As a seasoned gamer with years of experience under my belt, I must say that unraveling the intricacies of the skill trees in this game is quite the challenge – a delightful one, at that! The journey of Jesse Faden, our protagonist, mirrors our own quest for mastery as we navigate through the labyrinthine Oldest House.
First off, it’s essential to understand that these Ability Points are the lifeblood of our character’s growth. They represent the hours spent in exploration, combat, and strategy – the very essence of gaming experience. To amass such points, one must delve deep into the Oldest House, vanquish the Hiss, and unearth its secrets.
The path to mastery is not an easy one, but it’s filled with laughter and camaraderie as we uncover hidden collectibles or stumble upon unexpected Easter eggs. For instance, who could forget the time I found a room full of dancing pigeons? A light-hearted moment in an otherwise intense game!
Now, let us discuss the cost of these abilities. One Ability Point might seem small, but as we climb the skill trees, the price tag increases. It’s a testament to the Oldest House’s vast knowledge and resources, reminding us that nothing worth having comes easy. So, gather your wits, your courage, and your Ability Points – for the road to mastery awaits!
In closing, remember: “The more Ability Points you spend, the stronger you become… or so they say. I’ve spent all my points on dancing pigeons, and I’m still unstoppable!” Keep exploring, keep fighting, and most importantly – have fun!
In the tale of “Control,” protagonist Jesse Faden delves into The Oldest House to unravel secrets hidden within the Federal Bureau of Control, or FBC. During her journey, she discovers not only her brother’s whereabouts but also acquires diverse abilities that are essential in battling the Hiss, an enemy force threatening the bureau’s headquarters. Moreover, every ability Jesse unlocks can be amplified and made stronger through Ability Points, which can be allocated in the game’s skill systems for further enhancement.
In the game, there are a total of eight skill development paths, or “skill trees,” that players can enhance to strengthen Jesse as they progress. Each tree corresponds to a distinct ability or aspect of Jesse’s character, such as Health, Shield, Energy, Melee, Launch, Seize, Levitate, and Ground Slam. As you advance through these paths, you will also unlock the game’s different trophies and achievements. However, players should be aware of how to acquire Ability Points so they can effectively invest in each category to optimally develop Jesse.
How To Unlock Ability Points In Control
Players have two methods to acquire Ability Points within the game. One method is by exploring and uncovering hidden spots scattered across the map. The Oldest House has numerous hidden secrets, and as players progress and gain more abilities, they can utilize these newly acquired powers to access areas that were previously inaccessible, much like the mechanics seen in Metroidvania-style games.
A straightforward and reliable method for acquiring Ability Points is by finishing missions. Completing not only the primary storyline missions but also a multitude of side tasks will reward players with varying quantities of Ability Points, which they can utilize to enhance their Skills Trees.
As soon as the player completes the initial missions in the game, they will earn an ability point for each story mission they finish. This means there are a total of 40 ability points up for grabs across the ten main missions in the game’s narrative.
In these additional tasks, known as side missions, you’ll find most of your Ability Points are accumulated. The base game offers 18 such missions (19 for PlayStation players), but the main story missions provide a consistent 4 Ability Points each time. However, in contrast, the rewards from side missions can differ greatly.
Below, you will find a summary of each side quest, along with the number of Ability Points they offer (from smallest to largest), even those included in the game’s additional content (DLC):
1. Lowest to Highest: Side Missions and DLC Ability Point Rewards Breakdown
Side Missions That Reward Two Ability Points
- A Matter of Time
- Mold Removal
- A Merry Chase
- What a Mess: Burn the Trash
Side Missions That Reward Three Ability Points
- A Captive Audience
- Fridge Duty
- Langston’s Runaways
- Mr. Tommasi
- The Enemy Within
- What a Mess: Clear the Clog
- What A Mess: Clear the Mold
- Found Footage (The Foundation DLC)
- Jesse Faden Starring in “Swift Platform” (The Foundation DLC)
- Pope’s Collection (The Foundation DLC)
Side Missions That Reward Four Ability Points
- Old Friends
- Old Growth
- Self-Reflection
- A Good Defense
- What A Mess: Even More Mold
- What A Mess: Talk to the Plants
- What A Mess: Take A Break
Skill Trees & Skill Costs In Control
As a seasoned gamer with years of experience under my belt, I can confidently say that having a clear understanding of how many Ability Points are required to invest in each skill tree is crucial for any player looking to make the most out of their gaming experience. Having this knowledge allows for strategic decision-making and efficient progression through the game, ensuring you’re not wasting valuable resources on skills that won’t benefit your character as much as others might. In my own gaming journey, I’ve learned the hard way that not having a solid understanding of these requirements can lead to frustration and wasted time, so it’s important to have this information readily available. Here is the breakdown for each skill tree — and how many Ability Points are needed to unlock each level.
Health
- Health 1: 1 Ability Point
- Health 2: 3 Ability Points
- Health 3: 3 Ability Points
- Health 4: 3 Ability Points
- Health 5: 4 Ability Points
- Health 6: 2 Ability Points
Shield
- Shield 1: 1 Ability Point
- Shield 2: 2 Ability Points
- Shield 3: 2 Ability Points
- Shield 4: 2 Ability Points
- Shield 5: 3 Ability Points
- Shield 6: 3 Ability Points
Energy
- Energy 1: 1 Ability Point
- Energy 2: 3 Ability Points
- Energy 3: 3 Ability Points
- Energy 4: 3 Ability Points
- Energy 5: 4 Ability Points
- Energy 6: 2 Ability Points
Melee
- Melee 1: Ability Point
- Melee 2: 3 Ability Points
- Melee 3: 3 Ability Points
- Melee 4: 3 Ability Points
- Melee 5: 4 Ability Points
- Melee 6: 4 Ability Points
Launch
- Launch 1: 1 Ability Point
- Launch 2: 2 Ability Points
- Launch 3: 2 Ability Points
- Launch 4: 2 Ability Points
- Launch 5: 3 Ability Points
- Launch 6: 3 Ability Points
Seize
- Seize 1: 1 Ability Point
- Seize 2: 2 Ability Points
- Seize 3: 2 Ability Points
- Seize 4: 2 Ability Points
- Seize 5: 3 Ability Points
- Seize 6: 3 Ability Points
Levitate
- Levitate 1: 1 Ability Point
- Levitate 2: 2 Ability Points
- Levitate 3: 2 Ability Points
- Levitate 4: 2 Ability Points
- Levitate 5: 3 Ability Points
- Levitate 6: 3 Ability Points
Ground Slam
- Ground Slam 1: 1 Ability Point
- Ground Slam 2: 2 Ability Points
- Ground Slam 3: 2 Ability Points
- Ground Slam 4: 3 Ability Points
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2024-12-31 15:04