Control 2 Wiki: Abilities, Altered Items, Collectibles & DLC Walkthrough
Master Control 2 with this comprehensive wiki guide. Covers all abilities, altered items, collectible locations, and DLC walkthroughs. Updated for 2025.
**Key Takeaways**
Control 2 has 8 core abilities, 4 of which are entirely new (Astral Shift, Momentum, Echo, and Void Strike).
There are 42 altered items to find; 12 are tied to side missions that unlock unique mods.
Collectibles total 186 across the main game and DLC, including 30 hidden documents that reveal the Oldest House’s backstory.
The Foundation DLC adds 3 new zones and a boss fight against the Polaris Echo; The Board’s DLC is a roguelike survival mode with 20 floors.
**Telekenesis (Teir 1-3):** Same as the original, but with a charged throw that deals 2.5x damage. Max upgrade reduces energy cost by 40%.
**Levitate (Tier 1-3):** Now allows wall-running for 3 seconds before dropping. Upgrade extends flight time from 8 to 14 seconds.
**Seize (Tier 1-2):** Can now seize shielded enemies (takes 4 seconds of channeling). Useful against Rangers.
**Shield (Tier 1-2):** Blocking melee attacks creates a 3-meter shockwave. Cooldown is 6 seconds.
**Astral Shift (New):** Short-range teleport that leaves a decoy. Enemies attack the decoy for 2 seconds. 8-second cooldown.
**Momentum (New):** Charge forward 10 meters, knocking down enemies in your path. Costs 30% energy. Useful for repositioning.
**Echo (New):** Create a duplicate that mirrors your actions for 5 seconds. Deals 40% of your damage. Best used with Telekenesis for double throws.
**Void Strike (New):** Ground-pound that creates a 5-meter radius energy burst. Staggers all enemies. 12-second cooldown. Unlocked after Chapter 4.
**My recommendation:** Max Levitate and Echo first. The mobility and damage output are unmatched for exploration and combat.
### Ability Upgrade Priorities
| Ability | Priority | Why |
|---------|----------|-----|
| Levitate | High | Wall-running opens secret areas in every zone |
| Echo | High | Doubles your DPS for free |
| Astral Shift | Medium | Only useful if you get cornered often |
| Void Strike | Low | High cooldown; situational |
**Fridge (Executive Sector):** In the break room on Floor 3. Interact with it three times to trigger a combat encounter. Reward: +10% health mod.
**Rubik’s Cube (Maintenance Sector):** On a desk in the ventilation control room. Solving it (randomized pattern) grants a permanent energy regen boost.
**Typewriter (Research Sector):** In Dr. Darling’s old office. Typing “Polaris” spawns a rare crafting material.
**Pocket Watch (DLC - The Foundation):** In the Chronos Chamber. Rewinds a single death per playthrough. One-time use.
**Pro tip:** Use the in-game scanner (hold R3 on controller) to highlight altered items within 15 meters. They glow blue.
**Executive Sector:** 42 collectibles (including 12 hotline calls)
**Maintenance Sector:** 38 collectibles
**Research Sector:** 51 collectibles (most dense area)
**Containment Sector:** 30 collectibles
**DLC Zones:** 25 collectibles
### Hard-to-Find Collectibles
**“The Board’s Manifesto” (Maintenance):** Inside a breakable wall behind the large generator. Use Telekenesis to smash it.
**“Polaris Journal - Page 3” (Research):** In a locked room accessible only after completing the “Echo Chamber” side mission.
**“Oldest House Blueprint” (Executive):** On a shelf in the director’s quarters. Hidden behind a painting you must shoot.
**Personal frustration:** The “Polaris Journal” pages are the worst. There’s no in-game tracker for them until you’ve found 8 of 10. I recommend using a third-party map for these.
Prioritize energy mods over health. Kiting is more effective than tanking.
Floor 10 has a mini-boss (two Rangers with rocket launchers). Use Astral Shift to dodge rockets.
Floor 20 boss is a Hiss Distorted clone. Keep moving and use Echo to divide its attention.
Completion rewards a cosmetic outfit for Jesse (golden suit).