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All Faults in CONTROL Resonant and how to find them

All Faults in CONTROL Resonant and how to find them
Dylan and Jesse Faden have their hands stretched out, channeling paranatural energy in CONTROL Resonant.
Dylan and Jesse Faden have their hands stretched out, channeling paranatural energy in CONTROL Resonant.

The movement is one of CONTROL Resonant‘s most enticing features, and Faults have the best traversal abilities in the game. Dylan must find them all to advance in the story, but getting them early opens up many different pathways.

Finding Faults also makes your life easier, since you can explore more of Resonant‘s altered Manhattan. The city is laden with secrets that give you valuable resources, including upgrades to Health and Power, so visiting them early pays off. Here are their locations.

CONTROL Resonant‘s Manhattan has five main Faults, though two are mandatory for the main story quest. The first one in Downtown appears in the introduction, while you’ll run into the Oldest House Fault during a story mission. This leaves three different areas to explore: the West Incursion Zone, the Evacuation Zone, and the Underpass. Here’s the location for each of them.

The last two Faults, marked with an asterisk, don’t give you any traversal abilities. We won’t cover the Downtown Fault because you find this one in the introduction, before you’re allowed to roam Manhattan.

وێنەی شاشە لەلایەن Destructoid
وێنەی شاشە لەلایەن Destructoid

The Fault in the West Incursion Zone is located in a parking garage to the north-ish of the map. To get there, use the generator in the House of Mirrors to power up the elevator in the patterned street to the west, letting you get to the top of it.

Once you get to the parking garage, you must grab the key from a guard inside a laundromat to the south. From there, follow the cars and take the gravity-assisted path to the bottom to get one of the most important traversal abilities in the game, letting you walk on walls. You also get an incredible sequence featuring another track in Zoe’s mixtape, which is a bonus treat.

وێنەی شاشە لەلایەن Destructoid
وێنەی شاشە لەلایەن Destructoid
وێنەی شاشە لەلایەن Destructoid
وێنەی شاشە لەلایەن Destructoid

The Evacuation Zone Fault has another crucial traversal ability: Reach, which allows you to teleport to the miniature black holes you see scattered around the map. Getting this one early makes your journey a lot easier. You do have to visit this area at the beginning of the game anyway, so you might as well stop by.

Go through the construction site to the north of the Main Street fast travel door, and you’ll come up on the Railyard Street Station, where a vision of Jesse will guide you further ahead. This is a long Fault, but the path to it is absolutely hypnotizing (when you’re not being murdered by trains). If you don’t know where to go next, heading down might be a good choice. Remember: you can walk on the tracks.

ئەم بابەتە بە تەواوی لە سەرچاوەی فەرمی Destructoid وەرگیراوە و وەرگێڕدراوەتە سەر زمانی کوردی سۆرانی بۆ پلاتفۆرمی Gaming.

سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.destructoid.com/all-faults-in-control-resonant-and-how-to-find-them/

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