
Mastering Combat: A Guide to Resonant Bosses and Abilities in Control Resonant

By Reiner Knizia


By Reiner Knizia
In the expansive world of "Control Resonant," the primary adversaries are known as Resonants. These powerful entities are scattered throughout New York City, and engaging them is crucial for bolstering your character's combat repertoire. While not all Resonants are mandatory for game completion, acquiring their associated abilities significantly enriches the gameplay experience, transforming static encounters into dynamic battles.
Upon defeating a Resonant, players are presented with a selection of combat abilities. The choice is yours, and careful consideration is advised to best suit your playstyle. Should you wish to re-evaluate your selections, a convenient system allows for ability resets. By accessing the Gap and interacting with the mural, players can refresh their combat skills and reallocate their choices, ensuring adaptability to any challenge.
Your inaugural confrontation with a Resonant will be against The Artist, an encounter seamlessly integrated into the game's tutorial. This initial victory grants access to fundamental combat abilities: 'Barrage,' a projectile-throwing skill; 'Volatile Anomaly,' which summons an explosive orb; and 'Shield,' a defensive measure that absorbs damage and can be used offensively.
Venture into the subterranean depths beneath the Patterned Factory in Central to face The Deserter. This boss awaits after you've cleared the red masses from the pipes. Success in this battle unlocks fire-based abilities: 'Ignite,' which imbues your attacks with flames, and 'Inferno,' allowing you to unleash waves of fire upon your adversaries.
The Dancer resides within the Theater Hall of the West Incursion Zone. To reach this foe, you must first acquire the 'Shift' traversal ability by resolving the fault in the Parking Garage. Overcoming The Dancer grants you control over kinetic forces: 'Push,' a telekinetic shove for displacing enemies, and 'Ground Slam,' a powerful aerial attack that devastates foes below.
Within The Park, behind a mold-encrusted gate at the bottom of a central pit, lies The Collective. Accessing this boss requires consuming three molds scattered across the area. Once inside, utilize 'Reach' and 'Shift' to dismantle the sprouting tentacles. Defeating The Collective bestows mold-related abilities: 'Spore Burst,' which fires infected projectiles, and 'Growth,' summoning a spore-launching turret.
Ascend to the summit of the Spike in the Underpass to confront The Physicist. This encounter demands skillful traversal and strategic combat. After clearing enemies and collecting three astral keys, you'll enter the arena. Victory over The Physicist unlocks astral abilities: 'Spike,' summoning a chaotic orb, and 'Astral Rebuke,' a homing spike that lifts enemies and enhances status effects.
The Co-director, a pivotal Resonant, is situated in the Field Office within the Unknown. Reaching them necessitates navigating a series of islands using Pope's research balloons. Conquering this foe grants you 'Command,' a unique ability that allows you to temporarily turn enemies into allies, adding a strategic layer to your engagements.
While not a Resonant for achievement purposes, The Hedron represents the ultimate adversary in "Control Resonant." Located within the Oldest House after severing its ties and completing a retro game sequence, this final boss battle is a climactic test of your accumulated skills. Upon its defeat, you receive an additional combat ability point, enabling you to further refine your character's diverse skill se
About the author

Prolific and award-winning board game designer with a PhD in mathematics, known for elegant game mechanics.

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