CONTROL Trophy Guide (Achievements)
There are a total of 47 trophies/achievements in CONTROL. Follow this CONTROL Trophy Guide (Achievements) to help you get the Platinum and 100% Completion. There are unmarked spoilers in this guide. Any questions or comments? Leave them at the very bottom. Also let me know if you spot any errors that needs correcting.
UPDATE (08/31/2019): Complete. Possible expansion or clean-up.
Previous Updates
Current Status: 100% (Complete!)
Total Trophies: 47
Trophy Difficulty: 2/5
100% Completion Time: TBD
CONTROL Trophy Guide — Roadmap
Disclaimer: This CONTROL Trophy Guide and Roadmap is provided free of charge (meaning it doesn’t cost you anything). It is incumbent upon you, to ensure that you’ve done your proper due diligence in researching, verifying, and preparing your own playthroughs. I am not responsible for any loss of time, how regretful and unintentional that may be. The information provided in this guide aims to be as accurate as possible, but could contain errors (please notify me of them). If you accept this — read on.
Briefing
So far, I have not encountered any missable trophies. The game continues on after the main story campaign has been completed. This allows you to set out to complete any side missions or trophies you like.
You may have noticed there are three collectible-related trophies, but these collectibles are not difficult to find. Some of them are even automatic through game progression. I was able to collect 120+ of them about midway through the main story.
But you still need to make an effort to search your surroundings and pick these up. If you just focus mainly on your mission objectives, you will end up having to go back through and search all previous areas again.
There’s a point in the story where you can unlock the Golden Suit outfit for Jesse Faden. Once you reach Mission 5: Threshold, you can unlock it. Here’s how you do it.
Service Weapon
The Director’s Service Weapon can take many forms. Grip is the standard all-purpose weapon. It’s the one you’re likely going to max out with all 3 mod slots, so it’s going to be your primary.
You can also carry a secondary type — I switch between Shatter and Pierce.
Shatter is for mostly grounded enemies in pretty close quarters and/or lots of cover. I can quickly dodge into range and blast them point-blank, and then maybe finish with a melee attack. This gets rid of a lot of them quickly.
Pierce I use for helping take down shields along with Launch. It’s also good for taking down long distance threats, like those mold things that shoot poison at you. Use Pierce when you need to do a lot of damage, but can’t be out of cover for too long.
Spin is okay for those exploding Hiss — but if you have an upgraded Grip, it would be pretty much equal. Charge I have not used so much, but is good for crowd control. Think of it like an AOE attack.
Other Info
Weapon & Personal Mods come in 5 ranks: Common, Uncommon, Rare, Prime, & Absolute.
You have limited inventory space to carry them, so once you start filling up, get rid of the lower rank ones.
From my limited testing, mod percentages do stack. If you have two personal mod slots open, you can have an Evade Energy (-20%), and another Evade Energy (-18%). The effect will be greater than one alone.
However, I’ve found that having three of the same has diminishing returns. You are better off using different mods for versatility.
One more tip: you will find some rooms that are locked off by requiring a certain clearance level. Exercise control over your surroundings — remember that glass pane windows are no match for your powerful melee attack.
You can blast through some areas and bypass the locked room by simply breaking the windows. Not sure if this was intentional design, but it works as of game version 1.02.
