Control: Main & Side Missions In The Oldest House

Control presents players with a twisting narrative set within the Oldest House, the headquarters of the Federal Bureau of Control or FBC, and missions are the primary way to explore its mysteries. Side missions provide additional lore and challenges, which flesh out the world beyond the main story. The main campaign in Control consists of 10 main missions and it challenges Jesse Faden to navigate through the shifting architecture while battling the Hiss.

Navigating the Labyrinth: Your Guide to Missions in Control

Okay, Bureau newbies and seasoned Directors alike, let’s talk Control. You’ve stumbled into the Oldest House, a place where the laws of physics take a coffee break, and you’re now Jesse Faden, the unwitting Director of the Federal Bureau of Control. Congrats? Maybe.

This brutalist masterpiece of shifting architecture is your playground (and prison), and your mission is to figure out what in the actual world is going on. But, let’s be honest, Control‘s mission structure can be as perplexing as trying to explain quantum physics to your grandma. Main missions blend with side quests, reality glitches are more common than coffee breaks, and you will ask yourself “Where did I put my keys?”.

Fear not, intrepid explorer! This guide is your roadmap to understanding the different mission types in Control, the key characters who will either help or hinder you, and how to navigate this wonderfully weird world. Mastering the mission system is key to not only progressing through the game but also to unlocking its deeply rewarding narrative. So, buckle up, Director. It’s gonna be a wild ride.

The Heart of the Story: Main Missions and Narrative Progression

Okay, so you’ve stumbled into the Oldest House, a place as weird as your uncle’s conspiracy theories. Now what? Well, friend, you’re going to want to lock onto those Main Missions like a Hiss-infected Bureau agent locks onto… well, anything. Think of them as the backbone of *Control*’s crazy narrative. They’re your breadcrumbs, your yellow brick road, your… you get the idea. They drive Jesse’s personal quest – finding her long-lost brother Dylan, and figuring out what the heck it means to be the Director of this chaotic circus.

Basically, Main Missions are the “gotta do” quests. Forget folding laundry or cleaning the cat box; this is about saving the world… or at least the Oldest House.

Now, why should you prioritize these bad boys? It’s simple: completing Main Missions is like unlocking cheat codes to the game itself. Boom! New areas of the Oldest House swing open, ready for you to explore and probably get lost in (don’t worry, we’ve all been there). Bam! Jesse gets new, awesome abilities – Levitate, anyone? Kablamo! The story gets even more twisted, with more clues and secrets to uncover. So, yeah, prioritizing Main Missions is kinda a no-brainer.

But who’s pulling the strings, making Jesse’s life a living, breathing, shape-shifting nightmare? That’d be the Hiss, baby! Think of them as the ultimate office virus, except instead of crashing your computer, they’re trying to turn everyone into mind-controlled zombies with glowing red eyes. Good times! The Hiss are the primary antagonists, and their creepy presence is what triggers most of the Main Missions. They’re the reason you’re diving headfirst into the madness, fighting your way through corrupted agents and otherworldly entities. So, buckle up, Director. It’s gonna be a bumpy, Hiss-infested ride!

Expanding the World: Side Missions and Optional Activities

Alright, Director Faden (or soon-to-be Director!), you’ve tackled the main missions and are probably starting to feel like you actually know what’s going on…maybe. But the Oldest House has more to offer than just the critical path! That’s where the side missions come in. Think of them as little detours off the main highway of the story, where you get to explore the nooks and crannies of the Bureau and unravel some of its weirder secrets. These missions are your ticket to deeper lore, providing the context, backstory, and the kind of mind-bending details that make Control so special. Oh, and sweet, sweet rewards!

Bureau Alerts: Hiss-Busting on a Time Crunch!

Ever feel like you have too much free time? (Okay, probably not in the Oldest House.) Bureau Alerts are here to change that! These are like the pop quizzes of paranormal investigation—time-sensitive, randomly generated missions that test your skills under pressure. Think of them as urgent calls from panicked Bureau agents, screaming about Hiss outbreaks or some other anomaly that’s gone sideways. They’re your chance to jump in, clear the threat, and snag some quick resources and juicy rewards. While totally optional, these Alerts are fantastic for building up your arsenal and bank account. Gotta stay stocked, right?

Board Countermeasures: Prove Your Worth (and Get Sweet Loot!)

Feeling confident? Want to prove you’re Director material? The Board Countermeasures are optional challenges dished out by our favorite pyramid-headed overlords. These aren’t your average “go here, kill that” missions; they come with quirky restrictions. Imagine taking on a horde of Hiss while only using Launch, or being forced to wield a specific, underpowered weapon. Sounds fun, right? They’re designed to push your limits and force you to get creative with Jesse’s abilities. The payoff? Significant rewards that can seriously boost your abilities and make you feel like a total badass.

