Control Resonant First Hours Walkthrough: Dylan's Escape and Opening Zone Guide
The first three hours of Control Resonant set up everything. Dylan's escape from FBC confinement, your first taste of the Pattern-warped Manhattan, and the combat tutorial that's actually three tutorials stacked in a trench coat pretending to be one. I've run through this opening section four times now while testing different builds and I keep finding new things.
The Prologue: Escape From the Oldest House
You start in a containment cell deep inside the FBC headquarters, the Oldest House. If you played Control (2019), the building should feel familiar. Except something is wrong. The walls are bleeding Pattern resonance and half the staff are frozen mid-motion like someone hit pause on reality. Dylan's been in here for seven years and the game does a good job of making you feel that weight in the first ten minutes.
Follow the Board's voice. It'll guide you through the initial corridors. There's no combat yet, just atmosphere and worldbuilding. Pay attention to the documents on desks. One mentions that Jesse Faden, Dylan's sister and the FBC Director, went missing three months before the game starts while investigating the Pattern's origin point in Midtown Manhattan. That's your motivation for basically the entire main story.
You'll pick up the Aberrant about fifteen minutes in. The Board manifests it directly into Dylan's hands and the first transformation sequence is one of those Remedy moments where you just kind of sit there and go "okay, that was cool." You get the hammer form and the fists form right away.
First Combat: Hiss Remnants
Your first enemies are Hiss Remnants, corrupted FBC personnel who've been trapped in the Pattern's influence. They're slow and predictable. Use hammer charged attacks on groups and fists for single targets. The fists have faster attack speed and a surprisingly good stagger buildup, which the tutorial text doesn't mention.
There's a hidden tutorial tucked into the basement level of the containment wing. When you reach the armory, look for a cracked wall on the left side. Hit it with a charged hammer slam and it breaks open into a small training area with target dummies. No loot, but you can practice weapon form switching without enemies attacking you. I only found this on my third run and I was annoyed nobody told me about it.
Reaching the Surface
Once you climb out of the Oldest House, the game cuts to a wide shot of Manhattan and it's genuinely unsettling. Skyscrapers bent at impossible angles. Streets that curl upward like they're trying to escape the ground. The Pattern isn't just visual flair either. Those warped buildings are climbable with Shift later, and some contain secret areas.
Your immediate goal is reaching the FBC Forward Operations Base in what used to be the Financial District. The path there is linear but there are two side paths worth taking:
The first is a collapsed subway entrance about 200 meters from the Oldest House exit. Drop down and you'll find a dead FBC agent with the Field Medic's Kit, an Artifact that gives 5% health recovery on weapon form kills. It's not huge but in the early game every bit of sustain helps.
The second is a rooftop accessible via a fire escape near the first Hiss patrol you encounter on the surface. Climb up, deal with two Hiss snipers, and you'll find a Talent Shard in a briefcase. That's one free Talent point before you've even reached the hub.
The FBC Forward Operations Base
This is your hub for the first third of the game. There's a vendor named Agent Chen who sells basic Artifacts and Aberrant upgrade materials, plus a workbench for weapon upgrades. Talk to everyone here. Agent Park gives you the side mission that rewards the FBC Duty Badge. Agent Reeves has intel on the first Resonant boss that includes its damage type and the weapon form it's weak to. If you skip the dialogue, you miss this information and the boss fight becomes significantly harder.
Upgrade your hammer form at the workbench before leaving. One upgrade level costs basic materials you should have picked up during the prologue. The damage increase is noticeable.
The First Resonant: Pattern-Keeper
You can't miss this fight. It's your first real test. The Pattern-Keeper is a hulking humanoid Resonant that fights with shockwave slams and a charge attack. It looks like a corrupted FBC heavy trooper wrapped in Pattern geometry.
The key to this fight is staying mobile. The Pattern-Keeper's shockwaves travel along the ground, so use Reach to teleport to elevated positions. The hammer form works well here because its charged slam matches the boss's stagger threshold on every third hit. The pattern is: dodge the charge attack, hit twice with light hammer swings, charged slam on the third, Reach away before the shockwave, repeat.
Defeating the Pattern-Keeper unlocks your third Aberrant form, dual blades, and gives you a Talent point. The dual blades are faster and have a bleed effect on the fourth consecutive hit. They're excellent for the next zone where enemies start coming in larger groups.
After the First Boss
With the Pattern-Keeper down, the Financial District opens up slightly. You'll have three side missions available and the main story path leading toward Midtown. Do the side missions. All of them. They reward you with the FBC Duty Badge, an Artifact slot expansion, and enough materials to upgrade two weapon forms to level two.
Your Talent priority after the first boss should be putting points into the weapon switch cooldown reduction talent if you haven't already. The combat is about to get faster and you need to be swapping forms constantly. Put your boss reward Talent point into that, plus whatever points you've earned from leveling.
The main story will then push you into Midtown, where the Pattern gets denser, the enemies get meaner, and you'll start encountering the vertical combat arenas that make Shift feel essential rather than optional. But that's for after the first three hours. By this point you should have three Aberrant forms, four or five Artifacts, three Talent points spent, and a decent feel for the combat rhythm.