# | Trophy | Grade |
---|---|---|
1 | Director of the FBC - Unlock all other trophies | Platinum |
2 | Astral Construction - Construct a Weapon Form or Mod | Bronze |
3 | Non-Standard Issue - Upgrade any Weapon Form to Level 3 | Silver |
4 | Career Development - Unlock all 3 Personal Mod slots | Silver |
5 | The Importance of Synergy - Complete 5 Side Missions | Bronze |
6 | Inter-Departmental Cooperation - Complete 10 Side Missions | Bronze |
7 | FBC Crisis Solution Task Force - Complete 15 Side Missions | Silver |
8 | Paranatural Collection - Collect more than 100,000 Source | Silver |
9 | Interdimensional Defender - Killed 1000 Hiss | Silver |
10 | Parautilitarian - Unlock 1 Ability Tree Upgrade | Bronze |
11 | Expert Parautilitarian - Unlock 50% of the Ability Upgrades | Bronze |
12 | Master Parautilitarian - Unlock 100% of the Ability Upgrades | Gold |
13 | Choose to be Chosen - Obtain the Service Weapon | Bronze |
14 | Paranatural Powerhouse - Obtain the Launch Ability | Bronze |
15 | Insular Telekinesis - Obtain the Shield Ability | Bronze |
16 | Shifting Positions - Obtain the Evade Ability | Bronze |
17 | Psychic Occupation - Obtain the Compel Ability | Bronze |
18 | Rising Thought - Obtain the Levitate Ability | Bronze |
19 | Ritualistic Thinking - Cleanse 5 Control Points | Bronze |
20 | Ritual Intuition - Cleanse 10 Control Points | Bronze |
21 | Discerning the Pattern - Cleanse 25 Control Points | Silver |
22 | Strange Collection - Collect 40 Collectibles | Bronze |
23 | Record Keeper - Collect 80 Collectibles | Bronze |
24 | Bureau Archivist - Collect 120 Collectibles | Gold |
25 | Altered Manifestations May Occur - Defeat esseJ | Bronze |
26 | Aggressive Growth - Defeat Mold-1 | Bronze |
27 | Head of Communications - Defeat Mr. Tomassi | Bronze |
28 | Living Archetypes - Defeat the Anchor | Bronze |
29 | Astral Phenomena - Defeat Former | Silver |
30 | Welcome to the Oldest House - Complete Mission 1 | Bronze |
31 | Unknown Caller - Complete Mission 2 | Bronze |
32 | Directorial Override - Complete Mission 3 | Bronze |
33 | Old Boys' Club - Complete Mission 4 | Bronze |
34 | Threshold - Complete Mission 5 | Bronze |
35 | My Brother's Keeper - Complete Mission 6 | Bronze |
36 | The Face of the Enemy - Complete Mission 7 | Bronze |
37 | Finnish Tango - Complete Mission 8 | Bronze |
38 | Polaris - Complete Mission 9 | Bronze |
39 | Take Control - Complete Mission 10 | Gold |
40 | Cognitive Intruder - Compel 10 enemies with the Seize Ability | Bronze |
41 | Unstable Matter - Kill 50 enemies with the Launch Ability | Bronze |
42 | Volatile Debris - Kill 10 enemies with the Shield Burst Ability | Bronze |
43 | Proper Handling Procedures - Use Launch to throw a grenade or rocket | Bronze |
44 | War Games - Complete 5 Board Countermeasures | Bronze |
45 | Astral Tactician - Complete 25 Board Countermeasures | Silver |
46 | First On the Scene - Complete 1 Bureau Alert | Bronze |
47 | Crisis Management - Complete 5 Bureau Alerts | Silver |
CONTROL Trophy Guide — Trophies
Director of the FBC – Unlock all other trophies
Unlock all other trophies.
Astral Construction – Construct a Weapon Form or Mod
You can unlock this in Main Mission 3: Directorial Override. I unlocked this by crafting Shatter from the Central Executive sector Control Point.
Non-Standard Issue – Upgrade any Weapon Form to Level 3
I upgraded my standard Grip service weapon to level 3 by Main Story Mission 6: My Brother’s Keeper.
Career Development – Unlock all 3 Personal Mod slots
You can unlock the Personal Mod slots by using Ability points. You need to use about 25 Ability Points to unlock all 3 slots. I was able to unlock this at Main Story Mission 5: Threshold.
The Importance of Synergy – Complete 5 Side Missions
I was able to unlock this at Main Story Mission 5: Threshold.
- A Merry Chase (evade ability)
- What a Mess: Burn the Trash (Ahti the janitor mission)
- A Good Defense (shield ability)
- What a Mess: Clear the Clog (Ahti the janitor mission)
- A Captive Audience (Seize ability)
I believe these were the missions that counted as side missions. I did a few Bureau Alerts, but I’m not sure if they counted.
Inter-Departmental Cooperation – Complete 10 Side Missions
Complete 10 Side Missions.
FBC Crisis Solution Task Force – Complete 15 Side Missions
Complete 15 Side Missions.
Paranatural Collection – Collect more than 100,000 Source
I was able to unlock this at Main Story Mission 5: Threshold.
