Gaming Guide

Control Resonant: All Testing Facility Locations (Unsupervised Science)

Every underground experiment entrance across Manhattan, both shutdown puzzle types, and the rewards waiting at the end of each one.

Every underground experiment entrance across Manhattan, both shutdown puzzle types, and the rewards waiting at the end of each one.

Image: Remedy Entertainment

Unsupervised Science asks you to shut down six abandoned FBC experiments buried under Manhattan, and the side quest is awkward for one specific reason: the map pin drops you on an empty street. The facilities are underground, and the hatches that lead into them are never marked. Once you know which building or landmark hides each entrance, the rest is just two puzzles repeated in different rooms.

Quick answer: There are six underground testing facilities. Three use the Soda Dispenser state puzzle, three use a 60-second power core balance. The Testing Facility Coordinates file pins every location on your map.


Every testing facility location and reward in Control Resonant

Each facility ends with a shutdown, a file, and either a Power Upgrade or an accessory. The entrance column below is the part the map will not give you.

ZoneEntrancePuzzleReward
DowntownTesting Facility Reade building, east sideSoda DispenserPower Upgrade, A Note From Dr. Milbeck’s Cardiologist
CentralConstruction site east of the Patterned FactoryPower coresPower Upgrade, Notes From Dr. Puchalski
Evacuation ZoneBeside the Survivalist’s Bunker fast travel point, southSoda DispenserPower Upgrade, Testing Facility Coordinates
West Incursion ZoneSouth of the House of Mirrors, second lane from the bottomSoda DispenserPower Upgrade, Notes From Dr. Janson
The ParkTwo sewer entrances, northeast of the zonePower coresEmergency Hood, Notes From Dr. Roth
UnknownNear the middle-west fast travel pointPower cores (five)Firebreaker Goggles, Notes From Dr. Grant

Clear the Evacuation Zone facility early. Its reward file, Testing Facility Coordinates, is the one that adds every remaining site to your map instead of making you hunt blind.

The Downtown entrance sits inside a building that is still under construction, and Hiss enemies spawn the moment you walk in — deal with them before you go looking for the hatch. The Park facility overlaps with the New Growth quest, so if you have reached that point in the campaign you will be sent there regardless.


Soda Dispenser puzzle solution (Downtown, Evacuation Zone, West Incursion Zone)

Three facilities run the same object-state puzzle. A terminal note tells you the default state is Soda Dispenser, and the box in the middle of the room only accepts objects in that state. Scattered around the room are items you can pick up and carry.

The yellow lines on the floor are the mechanic. Every time a carried object crosses one, it transforms into a different item, cycling through a fixed order that is drawn on the whiteboard next to the terminal. Your job is to land each object on Soda Dispenser and then get it into the box without crossing another line.

  • Read the whiteboard first so you know the transformation order before you start carrying anything.
  • Carry an item over a single line, then jump to the side rather than crossing the next one — this breaks the strict cycle and often reaches Soda Dispenser faster.
  • When an item turns into a Soda Dispenser, look for a box on the same side of the lines you are already standing on.

The layout changes between the three rooms, but the rule never does. Solve it once and the other two are mechanically identical.


Power core shutdown: how to balance the load for 60 seconds

Central, The Park, and the Unknown use a timed load-balancing sequence instead. Central and The Park have four Power Cores; the Unknown has five. Two cores start charged, the rest are dead, and the shutdown fails if a dead core is left starved for too long.

Read the Shutdown Instructions note at the terminal. It spells out the two rules that matter — the sequence runs for roughly 60 seconds, and the power load has to be balanced by hand the whole time.
Shutdown Instructions note00:03Shutdown Instructions note
The Shutdown Instructions note lays out the 60-second shutdown and manual load balancing. Shown at 00:03 in Ditech Gaming’s video. Image: Remedy Entertainment
Start the sequence at the terminal, then move straight into the regulation chamber. The vertical coils begin fluctuating immediately, and the timer does not wait for you to get into position.
Watch the red light on each dead Power Core. A blinking red light is the signal that the core needs charge, so pull the charge from a core that currently holds it and transfer it over.
Adjusting circuit breakers00:39Adjusting circuit breakers
Jumping across the platforms to hit an overloaded battery terminal and stabilize its coil. Shown at 00:39 in Ditech Gaming’s video. Image: Remedy Entertainment
Keep circling between the upper and lower levels. Indicators on the battery units flip between red and blue as you work, and every core will demand attention at least once before the timer runs out.
Balancing remaining coils01:04Balancing remaining coils
Battery units on both levels flash red when a core is losing charge. Shown at 01:04 in Ditech Gaming’s video. Image: Remedy Entertainment
Hold the balance until the towers settle. Every vertical electric tower turning solid green is the confirmation that the shutdown sequence completed successfully.
Power stabilization complete01:10Power stabilization complete
All four towers glowing green means the power is stable and the shutdown is done. Shown at 01:10 in Ditech Gaming’s video. Image: Remedy Entertainment
Head back down the corridor to the control room terminal. The blast door unlocks there, opening the route to the reward room.
Returning to control room01:32Returning to control room
Back at the main control terminal, where the blast door opens after a clean shutdown. Shown at 01:32 in Ditech Gaming’s video. Image: Remedy Entertainment

In Central, pushing through the door leads into Central 3 and Central 4, and you get an on-screen prompt reading You received a Talent Point. Visit the Gap to spend it. The file on the desk is Notes From Dr. Puchalski, covering research into Impermanence. Striking the floating anomaly container in the same area registers as Power Upgrade Point 2/3: Collect 3 to improve your Power, which is how the Power Upgrades from these facilities stack toward an actual stat increase.


The Threshold and finishing Unsupervised Science

Shutting down all six experiments opens a Threshold inside the Unknown facility, directly beside the room where you picked up the Firebreaker Goggles. Inside, names are written on the floor and each one changes what you become. Janson is on the left path and turns you into a chair; Puchalski is straight ahead and turns you into a telephone booth.

Take the right-hand path and hit the board at the far end to open the route.
Go left and collect the electric charge from the Power Core there.
Return to the straight path. When it splits, go left and apply the charge to the dead Power Core, then grab the crafting materials inside the room.
Come back to the split and take the straight route instead. A corpse at the end is interactable, and examining it closes out the quest.

Completing the task grants Dr. Grant’s Final Report, the Untapped Scrunchie artifact recipe, and the Threshold Researcher achievement. If the trophy is still missing, interact with the corpse one more time; the overlooked trigger is that final interaction, rather than any of the six shutdowns.