Investigations: Unleash Your Inner Detective

Ready to ditch the structure and embrace the mystery? Investigations are where Control truly lets you loose. These missions are less about following a set path and more about exploring, discovering, and piecing together the puzzle of the Oldest House. You’ll be stumbling upon hidden locations, deciphering cryptic clues, and generally poking around where you probably shouldn’t be. Think of them as mini-detective stories within the larger narrative. The best part? Investigations often lead to unique discoveries, powerful mods, and the kind of secrets that will make you the envy of every Bureau agent.

Key Players in the Drama: Essential Characters and Their Impact on Missions

Control isn’t just about shooting Hiss and levitating around the Oldest House (though, let’s be honest, that’s a HUGE part of the fun!). It’s also about the quirky, memorable characters you meet along the way, each with their own agendas, secrets, and, most importantly, missions for Jesse. They’re not just window dressing; these folks are integral to understanding the story and unlocking new content. Think of them as your mission-dispensing, lore-dropping, occasionally-unhinged guides to the weirdness.

Emily Pope: Your Go-To for the Weird Science

Emily Pope is the head of research at the Bureau, and she’s basically your resident expert on all things Altered Item and Object of Power related. Think of her as the Oldest House’s equivalent of a brilliant, slightly eccentric, scientist. You’ll be turning to her constantly for information on the strange phenomena popping up around the building. A lot of side missions come directly from Pope, tasking you with investigating the latest anomaly or tracking down a rogue Object of Power. Plus, she’s got a dry wit that makes even the most bizarre conversations entertaining. Trust me; you’ll be relying on her sharp mind to unravel the mysteries around the Oldest House.

Simon Arish: Keeping the (Relative) Peace

Simon Arish, the Head of Security, has the unenviable job of trying to maintain some semblance of order in a building constantly under siege by interdimensional threats. He’s the one you go to when things are going sideways, which, let’s face it, is pretty much all the time in Control. Arish dishes out missions focused on containing outbreaks, clearing sectors of Hiss, and generally putting out fires (sometimes literally). While Pope deals with the why, Arish deals with the how of keeping the Oldest House from completely collapsing.

Helen Marshall: The Strategist with a Hidden Depth

Helen Marshall, the Head of Operations, is all about the big picture. She’s the one coordinating the Bureau’s efforts against the Hiss on a strategic level. Her missions tend to be larger in scope, focusing on disrupting Hiss operations and reclaiming territory. While she presents a stoic, mission-oriented front, there’s definitely more to Marshall than meets the eye.

The Board: Cryptic Orders from Above (or Below?)

Ah, the Board. If there’s one thing that’s clear, it’s that they are not your friendly neighborhood advisory committee. The Board is the enigmatic group of entities that guide Jesse’s actions as Director. Their motivations are shrouded in mystery, and their instructions are often cryptic, to say the least. Think of them as the ultimate puppet masters, pulling the strings from behind the scenes. They can be your best ally or worst nightmare.

Alan Wake: A Writer’s Nightmare, Our Problem

While he’s not a central figure in the base game, Alan Wake plays a significant role in the AWE expansion. If you’re not familiar, Alan is a writer trapped in the Dark Place, a nightmarish dimension that blurs the line between reality and fiction. Missions related to Alan Wake are typically darker and more horror-themed, tasking you with investigating Altered World Events connected to Bright Falls, the setting of the Alan Wake game. Be prepared for things to get really weird.

Expanding the Narrative: DLC Content and Post-Game Missions

So, you’ve wrestled the Hiss, maybe lost your sanity a little bit, and are starting to feel like the Oldest House is finally starting to feel like home? Well, strap in, Director, because the story doesn’t end with the main campaign! Remedy threw us a couple of curveballs in the form of DLC that seriously amps up the intrigue and throws some new wrinkles into the mix. Let’s break down what awaits you in the post-game.

The Foundation DLC: Digging Deeper

Ever wondered what lies beneath the Oldest House? The Foundation DLC answers that question with a resounding “a whole lot of weirdness!” This expansion cracks open the, well, foundation of the Bureau’s HQ, revealing a subterranean world that’s just as mind-bending as the offices above. Prepare for new mission types that task you with restoring order to this chaotic space, often involving reality-bending puzzles and environmental manipulation that will make your head spin.

You’ll also get your hands on some sweet new abilities to help you navigate this underground labyrinth. And, naturally, there are fresh, horrifying enemies to test your mettle. The Foundation isn’t just more Control; it’s Control turned up to eleven, with a focus on the origins and the mysterious forces at play within the Oldest House.