Interdimensional Defender – Killed 1000 Hiss
I unlocked this near the end of the main story. You should be able to get it not long after, if not earlier. There are plenty of side missions and the Hiss are still present within the FBC.
Unfortunately, I don’t believe there is a stat menu anywhere to check your progress.
Parautilitarian – Unlock 1 Ability Tree Upgrade
Unlocked in Main Mission 3: Directorial Override. This is the first time you’ll be able to unlock abilities at a Control Point.
Expert Parautilitarian – Unlock 50% of the Ability Upgrades
Unlocked in Main Mission 6: My Brother’s Keeper.
Master Parautilitarian – Unlock 100% of the Ability Upgrades
To unlock every upgrade, you’ll need to complete the main story of the game, and just about every side mission. This is close to a completionist run.
Choose to be Chosen – Obtain the Service Weapon
You can unlock this automatically unlocked in Main Story Mission 1: Welcome to the Oldest House.
Paranatural Powerhouse – Obtain the Launch Ability
You can unlock this in Main Story Mission 2: Unknown Caller. On the way to reach the Hotline via Communications, you will see a civilian get knocked out from a object. Enter the Pneumatics area.
Run from cover to cover, to finally reach the Object of Power: the floppy disk.
Insular Telekinesis – Obtain the Shield Ability
You can unlock this during Main Mission 3: Directorial Override. From the Mission: A Good Defense. This is in the Maintenance sector. From the NSC Power Plant Control Point, head north to Central Maintenance.
You’ll find a doorway blocked by red blocks. You need to find the surrounding Hiss clusters and shoot them (should be 3 or 4 of them). This will unblock the way forward.
Shifting Positions – Obtain the Evade Ability
You can unlock this during Main Mission 3: Directorial Override. From the Mission: A Merry Chase. This is in the Maintenance sector, nearby Ahti the janitor in Ventilation Control Point.
Jesse will see a red light blinking in the far Break Room. Head over there and she’ll fall through the floor into the Astral Plane.
Psychic Occupation – Obtain the Compel Ability
You can unlock this during Main Mission 4: Old Boys’ Club. From the Mission: A Captive Audience. This is in the Research sector, East of Parapsychology.
Rising Thought – Obtain the Levitate Ability
You can unlock this during Main Mission 6: My Brother’s Keeper. This is automatic, since you will need this ability to progress through the story.
Ritualistic Thinking – Cleanse 5 Control Points
You can unlock this sometime in Main Story Mission 3: Directorial Overrride.
Ritual Intuition – Cleanse 10 Control Points
You can unlock this sometime in Main Story Mission 4: Old Boys’ Club.
Discerning the Pattern – Cleanse 25 Control Points
You can unlock this sometime in Main Story Mission 8: Finnish Tango.
Strange Collection – Collect 40 Collectibles
The collectibles are the: Research & Records, Case Files, Correspondence, and Multimedia. Some of these you obtain automatically.
This trophy should unlock for you around Main Story Mission 2 or 3.
Record Keeper – Collect 80 Collectibles
You can unlock this in Main Story Mission 4.
Bureau Archivist – Collect 120 Collectibles
You shouldn’t have a problem collecting 120 collectibles, as I got this unlocked around the halfway point of the game.
CONTROL Trophy Guide — Bosses
Altered Manifestations May Occur – Defeat esseJ
You can unlock this during Main Mission 7: The Face of the Enemy. You need Clearance Key Level 6. This is obtained naturally through the main story.
From the Mission: Self-Reflection. This is in the Research sector. From the Ritual Division Control Point, head west to the Synchronicity Lab.
Aggressive Growth – Defeat Mold-1
You can unlock this during Main Mission 6: My Brother’s Keeper. At the end of Mission 5: Threshold, after talking to Marshall in the Central Executive, head in and talk to Emily Pope. She’ll tell you about a Dr. Raya Underhill that has gone missing in the Central Research sector.
Head over there and explore the corners of the ground floor. You’ll find a small opening that leads into a deep hole. Jump down from one lower ledge to another until you reach the bottom. Find Dr. Underhill, and complete her initial quest of finding the 5 types of mold — Mission: Old Growth.
