Control Resonant platinum route — the one karaoke missable, and why Assist Mode is safe to use

Trophy route order for Control Resonant: what the platinum needs, the single partially missable trophy and how to recover it, the FBC board grind count, and confirmation that assist options do not block trophies.

Checked in-game on patch 1.4.1

Scope: what the platinum actually asks for

Defeat every Resonant, finish the main story, clear a broad set of collection side content, and land a batch of combat trophies. Nothing is permanently missable. The efficient shape is: run the main story, do not detour much, then sweep everything in free roam with all traversal unlocked.

Route order

  1. Play the main chains through. This unlocks every region and all traversal abilities, which is what makes the collectibles reachable at all.
  2. Bank the health and energy upgrades as you go. Two trophies need 12 health upgrades and 12 energy upgrades. Health upgrades look like clown boxes, energy upgrades like metal boxes. There are more of both in the world than you need, so grabbing the trunks along main routes during the story covers it without a dedicated hunt.
  3. Pick up side quests during the run — they are what unlock Artifacts and open their purchase. Leave the deep collection chasing until after.
  4. Post-story, sweep the five collectible-tracking quests and the FBC board chores.
  5. Close the two combat trophies that the main story will not give you naturally, listed below.

FBC chores: the number to stop at

Board tasks are the most tedious part of the route. Each FBC safe-area notice board holds up to six tasks and you only need 20 completed in total, out of far more than that available. The first is taken by speaking to an NPC outside the Central Zone field office. Boards exist at the FBC safe areas across the map, so do not treat this as a single-location chore.

Skip the Files and Audio under the Collections menu entirely. They are lore, not trophy-linked.

The five quests that need item tracking

These are the ones that require hunting specific collectibles across Manhattan rather than just reaching a marker: Pop's Research, a frozen-frame task, a complete-set task, a notes task with a karma-style title, and an unsupervised-science task. ⚠️ English quest labels for these are not confirmed against the live build — they are carried here from the community roadmap's Chinese headings and we are matching them to the EN UI.

The two trophy-linked collectible types you definitely do need:

  • Sketchbooks / Dylan's paintings
  • Secret hideouts

The two combat trophies the story will not hand you

Psychic Domination — use Command on a Breaker. Command itself only unlocks after the Unknown Zone Resonant, which is why this one sits outside a normal playthrough. Breakers are large Hiss assemblies made of smaller Hiss; a Hiss Transporter, which is fundamentally an out-of-control bus, is the obvious example. Central Zone has plenty, including during the Hold the Line world event, so do this in the post-story sweep rather than hunting one early.

The other late combat trophy is gated on the same requirement — a Command-dependent kill. Neither is reachable before the Unknown Zone.

Finishing requirements

Craft and upgrade 30 Artifacts and push Aberrant Strength to 100. Artifact progression comes from side content, and Aberrant Strength rises by acquiring new primary and secondary weapon forms, which is why a collectible-heavy second pass is faster than forcing it during the story.

Patch 1.4 helps here: New Game++ adds a fourth artifact slot on top of the first playthrough's three, and opens multiple combat abilities tied to the same boss. If you under-invested in artifacts on the way through, 1.4 onward gives you a real second window rather than a punish.

Convenience settings worth enabling

  • Automatic Rush in settings: one tap instead of a hold, and it does not affect trophies
  • Assist Mode sliders from the pause menu, including one-hit Falter, which is the cheapest way to farm a Falter-dependent trophy without grinding. Patch 1.4 added a Power Core charge-duration multiplier from 100% to 300%, which speeds up charge-dependent trophies further
  • Glaive as your crowd weapon and Crush as your singleton, per the standard community recommendation

People also ask

Does using Assist Mode void the trophies?
No. The God-mode-style options — invulnerability and one-hit kill — are documented by players who platted with them enabled as not disabling any trophy. Remedy encourages playing without them, but there is no penalty for using them, and they can be toggled from the pause menu without reloading.
Is anything permanently missable?
The route documentation says there is nothing you can permanently miss, and everything can be cleaned up in free roam after the main story. The one partial exception is the karaoke trophy inside The Party Won't Stop, because it depends on choosing correctly during the scene.
How do I recover the karaoke trophy if I got it wrong?
Reload. The game keeps a permanent save after each main quest, so load the most recent save and replay the task rather than starting a new run.
Do I need to collect every FBC document and audio log?
No. The Files and Audio entries under the Collections menu are not trophy-linked. The collectibles that do matter are the sketchbooks and the secret hideouts.

Sources & version history

External claims on this page trace to the items below. Anything we could not confirm is written as a question, not a fact.