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BOSSES: DEFEATING RESONANTS

The Resonants

The Dancer, the Deserter, the Collective, the Physicist, the Co-Director

How the Resonants work

Each Resonant is its own quest in the Defeating Resonants line, tied to a zone. Beating one ends with a button prompt to finish it off, and gives a combat ability, usually a choice of two, plus an artifact recipe, a Reset Item and Source. A sixth Resonant, the Artist, is the boss at the end of Orientation and gives a choice of Barrage, Volatile Anomaly or Shield; it is on Part 1. Graffiti Artist (gold) asks for all six plus the Hedron. Below they are in the order they open; which of them the story makes you fight is disputed, see the note at the foot of the page.

1. West Incursion Zone: the Dancer

Opens: with Shift, from the Jesse Sighting The Incursion Fault. Where: the Patterned Theater, across a gap, marked "Rescue Teams?" on the map. Trophy: Curtain Fall (bronze).

  • 1

    The way in

    Jump to the platform on the left across the gap, jump to the ceiling and Shift onto it, then up the side wall to a balcony. Long-jump the gap to the scaffold, and keep climbing and shifting until you reach the red EMPIRE sign. Take the subway tunnel to the left of the sign and follow it north to the theater entrance.

  • 2

    The fight

    Two attacks to read: a two-handed lunge that pounces forward, and a spinning dash. Hit it in short bursts once a combo has ended, and in the second phase dodge the bodies it throws.

Reward: Push or Ground Slam; Untapped Amulet; 1 Reset Item; 2,000 Source.

2. Central: the Deserter

Opens: disputed, see the note at the foot of the page. Where: the Patterned Factory in Central; the quest starts at the glowing eye on the pipes of the factory's south wall (inspect it with L1/LB). Trophy: Thermal Termination (bronze).

  • 1

    The way in

    Climb the platforms on the factory's east side to the roof, break the wooden door and clear the room inside. Ride the elevator down. Underground, the corridor is blocked by flame barriers: destroy the red orbs to put them out, then follow the tunnel to the arena.

  • 2

    The fight

    Keep circling the edge of the arena and move as soon as parts of the floor turn dangerous. Its lava spew tracks you: dash away with Rush until it stops. When it falls to its knees for a slam, that is your opening. After the first health threshold it throws three fireballs; a near-dodge on the last one gives bonus damage. At about a third of its health four magma sacs appear, ringed with fire; they give it health back the longer they burn, so break them first.

Reward: Ignite or Inferno; Untapped Lighter; 1 Reset Item; 3,000 Source.

3. The Park: the Collective

Opens: any time once you reach the Park. Where: the Mold Gate in the centre of the Park; you get in through the Park Checkpoint in the north-east of Central. Trophy: Insidious Growth (bronze).

  • 1

    Three Mold strains

    Find the "New Mold strains?" marker in the middle of the Park, drop into the hole and consume the Mold there to start the quest. Then fetch three strains, fighting at each: the Pizzeria in the south-east, through the sewers following the FBC signs; the Minimart in the south-west; and the Gym in the north-west, through a path thick with spores. Go back to where you started: with all three consumed, the gate opens. Follow the path to the arena.

  • 2

    The fight

    Hitting the central mass while it is protected does nothing. Its tentacles are anchored on the walls: Shift onto the right surface and destroy them, then go for the weak points on the main body that they leave exposed, between waves.

Reward: Spore Burst or Growth; Untapped Face Mask; 1 Reset Item; 3,000 Source.

4. Underpass: the Physicist

Opens: after Recursions and Iterations, which first takes you into the Underpass (Part 4). Where: The Spire, and the Astral Plane above it. Trophy: Astral Reconfiguration (bronze).

  • 1

    Up The Spire and the three Astral Keys

    North of The Spire, inspect the eye, or just start climbing. Shift onto the red surfaces to go up the left side, clear the enemies at the top, and go through the bright white light into the Astral Plane. Climb, and find the three keys on the floating islands round a locked door: one on the island facing the door, one on the island to its right, one on the island to its left. The keys sit on a dining-room table, on a mattress inside an iron cube frame in a bedroom, and on an office desk in an upside-down apartment corridor. With all three, open the doors to the arena.

  • 2

    The fight

    Movement is everything. It chases you along the ground, fires volleys of debris, rolls at you like a wrecking ball, wraps itself in rotating furniture that blocks damage, and drops huge half-sphere slabs on the platform; jump its ground sweeps. Hit the glowing core between attacks, and in the last phase chase down the core when it breaks away and rolls.

Reward: Spike or Astral Rebuke, which you can swap later at the Mural in The Gap; Untapped Golden Earrings (disputed, see the note); 1 Reset Item; 3,000 Source.

5. The Unknown: the Co-Director

Opens: after Sever the Hedron Links, with Pope's Research done so the Gravity Wells are there (Part 5). Where: the Patterned Field Office, on the northern island of the Unknown. Trophy: Honorable Discharge (bronze).

  • 1

    With the Rangers to the Field Office

    Ride the Gravity Wells to the Field Office island. Clear the room where four Rangers are trapped, and follow them through the door they open. Hit the out-of-sync shed four times in a row to unlock the gate, then carry electricity through two power cubes to open the next door. Fight on, climb the stairs out to the street, get up onto the rooftops on the right and jump across to the plaza, and fight again. Inside the Field Office, ride the elevator with the Rangers and go through the portal.

  • 2

    The fight: a race against the meter

    A Command meter fills through the fight, faster each time it hits you, and when it is full Dylan dies whatever his health. So be aggressive and do not let up. It turns some of your Rangers against you at the start, takes the rest at a third of its health, and brings in more troops, who can also be turned; kill the turned ones first. Dash sideways out of its purple beams.

Reward: Command, no choice, which lets you turn enemies into allies once its meter is charged; Untapped 1996 Commemorative Coin; 1 Reset Item; 4,000 Source.

6. Checklist

✅ Every Resonant...

Cross-checked

Cross-checked on 2 October 2026 against the guides of PowerPyx, KeenGamer, AllThings.how and Method, and GameRant's mission list. Routes and rewards are PowerPyx's and KeenGamer's, which agree on them; the fights are KeenGamer's, with Method for the Deserter and AllThings.how for the Physicist and the Co-Director. Where they differ: PowerPyx opens the Central Resonant only after the West Incursion Zone one, KeenGamer sets no condition. PowerPyx's trophy roadmap marks the Central and West Incursion Zone Resonants as needed for the story and the Park and Unknown ones as optional, while GameRant lists all five with the story missions. PowerPyx does not name the bosses and calls the Underpass one the Astral Plane Resonant; the names here are KeenGamer's. For the Physicist, PowerPyx and KeenGamer give the Untapped Golden Earrings, AllThings.how the Amulet. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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