There are spoilers for Control as well as the trailer for Control Resonant. Read at your own risk if you haven't played the game.<< Replaying Control, part 5: Threshold
Before we go on to the main mission, an asideAt this point, there were a few side quests available, including
Dr. Yoshimi Tokui's Guided Imagery Experience. This mission was formerly a PS4 exclusive, but was added to the Ultimate Edition version of the game in 2025.
The most interesting part of this quest (aside from Dr. Tokui being voiced by Hideo Kojima) is that Tokui was apparently considered for the Prime Candidate Program, which is used by the FBC to choose potential Directors. This is the same Prime Candidate Program that Dylan (labeled P6) was part of.

In the Hypnosis lab is an X-ray lightbox that's causing some FBC agents to do nothing but stare at it. It's an Object of Power which grants the Seize power once Jesse binds it. This isn't a power I used very much in my first playthrough, and I've made an effort to actually use it in this one. Honestly, I can't tell how much of a help the allied Hiss are.
The last bit of side content isn't a quest. The Luck and Probability lab contains a hidden puzzle that, when solved, rewards an outfit. This whiteboard shows what you need to do in order to solve the puzzle. Naturally, I had issues and needed to repeat some steps a few times in order for it to work. This wasn't an issue with the game – it was an issue with me and my lack of ability to remember what I just did.
My Brother's KeeperFinally, it's time to find Dylan. So, Jesse takes the Sector Elevator to the Containment Sector and-
Actually, no, there's one more detour I took before I went off to Containment. I went into the Board Room to talk to Emily Pope. Emily and Arish have new things to say from time to time, so you may want to check in with them after finishing a few main missions.

Emily's most interesting conversation is about Black Rock. The FBC uses it mostly for containment, but she thinks it could have potentially useful combat applications. I believe she specifically wants a knife. Jesse's inner monologue during this scene mentions "mad scientists" by name.
Unsurprisingly, the Hiss have made it into Containment. There are plenty to deal with until Jesse cleanses the control point in Logistics. There is also a strange, bright yellow light above the emergency shelter in the entrance of the sector; we see that same color of light in other parts of the building. Like a lot of things, it's never explained. It's just there.
Wait, it's another detourIn Logistics is a person calling for help: Horowitz, an injured ranger. He and his squadmate, Wells, were chasing a runaway Altered Item in a nearby threshold (which he refers to as "The Clocks"), but only he made it out of the Oceanview Motel and back into the Oldest House. This starts a sidequest,
A Matter of Time, which I usually do immediately as it opens up a large part of the sector.
The puzzle in the Oceanview Motel has to do with clocks; there is a clock in the lobby that shows a time that the clock in currently open room must match. The hard part of this is getting the clock hands to stop at the correct time, as there's a tiny bit of delay between you pressing the button to stop the clock and the clock hands actually stopping.
There are plenty of clocks in the threshold. In fact, there's one room and a hallway that are entirely filled with clocks. For some reason, I never took a screenshot of it (and I can't seem to find good images of it anywhere on the internet), so you'll have to take my word for it.
Wells is alive, and leads Jesse out of the threshold. He somehow has level 9 clearance, which no one else in the game does – not even Jesse by the end of the game. There are two level 9 doors in the game, and both are in this mission, presumably to stop the player from breaking the game by jumping into places they shouldn't be.
Jesse and Wells fight through some Hiss, climb over a bunch of clocks, and make it back into Logistics. Unfortunately, Horowitz's HRA was damaged when he was injured, and now he's possessed by the Hiss. After defeating Hiss-possessed Horowitz, Jesse directs Wells to Central Executive. I don't actually know if he shows up there as a unique NPC.
The Altered Item that was causing issues in the threshold is still at large, and we receive a sidequest,
The Enemy Within, to deal with it. It isn't possible to complete this sidequest until Jesse gets the Levitate power, so I went back to the main mission.
My Brother's KeeperFrom Logistics, Jesse heads to Security. There is a Wall of Honor listing names of fallen FBC agents (actually Remedy developers).

We can't take the straightforward way to the Panopticon, so Jesse goes into the Medical Wing, which, oddly enough, has mold growing on the walls (and floors, and ceilings) in some places. Some of it will explode if you shoot it. There are also mold zombies, which I will admit severely startled me the first time I saw them. I was not expecting mold zombies in this game.
There is a document labeled "Mold Autopsy" that explains a little, but we won't discover what's going on until we enter what I like to think of as the
Mold Dimension.
Back in Security, Jesse finds a monitor that shows that Dylan's cell has been breached. She's worried (with good reason) that the Hiss has gotten to him and hopes that Polaris can somehow protect him.

There is a light switch cord in Security. Pulling it the first time shows a brief vision of Dylan's face. According to something I read years back, this was a
bug, not something intentional by the developers! If that's true, it's one of the most appropriate bugs to ever exist.
This time, screaming can be heard in the Oceanview Motel and Casino. There is also blood coming out from under door 223, which seems to be where the screaming is coming from. Who's screaming? Why is he screaming? How did he get here in the first place? I suspect those questions will never be answered.
After solving the puzzle in the Oceanview, Jesse ends up in front of a Firebreak that leads to the Panopticon. She enters and hears…some humming? There are some people alive here, too.
That's something we'll get to in the next part. This mission is one of the longer ones. I had to split it in half!