Control Resonant Trophy Guide & Achievement List: How to Get the Platinum
If there is one thing I have learned from playing Remedy games, it is that you should never assume the weirdest thing you see on screen is going to be the weirdest thing the game throws at you five minutes later.
CONTROL Resonant takes that philosophy and pushes it much further. Dylan Faden steps into the spotlight this time, leaving the familiar confines of the Oldest House behind and venturing into a paranormal version of Manhattan. The result is a game that feels bigger, stranger, and considerably more focused on exploration and melee combat than the original.
And, naturally, there is a Platinum trophy waiting for anyone stubborn enough to poke into every suspicious room, complete every strange side activity, and hunt down every Resonant.
I have gone through the current trophy information, and the good news is that CONTROL Resonant is a fairly approachable Platinum. The challenge isn’t really about brutal difficulty. The bigger obstacle is understanding where the game wants you to go, especially when optional activities start appearing all over Manhattan.
The game has 50 PlayStation trophies: 1 Platinum, 1 Gold, 16 Silver and 32 Bronze. Xbox and Steam have 49 achievements because they do not have the PlayStation Platinum.
CONTROL Resonant Platinum Overview
| Category | Details |
|---|---|
| Platinum Difficulty | Around 4/10 |
| Estimated Time | Approximately 40–50 Hours |
| Playthroughs | 1 |
| Missable | 1 Semi-Missable Trophy |
| Glitched | None Currently Reported |
| Online Trophies | 0 |
| Difficulty-Related | No |
| Post-Game Free Roam | Yes |
| New Game+ | No |
These estimates are based on the current trophy roadmap rather than the original assumptions in the supplied draft. The roadmap puts the Platinum at roughly 40–50 hours without Assist Mode, with the possibility of reducing that time if you use the game’s extensive Assist Mode options.
One thing I particularly like here is that Assist Mode does not disable trophies. Remedy has deliberately allowed players to adjust the experience, including options that can make combat dramatically easier. So if a boss fight starts feeling more annoying than fun, there is no trophy-hunting reason to bang your head against it.
My Recommended Platinum Roadmap
The easiest way to approach the CONTROL Resonant trophy guide is not to obsess over every collectible from the first hour.
You will eventually gain more traversal abilities, access to additional zones, and unlock side quests that make earlier areas much easier to explore. Trying to 100% everything immediately can actually make the game feel more confusing.
Step 1: Play Through the Main Story
For the first half of the game, I would simply enjoy the campaign.
The story is split between several major quest threads, including Contain the Crisis, Search for Jesse, and the Resonant-related missions. Your progress gradually opens up more of Manhattan and gives Dylan the movement abilities needed to reach previously inaccessible locations.
You will naturally earn a large number of trophies during this stage.
More importantly, don’t worry if your map looks like absolute chaos. That’s normal. CONTROL Resonant is not particularly interested in giving you a perfectly clean checklist.
Step 2: Defeat Every Resonant
This is one of the most important things for the Platinum.
There are six Resonant bosses, with several tied directly to the story and others hiding in optional zones. Defeating them is important not only for trophies but also because Resonants unlock new Combat Abilities.
The six Resonant-related trophies are:
- Artistic Liberation — Downtown
- Thermal Termination — Central
- Curtain Fall — West Incursion Zone
- Insidious Growth — Park
- Astral Reconfiguration — Underpass
- Honorable Discharge — Unknown
The optional bosses are particularly easy to overlook, so don’t assume finishing the campaign means you have dealt with everything. The Park and Unknown Resonants, for example, require additional exploration and side content.
Step 3: Clean Up Side Quests and Exploration
This is where the Platinum really starts to feel like a proper Remedy completionist run.
There are several side activities worth prioritizing:
- Pope’s Research
- New Growth
- The Party Won’t Stop
- Unsupervised Science
- Freeze Frame
- The Complete Set
- Notes: Every Dog Has Her Day
- Panopticon Service Request
- A New Directive
You will also need Dylan’s drawings, Secret Hideouts, FBC Tasks, World Feats, Artifacts, outfits and various upgrades.
The nice part is that these activities aren’t just filler. A lot of them lead to new gear, upgrade materials, abilities or small pieces of the game’s weird world-building.
The One Trophy You Should Watch Carefully
The trophy I would personally put a big red warning beside is:
Be What You Want to Be — Save everyone during karaoke.
This happens during The Party Won’t Stop side quest in the West Incursion Zone.
During the karaoke sequence, you have to select the correct lyrics. Choose incorrectly and someone can die, which prevents the trophy from unlocking during that attempt.
The good news is that this isn’t a traditional “start the entire game again” nightmare. The game maintains permanent saves after main quests, allowing you to reload an earlier state and attempt the sequence again.
So my advice is simple: don’t freestyle the karaoke scene.
