Both kinds of Mods - Weapon and Personal - can be found using a variety of different methods. This includes the traditional Chest opening activity and the Astral Constructs system, which allows you to build your own Mods. All the Mods you can find are randomly generated, so make sure you build up a small collection. You never know what you’re going to need. On this page: Need more help in your quest through the Oldest House? Then check out ourControl walkthrough hub, with links to all our Control guides. When you begin Control, you’ll only be able to equip 1 Weapon and Personal Mod. Spending Ability Points, however, will allow you to unlock additional Mod Slots for both the Service Weapon and Jesse. Eventually you’ll be able to equip 3 Personal Mods and 3 Weapon Mods per Weapon Form. You can easily add or change your Mods on the Loadout screen found on the main in-game menu. Don’t forget to regularly update and change your Mods as your journey through the Federal Bureau of Control. They will provide vital support in your fight against the Hiss and having a good selection at hand will allow you to quickly adapt for any battle. One of the easiest ways to find Mods is by killing the Hiss and opening the various Chests you’ll find in your investigation through the Bureau of Control. You will also receive random Mods from completing both main story missions and side missions. Completing Board Countermeasures will also supply you with a random Mod. You will, however, be able to see the rarity level of the Mod. Board Countermeasures are additional tasks that you can complete while playing Control. A Countermeasure can be anything from killing a specific type of Hiss to killing enemies in a specific Sector of the Bureau. You can take and redeem on Board Countermeasures by visiting the Control Point in Central Executive. Finally, you can also build your own Mods using Astral Constructs. You can access Astral Constructs via the Control Points scattered across the Bureau of Control. When you first begin Control, you’ll only be able to make random Common level Mods. By upgrading the Constructs Level, however, you’ll be able to create Mods with a higher rarity level. There are 5 Constructs Levels in total and you upgrade your Constructs Level by spending Source Energy and Materials. Here are the requirements for upgrading your Constructs Level:

Level 2 - 5000 Source Energy / 3 House Memory / 1 Threshold Remnant Level 3 - 7500 Source Energy / 5 Threshold Remnant / 1 Astral Blip Level 4 - 10,000 Source Energy / 5 Astral Blip / 1 Entropic Echo Level 5 - 20,000 Source Energy / 5 Entropic Echo / 1 Corrupted Sample

While you won’t know what stat boost the Mod will provide, you will know the rarity level of the Mod you’re creating. If you don’t like the options Astral Constructs gives you, then spend 1000 Source Energy to Refresh Mods. This will generate a new selection of randomised Mods for you to make. The rarity of a Mod decides how much Source Energy you’ll receive upon deconstructing it and, more importantly, the stat boost the Mod will provide. Each rarity level is signified by a different colour and Roman numeral. Here are the five different rarity levels in Control:

Common - Grey - I Uncommon - Turquoise - II Rare - Blue - III Prime - Bronze - IV Absolute - Red - V

Deconstructing Mods is the only way you can rid yourself of any Unwanted Mods. To deconstruct a Mod: open up the Mod menu, find the Mod you want to deconstruct and then hold down the Deconstruct button, until the Mod is destroyed. Deconstructing Mods not only cleans up your inventory, but also supplies you with Source Energy, which can be used to make more Mods and new Weapon Forms. The amount of Source Energy you receive depends on the rarity of the Mod:

Common - 50 Source Energy Uncommon - 100 Source Energy Rare - 250 Source Energy Prime - 500 Source Energy Absolute - 1000 Source Energy

It’s time to journey into the mysterious Federal Bureau of Control. Our Control walkthrough can help you through the storyline missions, including Welcome to the Oldest House, Unknown Caller, Directorial Override, Old Boy’s Club, Threshold, My Brother’s Keeper, The Face of the Enemy, Finnish Tango, Polaris and Take Control. You can also learn new supernatural powers by completing A Merry Chase, A Good Defence and A Captive Audience. We also have guides on upgrading the Service Weapon, your Abilities, how to use Weapon and Personal Mods, how to unlock every outfit and the solution to the Roulette Wheel puzzle. Here are the Weapon Mods that are specific to the Charge Weapon Form: Here are the Weapon Mods that are specific to the Pierce Weapon Form: Here are the Weapon Mods that are specific to the Shatter Weapon Form: Here is the Weapon Mod that is specific to the Spin Weapon Form: Finally, there is the Weapon Mod that can be used on the Grip, Shatter and Spin Weapon Forms: For more information about Control, check out our Control walkthrough.

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