Published Sep 22, 2026, 1:30 PM EDT Collin is a Guides Staff Writer at TheGamer who has been writing guides for nearly ten years. He is also a professional game/level designer. More importantly, he's still waiting for a new Ape Escape game to release. Control Resonant is filled with all types of paranatural horrors looking to tear Dylan limb from limb. While you will spend a lot of time fighting the Hiss and Mold enemies, some of the most dangerous foes are the Resonants. These bosses act as the ultimate test for your combat skills and can be some pretty tough fights. One of the hardest bosses is The Co-Director, as you're not only fighting him but the clock. If you're struggling to beat this foe, here is everything you need to know about this fight. How To Beat The Co-Director When it comes to fighting The Co-Director boss, I strongly recommend you only try this fight if you have at least 110 Aberrant Power. Even though this foe has some pretty predictable attacks, he will hit like an absolute truck if any of them connect, and his health pool is the largest of any boss so far. You'll want to ensure you have enough damage to even punch through his defenses in a reasonable amount of time. The main gimmick of this fight is that you will slowly become mind-controlled as the fight goes on. This meter will fill passively or in bigger bursts if you take damage from The Co-Director. If this ever reaches max, you will be instantly killed regardless of what you're doing. This meter cannot be reduced, so you are in a race against time during this boss battle. Dodging his moves — especially the beam and bombs is critical. This fight is all about speed. You will need to blitz the boss if you want any hope of beating him. At the start of the fight, The Co-Director will fire out a beam at some of the Rangers you've been escorting on this mission. When this beam connects, those soldiers will become hostile to you, but you can ignore them, as the other friendly Rangers will typically kill them for you. They don't do a ton of damage, and since we're on the clock, you'll want to focus on The Co-Director. His main attacks include a long-range beam attack, which you can dodge by moving to the side, and a small AoE (area-of-effect) attack when you get too close. For the latter, the big tell is when you see the outer ring close in on the main body. Right as that starts to happen, perform a backdash to get out of the range. Right after the outer ring stops spinning, dash back in and attack the main body, as the boss will be open to some easy hits for a few seconds. Keep in mind, if you are playing a summon build, The Co-Director can actually take control of your summons. Because of this, consider only using some of the lower-health pool summons that can be spammed, like the mold turrets, to ensure you won't have a substantial ally turned against you. The Co-Director remains airborne for nearly this entire fight, so make sure to use the pillars around you to quickly reach the boss. Focus on just doing some combos in the air and getting away when the boss tries to launch its spinning ring move. This makes this section of the boss fight fairly easy, as his limited arsenal makes The Co-Director predictable. Things get a bit more complicated once The Co-Director loses a third of his health. When this happens, he will take control of the remaining Rangers, which you will want to deal with right away. Additionally, The Co-Director gains access to a few new attacks, such as hurling small spherical bombs at you. This is a two-stage attack, with the first part involving you dodging the bombs as they are fired at you and the second part being a decent-sized explosion. Once the orbs hit the ground, get some distance from them to avoid being caught in the blast. The Co-Director will also slam himself down onto the ground, so if he ever raises his arms over his head, get away from him because he's going to perform a ground slam. His spin attack will also get upgraded, with The Co-Director now spinning for much longer after he initiates this move. This means he can both do way more damage if you're caught in it, and the move allows him to destroy nearby pillars you can use Reach on. He will also chase you around when he starts spinning continuously. Do not try to fight him during this; instead, run around the arena until he exhausts himself before you run in to attack. When he loses about half his health, The Co-Director will summon more soldier allies to fight alongside you. This may seem like a benefit, but they're mostly just fodder for him to mind-control and attack you with. If you ever see the boss shoot his beam at one of them, run over to that soldier and kill him immediately. The Co-Director has one more trick as well, as some of the soldiers around the outer ring will start firing rockets in groups of three at you. If you see them pop out of the ring, get ready to avoid their missiles. Outside of that, he will have no new moves, and you will need to solely focus on doing as much damage to The Co-Director as possible. Remember, if that mind control meter ever fills, it's game over for you. You cannot afford to play defensively against him; always be the aggressor to ensure you kill him before he gets ahold of Dylan's mind. Upon defeating The Co-Director you will unlock the Command ability, which allows you to mind-control enemies during fights.
How To Beat The Co-Director In Control Resonant
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