rangers

After clearing the enemies, the rangers talk to you and open the next door — follow them through.

Disrupt the Pattern

You reach a locked door with four moving sheds in front, one of them always out of sync — similar to the "Pattern Break" world events, and confusing if you have never seen one. Hit the out-of-sync shed, then repeat four times in a row, always striking the shed that is out of sync with the other three: it sits in a different position in the flow and carries a slight glow. After the fourth hit, the door opens.

Open the Gate with the Rangers

After more enemies, you face a locked gate with an electricity cube in front — carry electricity to it to open the door. Follow the path left of the door to find the electricity source. It cannot be carried back in one go: there is a second power cube in between where the electricity must be inserted first. From the second cube you have enough time to carry it back to the door, but the timing is extremely tight and may take many tries.

Look for a Way Around the Gate

After opening the door, defeat more enemies, then in the next building keep going up the stairs until you exit onto a street. On the street's right side, pull yourself up to the rooftops; keep heading right, jump to the next roofs, then forward to the road between the skyscrapers. Take the left road and jump down to the plaza.

Survive the Ambush

Clear the enemies, then enter the Field Office and use the elevator — the rangers arrive and join you. After the ride, go through the portal with the rangers to reach the boss.

Kill the Resonant

Defeat the boss — secondary sources identify it as The Co-Director — then use the button prompt to finish it off. Afterwards you unlock Command, which turns enemies into friendlies: hold the up-D-pad button once enough charges are reached, shown by a purple icon in the bottom-right corner. Unlike the other hunts, Command is a single fixed ability, not a choice of two.

Rewards

  • Ability: Command (turn enemies into friendlies)
  • Artifact: Untapped 1996 Commemorative Coin
  • 1 × Reset Item
  • 4,000 × Source

This is the last Resonant hunt before the Hedron endgame — with it done, the full six-ability kit is assembled for The End.