The Complete Set is a lengthy optional quest in Control Resonant built around a very unruly audio system. Your objective is to recover four SINKKI D50 speakers and one subwoofer, then arrange them correctly in the Auction House. The hard part is not merely locating the equipment: the speakers leap away, emit pulses that push Dylan back, and the final setup asks for a precise arrangement of materials and surfaces.
This guide follows the quest from its opening interaction at the Museum of Curiosities through the final decision involving the Gate. The quest’s major locations can be tackled in a flexible order after its central hub has been established, but its clues are worth reading as you go. Several collectibles explicitly direct you toward the next destination or explain the Auction House ritual.
How to begin The Complete Set
Travel to the Museum of Curiosities in the West Incursion Zone. Read the note on the reception counter, then move to the SINKKI D50 speaker positioned at the back of the museum. Examining it causes the object to become active and start bouncing around the room.
Once the first speaker has been secured, follow the quest marker to the Auction House in Downtown. A civilian there appears to be possessed, and another of the speaker set is present. Contain this speaker as well. Before setting off for the remaining components, collect “There’s People in There” in the Auction House. That collectible identifies the three leads needed to finish the set:
- The Collector’s Apartment
- The Auction Buyer’s Apartment
- Langston, who can direct you to the subwoofer
The three routes can be completed in any order. The Auction House remains the quest’s return point, so there is no need to worry about transporting the gear manually between each destination.
How to contain SINKKI D50 speakers
Each active SINKKI speaker uses the same basic defensive behavior. It bounces around its surroundings and periodically sends out flashing pulses that knock Dylan away. Trying to stay on top of it continuously is counterproductive; the pulse is designed to deny a close-range approach.
Instead, wait at a safe distance and watch for the brief moment when the speaker stops moving. Immediately close the distance and hold L1 on PlayStation controllers or LB on Xbox controllers. If the timing is right, Dylan suppresses or extracts the object’s movement ability, allowing it to be picked up normally.
This is best understood as a timing interaction rather than a chase. The speaker’s pause is the opening. Rushing in while it is still hopping risks getting thrown back and having to reset your position, whereas waiting for the stationary window gives you a clear chance to contain it.
Related coverage includes Control Resonant: How to Complete The Complete Set Side Quest.
Collector’s Apartment: dumpster speaker
At the Collector’s Apartment, listen to the collectible called “Pete, Nina and Lester.” It explains that the speaker was discarded. Leave through the building’s main entrance, cross directly to the construction-site entrance, and check the dumpsters on the right-hand side. The speaker is among them.
Interacting with it starts another escape sequence. It will move through the construction site, so pursue it only enough to keep it in view, then use the same pause-and-contain method once it stops. Do not mistake the dumpsters for the end of this objective: they reveal the speaker, but containment is still required.
Auction Buyer’s Apartment: follow the exchange note to Atlantis
The Auction Buyer’s Apartment is marked in Central as part of the quest chain. Inside, inspect the shelves near the front door for the Exchange Location Note. This is the clue that shifts the search away from the apartment itself and toward a nearby coffee shop.
Head to Atlantis, entering via the street-level main entrance. A speaker sits on a table inside. Activating it triggers the familiar containment chase; wait for the pause in its movement, approach quickly, and use the containment input.
The two apartment leads illustrate the quest’s general structure: the named location frequently supplies the information rather than the object itself. Reading notes and listening to recordings prevents unnecessary searching and identifies the actual pickup point.
Langston and the confiscated subwoofer
Speak with Langston at the Field Office in Central for the final lead. He identifies the subwoofer’s location as the FBC Oldest House, near Executive Research, and gives Dylan a new Control Resonant Clearance Keycard.
Return to the Oldest House in Downtown and retrace the tutorial route toward Executive Research. Near the bunker is a locked door marked SR. The new keycard opens it.