There are nine correct choices:
- Gasoline
- Stress
- So fleeting
- Too long
- Move
- Fear
- Everything
- Higher and higher
- Shout
If you make a mistake, reload rather than continuing and hoping the trophy somehow survives.
Complete CONTROL Resonant Trophy List
Here is the full current trophy list, with the actual names and requirements rather than the fictionalized list in the original draft. The complete list contains 50 trophies, matching the PlayStation structure of 1 Platinum, 1 Gold, 16 Silver and 32 Bronze.
| # | Trophy | Grade | Requirement |
|---|---|---|---|
| 1 | Interdimensional Protector | Platinum | Earn all other trophies. |
| 2 | Graffiti Artist | Gold | Complete the Mural in the Gap. |
| 3 | Repeating, Refracting | Silver | Kill the Hedron. |
| 4 | Stop it at the Source | Bronze | Sever all the Hedron Links. |
| 5 | The First Link | Bronze | Sever the first Pattern Link. |
| 6 | Sibling Reunion | Bronze | Complete all Fault Rituals. |
| 7 | Enemy of My Enemy | Bronze | Help with the CFD. |
| 8 | Rescue Mission | Bronze | Rescue Arish. |
| 9 | Honorable Discharge | Bronze | Kill the Resonant in the Unknown. |
| 10 | Astral Reconfiguration | Bronze | Kill the Resonant in the Underpass. |
| 11 | Insidious Growth | Bronze | Kill the Resonant in the Park. |
| 12 | Thermal Termination | Bronze | Kill the Resonant in Central. |
| 13 | Curtain Fall | Bronze | Kill the Resonant in the West Incursion Zone. |
| 14 | Artistic Liberation | Bronze | Kill the Resonant in Downtown. |
| 15 | Astral Potency | Silver | Reach Aberrant Strength 100. |
| 16 | Versatile Expert | Silver | Unlock 30 Talents. |
| 17 | Personal Development | Silver | Obtain 4 Health Upgrades. |
| 18 | Zone Warden | Silver | Unlock 40 Zone Upgrades. |
| 19 | Astral | Silver | Obtain 4 Power Upgrades. |
| 20 | Combat Rediness | Silver | Equip a Combat Ability in every slot. |
| 21 | Paranatural Artisan | Silver | Craft 30 Artifacts. |
| 22 | Diligent Consultant | Bronze | Complete 20 FBC Tasks. |
| 23 | Form Over Function | Silver | Obtain 12 outfit items. |
| 24 | Panopticon Intern | Silver | Contain Altered Items and help Langston. |
| 25 | Be What You Want to Be | Bronze | Save everyone during karaoke. |
| 26 | Threshold Researcher | Silver | Deal with all the Thresholds in Manhattan. |
| 27 | Budding Analyst | Silver | Help Pope finish her research. |
| 28 | Work-Life Balance | Silver | Complete all instances of the Sketchbook. |
| 29 | Dog’s Best Friend | Silver | Gain a furry friend. |
| 30 | Backroom Espionage | Silver | Visit all the Secret Hideouts. |
| 31 | Budding Mycologist | Silver | Deal with the major Mold Incidents in Manhattan. |
| 32 | Astral Adept | Bronze | Max-out any Aberrant Form. |
| 33 | Field Control | Bronze | Reach level 5 in every Zone. |
| 34 | Paranatural Craftsman | Bronze | Equip 3 Artifacts. |
| 35 | Psychic Domination | Bronze | Command a Breaker enemy. |
| 36 | Intense Precision | Bronze | Keep Dominance active for 60 seconds. |
| 37 | Paranatural Agility | Bronze | Perform 3 Perfect Dodges in less than 6 seconds. |
| 38 | Love to Deep Dive | Bronze | Visit the Gap 3 times in less than 5 minutes. |
| 39 | SHÜM! | Bronze | Play a level in SHÜM! |
| 40 | Out of Uniform | Bronze | Equip an outfit item in every customization slot. |
| 41 | Up to the Task | Bronze | Complete a World Feat. |
| 42 | FBC Recruit | Bronze | Complete an FBC Task. |
| 43 | Core Competency | Bronze | Obtain a Health Upgrade or Power Upgrade. |
| 44 | Field Work | Bronze | Reach level 3 in any Zone. |
| 45 | Finalization Protocol | Bronze | Unlock a Combo Finisher. |
| 46 | Paranatural Apprentice | Bronze | Craft an Artifact. |
| 47 | Promising Recruit | Bronze | Unlock a Talent. |
| 48 | Astral Construction | Bronze | Purchase an Aberrant Upgrade. |
| 49 | Parautilitarian | Bronze | Obtain your first Combat Ability. |
| 50 | Assigned to Accept | Bronze | Obtain Aberrant. |
Trophy Hunting Tips That Actually Matter
Don’t Ignore Zone Progression
One of the biggest differences from the first Control is how progression works here.
