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Hunt the Resonants: Control Resonant Maps Out Boss Locations and Combat Abilities

September 24, 2026 · Gamer24H Editorial Team

For players of Control Resonant, the hunt for the game’s Resonants has never been more systematic. These formidable bosses are scattered across the streets of New York City, and each one drops a new combat ability when defeated — though not every Resonant is required to finish the game. A newly published guide breaks down exactly where each boss can be found and which of three to five combat abilities players can choose from, offering a roadmap for those looking to sharpen their fighting prowess before the campaign concludes.

Resonant boss locations and combat ability list in Control Resonant
Resonants are the primary bosses in Control Resonant, and defeating one unlocks a new combat ability.

At the heart of the experience is a deliberate design choice: while the game can be completed without chasing every Resonant, relying on a single or two abilities can make combat feel stale over time. The developer’s advice is clear — hunt them all down to expand your arsenal. Each Resonant rewards you with a selection of abilities, but you can only pick one to add to your toolkit, forcing meaningful decisions about how you want to build your combat style.

A Living Guide in New York

Resonants are spread throughout the city’s districts, from the tutorial in Downtown to the Underpass, and it’s up to Jesse Faden — or the player’s protagonist — to track them down as the only capable fighter around. The guide notes that this is a work in progress, with the team promising to add every Resonant and their corresponding ability as they’re discovered. So far, five Resonants have been catalogued, each tied to a specific district and offering a distinct set of options.

One of the most practical features uncovered is the ability to rethink your choices entirely. If a player isn’t happy with their picks, they can head to the Gap, hold G on the keyboard or press down on the D-pad, and use a reset item at the mural to refresh all combat abilities. From there, they’re free to make their selections all over again — a forgiving system that keeps experimentation alive without punishing players for second-guessing their build.

The Resonants and Their Rewards

The first Resonant, The Artist, appears in the tutorial and cannot be missed.

The Artist resonant, which looks like a floating head, from Control Resonant. Graphic: Johnny Yu/Polygon | Source images: Remedy Entertainment via Polygon
The Artist is the first Resonant you’ll encounter, and it’s found in the tutorial.

Defeating it opens up three options: Barrage, which lets you hurl projectiles at a target much like Jesse Faden in the original Control; Volatile Anomaly, a floating orb that fires projectiles and can be thrown for extra damage; and Shield, a barrier that absorbs damage using your power meter and can be charged into enemies to deal damage. The choice here sets the tone for the rest of the game.

Central introduces The Deserter, found underground beneath the Patterned Factory. Players must use power cores to open the factory’s doors, descend by elevator, and clear the red masses off the pipes before facing the boss. The two abilities on offer — Ignite, which engulfs your melee, Barrage, Shield, and Volatile Anomaly attacks in flames to apply burn, and Inferno, which throws waves of fire to deal damage and cause burn — lean heavily into elemental play.

Over in the West Incursion Zone, The Dancer lurks in the Theater Hall, but reaching it requires completing the fault in the Parking Garage to unlock the Shift traversal ability first. The Dancer rewards players with Push, a telekinetic shove that can blast enemies off ledges or into hazards, and Ground Slam, a midair slam that deals more damage the higher you fall.

The Park’s The Collective sits behind a moldy gate at the bottom of the pit in the zone’s center. Players must eat all three molds scattered around the area to unlock the gate, then use Reach and Shift to destroy the sprouting tentacles on the walls. The resulting abilities — Spore Burst, which fires mold projectiles to build up the infected status effect (with infected enemies exploding when hit by fire), and Growth, a moldy turret that shoots spores at nearby foes — cement the game’s signature status-effect combat.

Finally, The Physicist guards the top of the Spike in the Underpass. After clearing enemies and collecting three astral keys to the east, north, and south, players unlock the arena. The two abilities here — Spike, a chaotic black orb that knocks down targets and builds up the astralized status effect, and Astral Rebuke, a homing spike that launches enemies into the air while applying lifted — round out the current roster and showcase the game’s deep status-effect layer.

“Not every resonant is mandatory in order to finish the game. However, having only one or two abilities can make combat feel stale, so make sure to hunt them down to improve your fighting prowess.”

Control Resonant guide

The community response has been largely positive, with players appreciating the freedom to experiment with builds and the accessibility of the reset mechanic. The variety of status effects — burn, infected, astralized, and lifted — combined with traversal abilities like Shift and Reach gives the game a distinct identity that nods to its predecessor while carving out its own space in the action-platformer genre.

Looking Ahead

As the guide remains a work in progress, more Resonants and their abilities are expected to be added in the coming days. Players are encouraged to keep exploring New York City’s districts and revisit areas with fresh eyes, since some Resonants require traversal abilities or specific items to reach. With the reset mechanic in hand, there’s no reason to settle for a single build — the city is full of bosses waiting to be conquered, and every one of them has something new to teach.

Related Article: Chasing a Loyal Companion: The “Every Dog Has Her Day” Side Quest and Its Dozen Toys in Control Resonant →
Kaynak: Polygon ↗

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