AWE Expansion: When Worlds Collide (and get really spooky)

Ready for a crossover event that’s been years in the making? The AWE (Altered World Event) expansion is where Control collides head-on with the world of Alan Wake. This DLC plunges Jesse into the Investigations Sector, a previously sealed-off area of the Oldest House dedicated to studying events where reality has been…well, altered. And guess what kind of AWE they’re investigating? That’s right, one originating from Bright Falls, the setting of Alan Wake.

Expect a shift in tone with the AWE expansion. Things get darker, creepier, and more horror-focused. The missions here are all about investigating these Altered World Events, piecing together the mystery of what happened in Bright Falls, and, of course, battling the darkness that’s seeping into the Oldest House. The story deepens the lore of both Control and Alan Wake!

Mastering the Environment: Essential Game Mechanics for Mission Success

The Oldest House isn’t exactly known for its friendly architecture or helpful signposts, is it? To truly conquer Control‘s twisting corridors and shifting realities, you’ve got to master more than just your aim. You need to become one with the environment, bending its rules to your will. Forget knocking – Jesse Faden is the key. This section is all about the essential game mechanics that will turn you from a lost tourist into a Director-level problem solver!

Unleashing Jesse’s Inner Superhero: The Power of Abilities

Jesse isn’t just packing a Service Weapon; she’s got a whole arsenal of supernatural abilities that’ll make you feel like the superhero you always knew you were. Launch lets you hurl debris like a telekinetic titan, perfect for smashing enemies and creating impromptu pathways. Shield turns rubble into a personal bodyguard against those pesky Hiss bullets. And then there’s Levitate, your golden ticket to those hard-to-reach areas – a truly essential traversal power!

Think of these abilities not just as combat tools but as keys. Some missions practically scream for a specific power. Need to reach a high ledge to disable a Hiss node? Levitate is your best friend. Facing a horde of Hiss charging at you? A well-timed Shield can be a lifesaver. Pay attention to the environment; the Oldest House often whispers the solution to its puzzles through clever ability usage. Experiment, combine, and master these powers!

Zipping Through the Bureau: The Beauty of Fast Travel

Let’s face it: the Oldest House is HUGE. Wandering aimlessly is a sure-fire way to get lost, sidetracked by rogue vending machines (seriously, watch out for those), or devoured by a swarm of Hiss. Thankfully, the developers threw us a bone with the Fast Travel system.

Learn to love Fast Travel. It’s your express pass to mission objectives, saving you precious time and sanity. After clearing Control Points, you can teleport to any other unlocked Control Point from the map. Need to backtrack to a previously visited area for a side mission? Fast Travel. Need to quickly return to Central Executive to chat with Emily Pope? Fast Travel. Time is of the essence when you’re fighting the Hiss!

Control Points: Your Sanctuaries in the Chaos

Speaking of Control Points, these aren’t just fancy save spots; they’re your lifelines in the Oldest House. Think of them as oases in a desert of paranormal weirdness. Cleansing a Control Point is like planting your flag in enemy territory, turning a Hiss-infested zone into a safe haven.

Beyond the obvious benefit of serving as save points, Control Points also double as fast travel locations. They also frequently unlock new areas and opportunities! These spots are where you can upgrade Jesse’s skills, mod your Service Weapon, and prepare for the next wave of Hiss-fueled madness. Always prioritize cleansing Control Points whenever you stumble upon them. They’re not just checkpoints; they’re your strategic advantage in the ongoing battle for the Bureau.

How does mission progression operate in Control?

Remedy Entertainment structured Control with main missions. The main missions drive Control’s central narrative. Players navigate the Oldest House through the main missions. Side missions supplement Control’s core experience. Side missions provide additional lore for invested players. Completing missions earns players valuable rewards. These rewards include ability points and resources. The game balances linear missions with open exploration. Open exploration allows players to discover secrets.

What dictates mission availability within Control?

Game progression governs mission availability in Control. The game unlocks new missions sequentially. Main mission completion unlocks subsequent missions. Side missions often have specific triggers. These triggers include location discovery and main mission progress. Certain abilities provide access to previously inaccessible areas. Gaining abilities unlocks new mission opportunities.

What types of objectives do missions include in Control?

Missions in Control feature diverse objectives. Combat encounters challenge players’ combat skills. Puzzle-solving tasks require players to think critically. Exploration objectives compel players to explore environments. Collection quests task players with gathering items. Boss battles test players’ skills against powerful enemies.

What is the significance of mission completion in Control?

Mission completion significantly advances Control’s narrative. Completing missions reveals more about the FBC. Players gain insight into the Hiss’s nature through missions. Mission completion unlocks new abilities for Jesse. These abilities enhance Jesse’s combat and traversal options. The game rewards players for mission completion. Rewards include resources, mods, and outfits.

So, there you have it! A grand total of twelve missions to conquer in Control. Whether you’re in it for the long haul or just a casual playthrough, there’s plenty of paranormal action to keep you on the edge of your seat. Happy hunting in the Oldest House!

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