Instead of simply thinking about Dylan’s overall character level, you are also building up individual Manhattan Zones. There are seven Zones, and each can reach Level 15. You only need 40 Zone Upgrades for Zone Warden, so you don’t need to squeeze every last point out of every district.
That makes the trophy considerably less intimidating than it initially sounds.
Explore Secret Hideouts
I genuinely recommend doing these as you encounter them.
Secret Hideouts are marked by question marks once you get close enough, and solving their environmental puzzles can reward Health or Power Upgrade pieces. They’re exactly the kind of little Remedy-style distractions that make wandering around the world worthwhile.
You need all of them for Backroom Espionage.
Don’t Hoard Everything Forever
Materials are used for Talents, Aberrant upgrades and Artifacts. You need to reach Aberrant Strength 100, unlock 30 Talents and craft 30 Artifacts, so there is little reason to finish the campaign with a backpack full of materials because you’re afraid to spend them.
The important thing is simply to keep upgrading rather than throwing resources into one narrow build forever.
Remember the Gap
The Gap is your central upgrade hub. It is where you handle Talents, Artifacts, Aberrant upgrades and other progression systems.
There is even a wonderfully silly trophy called Love to Deep Dive, which asks you to visit the Gap three times in less than five minutes. It’s basically Remedy saying, “Yes, we know you’re going to be teleporting here constantly.”
Combat Trophies Are Mostly Straightforward
The combat-related trophies are much less frightening than some of the names might suggest.
Paranatural Agility asks for three Perfect Dodges within six seconds. Once you’ve unlocked the Perfect Dodge Talent, successful dodges briefly slow time, making the timing much easier to understand.
Psychic Domination requires you to use Command on a Breaker enemy. Command becomes available after defeating the Resonant in the Unknown Zone, while Breakers can be encountered in areas such as Central.
Then there’s Intense Precision, which asks you to maintain Dominance for 60 seconds. This is probably the one combat trophy where I would actively think about the requirement rather than simply expecting it to happen naturally.
And, honestly, if you’re struggling, Assist Mode exists for exactly this sort of situation. It can be adjusted without locking trophies, so there is no shame in using it.
Collectibles and Side Content
For Work-Life Balance, you need to complete all 11 of Dylan’s Drawings. These are not simply collectibles that you pick up; they involve placing specific objects in the correct positions before completing the drawing.
Backroom Espionage requires every Secret Hideout, while Dog’s Best Friend asks you to find a dog in each Zone and recover its little blue dragon plush before returning to the Gap.
Yes, a game about extradimensional horror has a dog trophy.
Naturally, I approve.
You will also need to finish the various activities associated with Pope’s Research, the Major Mold Incidents, the Threshold laboratories and Langston’s Altered Item quests.
Control Resonant Aberrant Form Guide: Best Weapons, Combos, and Builds
Final Platinum Strategy
My biggest piece of advice is simple: don’t turn your first playthrough into a spreadsheet simulator.
Play the story. Learn Dylan’s movement and combat systems. Kill Resonants when their quests become available. Pick up obvious upgrades. Do side missions when they look interesting.
Then, once the story is complete, use free roam to clean up whatever remains.
That approach makes much more sense because the game gives you more traversal options as you progress. Some of Manhattan’s stranger locations are clearly designed around abilities you simply won’t have early on.
The Platinum also doesn’t require a second full playthrough. Current trophy information confirms that you can continue exploring after the story, while permanent saves after main quests provide a useful safety net for the one semi-missable karaoke trophy.
And there is something satisfying about finishing a Remedy game by gradually turning a completely incomprehensible map into a giant checklist of things you have personally broken, defeated, investigated or climbed.
Control Resonant Best Supernatural Abilities Loadout Guide (2026 Meta)
Final Thoughts
CONTROL Resonant looks like a very manageable Platinum for anyone who enjoys exploration-heavy action games. The real difficulty isn’t some ridiculous final boss or a trophy demanding perfect combat on the hardest setting. It is the sheer amount of strange side content scattered throughout Manhattan.
Personally, I think that’s exactly the right direction for this kind of game.
The best trophies are the ones that encourage you to engage with the game’s weirdness rather than simply repeat the main story. Hunting down Secret Hideouts, solving underground Threshold puzzles, tracking down Resonants and stumbling into ridiculous activities like SHÜM! feel much more appropriate for CONTROL than a generic “collect 500 feathers” checklist ever could.
If you’re going for the Platinum, I’d keep one thing in mind above everything else:
Explore first, panic later.
The game gives you plenty of opportunities to clean things up after the campaign, and with Assist Mode available and no difficulty-based trophies, there is very little reason to make the experience harder than you want it to be.