Interacting with the room’s objective brings in Hiss enemies alongside the subwoofer. Clear the enemies first, then focus on the subwoofer’s movements. It follows the same essential containment pattern as the smaller speakers, but eliminating threats beforehand makes it easier to observe its pause and reach it without additional pressure.
Return to the Auction House for the SINKKI D50 ritual
With all five components recovered, return to the Auction House and use the table near the possessed civilian to lay out the set. The next puzzle is governed by “The SINKKI D50 Speaker Set” collectible. Its core instruction is that the four regular speakers must sit on particular types of surfaces, while the subwoofer has one unique placement.
The individual standard speakers are interchangeable. In other words, you do not need to remember which exact speaker came from the museum, coffee shop, dumpster, or Auction House. Any of the four can be assigned to glass, stone, blue, or wood. The subwoofer is the only component that must go to one specific place.
- Glass: Place one speaker on the glass table leaning against a pillar. It is below, in the direction the possessed woman faces, opposite the main stage and near the ascending stairs.
- Stone: Put one speaker on the stage, on the palette made from crisscrossed stone slabs.
- Blue: Place one speaker on the blue tarp draped over the edge of the east mezzanine overlooking the stage, across from the stored speakers.
- Wood: Set one speaker on the wooden bench on the east mezzanine. It is positioned on a spotlight between two generators, directly across from the civilian.
- Water: Put the subwoofer in the puddle behind the possessed woman, created by a spilled mop bucket.
After every item is correctly placed, the speakers begin pulsing energy. You must switch off all four regular speakers while leaving the subwoofer active. Their knockback behavior continues here, so use the same rhythm as during containment: avoid the pulse, move in during a lull, and shut down the speaker. Once all four are off, speak to the civilian to trigger the quest’s final choice.
Should you turn the subwoofer off or turn it up?
The civilian urges Dylan to turn off the subwoofer. At the same time, voices coming from the device ask for its volume to be increased. The stated implication is that the choice will close or open “the Gate,” but the quest does not present a clearly positive outcome.
- Turn the subwoofer off: The civilian dies immediately. The Gate is closed.
- Turn the volume up: Multiple spirits or consciousnesses possess the civilian’s body. They appear distressed rather than hostile, and Dylan says the FBC will retrieve them. The Gate is opened.
From a gameplay-reward perspective, both outcomes lead to the same result: the quest ends and grants the Untapped Bout Guard artifact. No follow-up quest or wider game change is indicated for either selection, so players do not need to pick one path out of concern that they will miss a different mechanical reward.
The decision is therefore primarily narrative. Turning the subwoofer off ends the immediate possession at the cost of the civilian’s life. Turning it up leaves the civilian’s body occupied by several frightened presences and potentially leaves the Gate open to an unclear danger. Neither is framed as a clean rescue, which fits the quest’s deliberately unsettling premise.
Untapped Bout Guard effect
Once unlocked in the Gap, Untapped Bout Guard increases power recovery by 50%, while also raising incoming damage by 20%. In practical terms, it is a trade-off artifact: it favors more frequent use of powers, but asks the player to accept greater vulnerability.
That makes it most useful for approaches that value rapid power recovery and can avoid or manage additional damage. The downside is not cosmetic, so it is worth considering whether quicker recovery fits your current build and comfort with enemy encounters before equipping it.
What the Gate and SINKKI D50 set appear to mean
The quest leaves the Gate’s nature unresolved. The set appears to connect to another plane of existence, possibly something like an afterlife, but the game does not fully define it in this sequence. When the volume is raised, the entities inhabiting the civilian sound alarmed by the Gate being open and by the possibility that something else could emerge.
That uncertainty is important to the choice. Opening the Gate does not lead to an immediate combat encounter or an explained future threat, and closing it does not preserve the civilian. The ritual gives enough information to make the player understand the stakes are supernatural, while withholding enough to ensure neither outcome feels safely correct.
For more current game coverage beyond this quest guide, see our report on the Kingdom Come: Deliverance 2 multiplayer mod’s persistent RP-server open beta.










