Control
Control

Overview

Get started in Control with this overview. Learn core gameplay mechanics, advanced combat strategies, and how to face.

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Overview

Welcome, Director Faden, to the Oldest House. This guide will serve as your comprehensive resource for navigating the shifting, often hostile, environment of the Federal Bureau of Control. We'll cover everything from core gameplay mechanics to advanced combat strategies, ensuring you're well-equipped to face the Hiss and uncover the mysteries within.

The Bureau's Structure

The Oldest House is a vast, interconnected entity, constantly reorganizing itself. Understanding its primary sectors is crucial for efficient exploration and mission completion:

  • Executive Sector: Your initial entry point and the administrative heart of the FBC. Contains the Director's Office, Central Executive, and the Communications Department.
  • Maintenance Sector: Responsible for the Oldest House's infrastructure. Features areas like the NSC Power Plant and the Janitor's Office. Expect to encounter more environmental puzzles here.
  • Research Sector: Dedicated to studying Altered Items and Objects of Power. Home to the Panopticon and the Containment sector, often housing dangerous entities.
  • Containment Sector: A highly secure area within the Research Sector, designed to hold the most volatile Altered Items and Objects of Power.

Core Gameplay Mechanics

As the Director, you wield unique abilities and the powerful Service Weapon. Mastering these is key to your survival.

The Service Weapon

The Service Weapon is an Object of Power that transforms into various forms, each suited for different combat scenarios. You'll unlock these forms as you progress through the main story missions. Key forms include:

  • Grip: Your standard pistol form, excellent for precise shots and headshots. Effective against unarmored Hiss.
  • Shatter: A shotgun-like form, devastating at close range. Ideal for clearing groups of weaker Hiss or dealing heavy damage to larger, slower enemies.
  • Pierce: A powerful, slow-firing weapon that can penetrate multiple enemies and light cover. Essential for dealing with armored Hiss or enemies hiding behind environmental obstacles.
  • Spin: A rapid-fire submachine gun form, great for sustained damage against fast-moving targets or when you need to suppress an area.
  • Charge: A projectile launcher that fires explosive rounds. Excellent for area-of-effect damage and breaking enemy shields.

Remember to upgrade your Service Weapon forms using Source and Crafting Materials at Control Points to enhance their damage, fire rate, and other attributes.

Director's Abilities (Objects of Power)

Throughout your journey, you will cleanse and bond with various Objects of Power, granting you supernatural abilities. These are not merely combat tools but also crucial for traversal and puzzle-solving.

  • Launch: Acquired early on from the Hotline. This telekinetic ability allows you to pick up and hurl objects at enemies or to clear obstacles. Master its use for both offense and defense.
  • Evade: Obtained from the Floppy Disk Altered Item in the Maintenance Sector. A quick dash that allows you to avoid incoming attacks and reposition quickly. Invaluable in intense firefights.
  • Shield: Gained from the Mannequin Altered Item in the Research Sector. Creates a temporary barrier of debris around Jesse, absorbing damage. Can be upgraded to reflect projectiles.
  • Seize: Acquired from the Merry-Go-Round Horse Altered Item in the Research Sector. Allows you to temporarily convert a weakened Hiss enemy to fight alongside you. Extremely useful for crowd control and drawing enemy fire.
  • Levitate: The last major ability, found in the Panopticon within the Research Sector. Grants the power of flight, opening up new exploration paths and providing a significant combat advantage from above.

Prioritize upgrading these abilities via the Astral Constructs menu using Source and Ability Points earned from completing missions and finding hidden areas.

Exploration and Progression

The Oldest House is a labyrinth. use your map frequently and look for subtle environmental cues. Control Points act as fast travel locations, healing stations, and upgrade terminals. Always cleanse a Control Point when you find one.

  • Collectibles: Keep an eye out for Research & Records documents, Case Files, and Hotline messages. These provide crucial lore, backstory, and hints about the FBC and the Hiss.
  • Side Missions: Don't neglect the numerous side missions. They often reward valuable materials, Ability Points, and even new Service Weapon forms or Mod slots.
  • Hidden Areas: The Oldest House is full of secrets. Use your abilities, especially Launch and Levitate, to reach seemingly inaccessible areas. Many contain hidden caches, collectibles, and even optional bosses.

Combat Strategy

Combat in Control is dynamic and requires a blend of gunplay and supernatural abilities. Here are some general strategies:

  • Stay Mobile: Standing still is a death sentence. Use Evade and Levitate to constantly move, dodge incoming attacks, and flank enemies.
  • Resource Management: Your Service Weapon has infinite ammo but overheats. Your abilities consume Energy, which regenerates. Alternate between weapon fire and abilities to maximize your offensive output.
  • Environmental Awareness: The environment is your weapon. Launch debris, explosive barrels, or even pieces of the floor at enemies. Use cover wisely, but remember it's often destructible.
  • Target Prioritization: Identify high-threat enemies first. Hiss Snipers, Elevated Hiss, and Hiss Charged are particularly dangerous. Use Seize on tougher enemies to turn the tide.
  • Mods: Equip Personal Mods and Weapon Mods to enhance Jesse's stats and the Service Weapon's performance. Experiment with different combinations to find what suits your playstyle.