Control: Resonant has several bosses dwelling in different locations, defeating whom will unlock cool combat ability rewards. Dylan starts with barely anything, and you can get unprepared in fights. The best upgrades in Control: Resonant are connected to the game's boss fights. Below is a complete list of all Control: Resonant bosses, their locations, and rewards.
What Are Resonant Bosses in Control: Resonant
Resonants are the game's major bosses. Each one sits inside its own zone, has its own quest line separate from the main story, and drops a Combat Ability when it dies.
Only a couple of them are required to finish the campaign. The rest are optional in the strictest sense, but skipping them means going through the late game with two or three abilities while enemies keep scaling up. The Quest Log labels these objectives by region, so you'll see "The Central Resonant" in your log while the boss health bar says The Deserter.
Where to Find Control Resonant Bosses - Locations and Rewards
There are six Resonants or bosses in Control: Resonant in the set, plus Hedron, which is a story boss rather than a member of the group:
| Boss | Zone | How to Unlock the Route | Rewards |
|---|---|---|---|
| The Artist | Downtown | Story progression | Barrage, Volatile Anomaly, or Shield |
| The Deserter | Central | Clear the Patterned Factory | Ignite or Inferno |
| The Dancer | West Incursion Zone | Finish the Fault, unlock Shift | Push or Ground Slam |
| The Collective | The Park | Eat all four Mold samples | Spore Burst or Growth |
| The Physicist | Underpass | Collect 3 Astral Keys | Spike or Astral Rebuke |
| The Co-Director | The Unknown | Follow The Unknown Resonant quest | Command |
| Hedron | The Unknown | Sever every Hedron Link | Extra Combat Ability point |
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1. The Artist (Downtown)
This Resonant boss shows up during Orientation, and beating it is mandatory to move the story along. The projectile spam and explosive attacks will kill you if you treat it like a normal enemy, so be careful.
Killing it sends Dylan to the Gap and gives you your first ability choice, which is the only three-option pick in the game.
- Barrage - Sends projectiles hurtling towards a target.
- Volatile Anomaly - Summons an ally that attacks enemies and can be thrown for extra damage.
- Shield - Burns your power meter to absorb damage. Dodging into enemies with it deals damage.
2. The Deserter (Central)
Head north from the Central Field Office toward the Factory marker. Dylan will notice the patterned pipes outside, which adds the quest to your log. Inside the Patterned Factory, you'll need power cores to open the doors, then take the elevator down. Clear the red growth off the pipes, and the path to the boss opens up.
Clearing The Deserter will give you two options:
- Ignite - Adds Fire damage and Burn to melee attacks and other abilities.
- Inferno - Generates increasingly intense Fire waves applying Burn that builds up.
3. The Dancer (West Incursion Zone)
The Theater is visible from the street in West Incursion Zone, but the gravity-wrecked layout blocks every route. You actually need the Shift traversal ability first to reach the Dancer's location. This comes from the fault in the Parking Garage quest during the Jesse sequence. Once you have Shift, the path into the Theater Hall works fine.
The combat ability reward options are:
- Push - Telekinetic shove that can send enemies off ledges.
- Ground Slam - Can be used midair only, and the damage it deals scales with how high you are when you use it.
4. The Collective (The Park)
You'll find a Mold Gateway near the bottom of the pit in the middle of the zone here, with a mold sample sitting right beside it. You need four samples total:
- The one at the gateway
- The Minimart
- The Pizzeria
- The Gym
Eat all four, and the gateway opens. You'll also want Shift and Reach for the tentacles inside. The combat ability reward options are:
- Spore Burst - Fires mold projectiles that build Infected, dealing damage over time and exploding under fire damage.
- Growth - Drops a mold turret that fires spores and stacks Infected on its own.
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5. The Physicist (Underpass)
Start at The Spire to reach the Physicist location in Control: Resonant. Use Shift to get onto the red carpeted wall and follow it upward, clearing enemies to open the path into the Astral Plane. From there, you're hunting three Astral Keys (placed east, north, and south) on separate floating branches. Open all three, and the arena is straight ahead.
The Underpass has a lot going on at once, including the research team and Power Core objectives. Only switch to this route when the active quest specifically says The Underpass Resonant.
The combat ability reward options are:
- Astral Rebuke - Homing spike that launches an enemy and applies Lifted. Builds Astralized.
- Spike - Summons an astral spike that attacks and can knock targets down. Also builds Astralized.
6. The Co-Director (The Unknown)
While you're exploring the shifting terrain of The Unknown, Zoe picks up a distress call from Rangers near the Field Office. Use the Gravity Wells to travel there and work through the puzzle steps, which involve disrupting the pattern and carrying a charge to the Power Core. The elevator at the Field Office takes you down to the fight.
The combat ability reward is:
- Command - Take over an enemy's mind and turn them into an ally.
7. Hedron (The Unknown)
Hedron is the final boss, sitting to the west of the zone. You can only reach it after severing every Hedron Link and sitting through a long backstory sequence. Fall straight down in the arena and avoid clipping the sides on the way. Winning gives you an extra Combat Ability point rather than a new power.
How to Reset Combat Abilities in Control Resonant
Yes, you can actually reset your choices at the Gap. Here are the steps:
- Hold G on the keyboard or press down on the D-Pad to travel to The Gap.
- Walk over to the mural, use a reset item, and every Combat Ability choice you've made will be refunded.

That's all the information you need to know about all the Resonant Bosses in Control: Resonant, including their locations and the combat ability reward options.
FAQs
There are six: the Artist, Deserter, Dancer, Collective, Physicist, and Co-Director. Hedron is a separate story boss, not a seventh Resonant.
No. Only the Artist and the story-gated fights are required, but skipping the rest leaves you badly short on Combat Abilities.
Yes, you can visit the mural in the Gap and use a reset item to refund every choice you've made.