CONTROL Resonant drops you into a crisis-hit Manhattan where three parallel questlines run at once, each feeding into the others. The story wraps up in roughly 20-30 hours for a focused playthrough. Push for full completion and you're looking at 30-40 hours. The structure is looser than a traditional linear RPG: when one questline stalls, you pivot to another, defeat a Resonant boss, then return. Once you understand that rhythm, the pacing clicks.
How are the three questlines structured?
Control Resonant organizes its story into three distinct tracks that you run simultaneously rather than sequentially.
Contain the Crisis is the spine of the narrative. It has 14 entries from the opening Orientation through the Epilogue, and it regularly gates progress behind the other two questlines. Expect to bounce out of it often.
Search for Jesse is shorter, with three quests tied to specific fault locations. These unlock traversal abilities, including wall-walking and grappling points. You need these movement tools to reach areas that other quests require, so don't treat them as optional detours.
Defeating Resonants puts one major boss in each zone except the Evacuation Zone. Five Resonants total: West Incursion Zone, Central Zone, Underpass, The Park, and The Unknown. Killing them earns trophies and some are hard requirements for Contain the Crisis progression.

Control Resonant All Quests List
What is the best zone order?
The game doesn't force a strict path, but testing every route makes it clear that one order minimizes backtracking significantly.
Full main quest list
This is the primary story track. Work through these in order, but expect the game to redirect you mid-chain.
- Orientation
- Welcome to Manhattan
- Evacuation Procedures
- Arish's Briefing
- Notes: Plan of Attack (splits into two parallel missions)
- Power Lines
- Into the Sinkhole
- Enemy of My Enemy (requires Central Resonant and West Incursion Zone Resonant kills)
- Recursions and Iterations
- The House in Distress (mid-quest, forces Jesse Sightings: Underpass if not done)
- The Hedron Link
- Sever the Hedron Links (requires Pope's Research side quest)
- Rebuild
- Fight the Core
- The End
- The Beginning (Epilogue)
Search for Jesse quest list
Three quests, each tied to a fault location. These are labeled under Jesse Sightings.
- Jesse Sightings: The Incursion Fault
- Jesse Sightings: The Subway Fault
- Jesse Sightings: Underpass
The Underpass entry is the one that can get forced mid-quest during The House in Distress if you haven't done it already. Getting it done before that point keeps the pacing cleaner.
Defeating Resonants: boss list and locations
Five Resonant bosses are spread across the map. Each one drops a trophy or achievement on kill.
- The West Incursion Zone Resonant
- The Central Zone Resonant
- The Underpass Resonant
- The Park Resonant
- The Unknown Resonant
If you want a full trophy breakdown for every kill and side objective, the Control Resonant trophy and achievement guide covers every unlock condition including the harder optional completions.

Control Resonant All Quests List
Full side quest list
Thirteen side quests sit outside the main tracks. Most are completable whenever you have zone access, but Pope's Research is a hard requirement for the main story.
- Freeze Frame
- The Party Won't Stop
- Into the Valley of Death
- Pope's Research (required for Sever the Hedron Links)
- Zoe's Briefing
- A New Directive
- Crossing the Threshold
- Urban Survival
- New Growth
- Every Dog Has Her Day
- Unsupervised Science
- Panopticon Service Request
- The Complete Set
Side quests aren't just padding. Several of them gate trophy unlocks, and at least one (Every Dog Has Her Day) connects to the mysterious dog collectible system. If you're working through all collectible locations, the Mysterious Dog locations and Dragon toy solutions guide has every puzzle mapped out.

Control Resonant All Quests List
Tips for efficient progression
- Don't ignore Jesse Sightings early. The traversal abilities they unlock aren't just nice to have; they open physical paths that other quests need. Treating them as an afterthought means backtracking.
- Do Pope's Research before you need it. Sever the Hedron Links will stall your main story if Pope's Research isn't done. It's a side quest, but it functions as a prerequisite.
- Kill Resonants as you enter each zone. The Central and West Incursion Zone Resonants both gate a main story quest. Clearing them on your first visit through each zone avoids a dedicated return trip.
- The Park is optional but worth doing. The Park Resonant isn't required for the credits, but skipping the zone entirely means missing a trophy and some side content that ties into The Complete Set.
For a deeper look at time investment across every completion tier, the Control Resonant playtime breakdown covers main story, side content, and full completion estimates in detail.
For everything else across the game, the full Control Resonant strategy guides collection has zone-specific walkthroughs, collectible guides, and boss breakdowns as they go live.