After that is completed, finish the main story mission My Brother’s Keeper. The quest updates and then you can go back to Dr. Underhill, to defeat Mold-1. The blue orbs are it’s weak point, which it will expose after an attack.
Head of Communications – Defeat Mr. Tomassi
Emily Pope gave me this mission some time at the start of main story Mission 8: Finnish Tango (I also completed the Dr. Underhill side mission: Old Growth). Go back to the Executive sector, Central Executive Control Point. Talk to Emily Pope, and she’ll give you the details about finishing Mr. Tomassi.
He is located in the Containment sector. You can fast travel to the Transit Corridor south Control Point. You will find him in the area that is WEST of the Turntable.
Living Archetypes – Defeat the Anchor
You can unlock this during Main Mission 6: My Brother’s Keeper. From the Mission: A Matter of Time. This is in the Containment sector. Travel to the Logistics Control Point.
Head to the west side of Logistics, and you can find Horowitz nearby a shelter. Complete this side mission and you’ll get the option to fight the Anchor.
Astral Phenomena – Defeat Former
You can unlock this during Main Mission 6: My Brother’s Keeper. From the Mission: Fridge Duty. This is in the Containment sector. You should come across this mission naturally. For specifics, this is on Floor 4 of the Panopticon, Unit 15.
CONTROL Trophy Guide — Story Missions
Welcome to the Oldest House – Complete Mission 1
Complete Mission 1.
Unknown Caller – Complete Mission 2
Complete Mission 2.
Directorial Override – Complete Mission 3
Complete Mission 3.
Old Boys’ Club – Complete Mission 4
Complete Mission 4.
Threshold – Complete Mission 5
Complete Mission 5.
My Brother’s Keeper – Complete Mission 6
Complete Mission 6.
The Face of the Enemy – Complete Mission 7
Complete Mission 7.
Finnish Tango – Complete Mission 8
Complete Mission 8.
Polaris – Complete Mission 9
Complete Mission 9.
Take Control – Complete Mission 10
Complete Mission 10.
Cognitive Intruder – Compel 10 enemies with the Seize Ability
You can equip personal mods to speed up the seize ability. Duplicate personal mods do stack percentages, but the gain is minimal.
Unstable Matter – Kill 50 enemies with the Launch Ability
You can unlock this naturally by playing the game. I unlocked this during Main Story Mission 3: Directorial Override.
Volatile Debris – Kill 10 enemies with the Shield Burst Ability
Upgrade the Shield ability tree to be able to throw the debris from your shield at enemies. You should soften the enemies up first to about 10-15% health.
Proper Handling Procedures – Use Launch to throw a grenade or rocket
Upgrade the Launch ability tree to be able to throw back grenades or rockets.
War Games – Complete 5 Board Countermeasures
You can unlock this during Main Story Mission 3: Directorial Override.
Astral Tactician – Complete 25 Board Countermeasures
Board Countermeasures are set goals or conditions you can choose from at any Control Point. Like kill 10 enemies with the Launch ability without getting hit.
You’re able to select up to three at a time from a list of 5. I recommend choosing three based on what Sector it’s in, to save from Fast Traveling. However, it’s not always that convenient.
If you’re just wanting to complete them as fast as possible, the ones with the easiest conditions are the most obvious. If you want to complete them for the rewards, pay attention to the rank of the reward. They range from 1 to 5, where 5 is Absolute — the best.
Board Countermeasures with low ranking rewards can be discarded. You can do this by selecting it, and then choosing to abandon it. This will allow for new Board Countermeasures to show up for selection.
First On the Scene – Complete 1 Bureau Alert
You can unlock this in either Main Story Mission 3: Directorial Override or Mission 4: Old Boys’ Club, when Bureau Alerts become available.
Crisis Management – Complete 5 Bureau Alerts
Bureau Alerts are timed missions that pop up randomly during your playthrough. There is no limit to them — so there is no need to worry about missing them.
However, it is advised to complete them as soon as you can. This is because if you die, the Bureau Alert will disappear upon respawn. Bureau Alerts are good opportunities to get crafting materials which are used to upgrade your Service Weapon, or create mods.
CONTROL Trophy Guide — Conclusion
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