Gaming Guide

Control Resonant: Cool Robot Puzzle Solution in Evacuation Zone 2

Assemble six scattered parts onto the broken vending machine, then draw it to claim an Undefined Reading (Robotics).

Assemble six scattered parts onto the broken vending machine, then draw it to claim an Undefined Reading (Robotics).

Image: Remedy Entertainment / via @GGChannelX

The “Cool robot” is one of Dylan’s Sketchbook Drawing puzzles in Control Resonant, tucked inside an industrial warehouse in Evacuation Zone 2. An unfinished vending machine leans against a roll-up shutter door, and turning it into a robot means hunting down loose pipes, a canister, a dome light and a valve wheel from around the room before Dylan can sketch the finished creation.

Quick answer: Attach all six salvaged parts to the vending machine (leg base, leg pipe, arm pipe, head lamp, second arm, valve wheel), then use the Draw prompt to complete the secret.


Where to find the Cool robot puzzle in Evacuation Zone 2

The puzzle sits inside a warehouse near the Survivalist’s Bunker, close to Testing Facility Pearl in Evacuation Zone 2. Open the map and look for the secret marker at the Survivalist’s Bunker, which flags the location once you are near enough.

Map Location00:06Map Location
The map menu points you to the Survivalist's Bunker area, where the warehouse holding the puzzle is located. Shown at 00:06 in Game Guides Channel’s video. Image: Remedy Entertainment

Head into the alleyway and step through the open doorway into the warehouse. The incomplete vending machine stands against the shutter door, and approaching it shows the Cool robot prompt. Every part you need is spread across the ground floor and the upper catwalks inside this same building.


How to assemble the robot from warehouse parts

Collect and place the parts in the positions below. Each piece snaps onto a fixed spot on the machine, so the order matters less than getting all six attached. You cannot carry an item while performing certain actions, so drop or place each part before fetching the next.

Lift the metal cylinder from the floor beside the column, then position it at the vending machine’s lower-left corner to create the base of its left leg.
Take the bent pipe section from the ground on the right and fit it onto the machine’s lower-right side to make its other leg.
Attaching Right Leg Pipe00:43Attaching Right Leg Pipe
The curved pipe from the floor becomes the machine's right leg. Shown at 00:43 in Game Guides Channel’s video. Image: Remedy Entertainment
Head to the crates along the back wall and collect the long pipe fitting from their top. Bring it back and fasten it to the machine’s left side as an arm.
Attaching Left Arm Pipe01:00Attaching Left Arm Pipe
The long pipe from the crates mounts on the left side to form an arm. Shown at 01:00 in Game Guides Channel’s video. Image: Remedy Entertainment
Take the round, domed lamp off the floor and place it in the middle of the vending machine’s top to serve as the head.
Reach the raised catwalk on the right and pick up the elbow-shaped pipe piece. Send it down to the ground floor by throwing or dropping it, then bring it over and fit it to the machine’s right side as the second arm.
Return to the upper walkway and take the round valve wheel off the wall pipe. Bring it back downstairs and place it on the front face of the machine as the chest piece.

The elbow pipe and the valve wheel both sit on the second-story catwalk, so you will make two trips up before the robot is complete.


Draw the robot and confirm the reward

With all six parts fitted, stand in front of the finished robot and select the Draw prompt. Dylan sketches the creation into his notebook during a short cutscene, which is the signal the puzzle has registered correctly.

When the cutscene is over, a notification on the HUD confirms the secret is complete. You gain +1 Undefined Reading (Robotics) and Evacuation Zone 2 points. If Draw isn’t available, a component is missing or fitted into the wrong slot; inspect the ground floor and both catwalks again before interacting.

The Undefined Reading is the consistent reward across every Sketchbook Drawing, and the finished sketch is logged as its own collectible entry in Dylan’s Sketchbook, separate from the drawing activity itself.