Control: Resonant Collectibles Guide#
Control: Resonant carries on the Remedy tradition of rich collectibles that flesh out the world. Collectibles are mostly documents, recordings, and other text and audio material scattered across the corners of warped Manhattan — key puzzle pieces for understanding the “Hiss”, the “Mold”, and Dylan’s own story.
Because the full collectible count has not been disclosed, this page covers collectible types, sources, and strategy; for the concrete list, defer to the game itself.
Collectible Types#
| Type |
Description |
| Documents |
Text records found in the world that fill in events and background |
| Recordings |
Audio records that restore the voice clues of characters and events |
| Altered Item ties |
Interactive collectibles tied to supernatural objects |
| Quest-related |
Collectibles obtained through side missions or bulletin boards |
Collectibles and the World#
Collectibles are a vital complement to the narrative. Reading documents and listening to recordings deepens your grasp of where the “Hiss” and “Mold” threats came from, how the Federal Bureau of Control (FBC) operates, and the true situation of the Faden siblings, Dylan and Jesse.
| Collectible thread |
What it reveals |
| FBC records |
How the Bureau handles anomalous events |
| Hiss and Mold files |
Where the two threats originate |
| Dylan and Jesse material |
The siblings’ backstory and bond |
Collectible Sources#
| Source |
Description |
| World pickups |
Documents and recordings scattered across the map |
| Side missions |
Collectibles granted for completing side content |
| FBC bulletin boards |
Collectibles tied to the boards |
| Hidden Easter eggs |
Collectibles tucked into special scenes |
How to Approach Collecting#
Because the game is a semi-open city that leans on movement abilities, hunting collectibles often means making good use of traversal tools like Shift and Reach. Many collectibles hide in corners you can only reach by shifting gravity or grappling.
| Collecting tip |
Description |
| Activate the map first |
Revealed area info makes positioning easier |
| Make the most of Shift |
Many collectibles sit on walls or high up |
| Watch for Reach points |
Orb markers often signal collectibles nearby |
| Pick up side missions |
Side content is a major collectible source |
Collecting and Movement Abilities#
| Movement ability |
Collecting use |
| Double jump |
Reach higher platforms |
| Hover glide |
Cross wider stretches of terrain |
| Dash |
Move fast and shake off negative states |
| Shift |
Enter wall and ceiling spaces |
| Reach |
Pull yourself toward orbs across terrain |
Area-by-Area Collecting Notes#
| Area |
Collecting notes |
| Downtown |
The teaching area; Orientation-quest collectibles |
| West Incursion Zone |
Shift-related; probe walls and rooftops |
| Park |
Collectibles where nature and the supernatural intertwine |
| Evacuation Zone |
Reach-related; collectibles spread across terrain |
Full-Collection Time#
By Remedy’s figures and media reports, full collection and completion take about 50 hours. Compared with the roughly 30-hour main story, the extra 20 hours or so go mostly into collectibles and side exploration.
| Goal |
Time |
| Main story |
About 30 hours |
| Full collection / completion |
About 50 hours |
A Few Reminders#
| Reminder |
Description |
| Collectibles flesh out the world |
Don’t just rush the story — read the documents, hear the recordings |
| Movement matters |
Shift and Reach are the keys to hard-to-find collectibles |
| Side content is a source |
Boards and side missions often throw in collectibles |
| Full collection takes time |
Budget your hours before chasing it |
Wrap-Up#
Collecting Priorities#
| Priority |
Collectible source |
Why |
| High |
Near main-story nodes |
Easy to grab along the way |
| Medium |
Side missions |
Bonus rewards that flesh out the world |
| Medium |
Bulletin boards |
Field-task pickups |
| Medium |
Hidden Easter eggs |
Delightful but time-costly |
After Shift and Reach unlock, corners that were out of reach often hide collectibles. Once a new movement ability unlocks, revisit the areas you have already explored — you will very likely find collectibles you missed.
Wrap-Up#
Collecting is not just completionism — it is a core way to experience Remedy-style storytelling. Piece the scattered documents and recordings together, and the story behind warped Manhattan runs far deeper than it looks.