Last updated: September 30, 2026 — puzzle solutions confirmed by launch-week player guides for the retail build (day-one hotfix 1.3.3). If a future patch changes any solution, this page gets updated.
Short answer: Control Resonant has six secret hideouts — one per district except the Underpass — and none of them are marked on your map until you're practically standing on them. Each one is locked behind an environmental puzzle, and each basement hides a permanent Health Upgrade. Clear all six and you unlock a bonus achievement on top.
How Secret Hideouts Work
Backroom hideouts are Control Resonant's love letter to players who check every suspicious storefront. The rules:
- They never appear on the map on their own. Walk within a certain distance of a hideout and a question mark marker fades in — that's your only hint one is nearby.
- Every hideout is a puzzle first, a room second. Each storefront front hides an environmental puzzle; solving it opens a hidden door or staircase down to the basement.
- Every basement contains a permanent Health Upgrade. Six hideouts, six upgrades — that's the bulk of your max-health pool sitting behind puzzles, not combat.
- Clear all six and a bonus achievement unlocks — the game's reward for treating backrooms like a proper checklist rather than hoping you stumble through them all.
The six hideouts are spread across Downtown, Central, the Evacuation Zone, the West Incursion Zone, the Park, and the Unknown. The Underpass is the only district without one. You can do them in any order, but the Downtown hideout needs late-game traversal (see below), so most players finish that one last.
All Six Hideouts at a Glance
| # | District | Location | Puzzle | Solution | |---|---|---|---|---| | 1 | Downtown | Atlantis Café (north of the Oldest House) | Activate six appliances in the correct order | Smallest to largest — see below | | 2 | Central | Laundromat (east of the Field Office) | Set seven rows of washing machines to match a 0/1 clue | Five on, the rest off — pattern below | | 3 | Evacuation Zone | Consting Gallery (near the center, beside a fast travel point) | Light the four paintings described as sold | One painting per wall group | | 4 | West Incursion Zone | Urban Fresh Mart (south of the fast travel point) | Four-digit register code, hinted by flashing soda-machine lights | 1213 | | 5 | Park | Atlantis Café (southeast, near the research station) | Match table orders to menu letters | BDAC | | 6 | Unknown | Pulse Fitness gym (middle of the district, lower level) | Operate gym equipment in a workout order | Treadmill/bike sequence below |
Hideout 1: Downtown — Atlantis Café
The first Atlantis Café sits north of the Oldest House — the catch is that you have to cross past an electronic road sign to reach it, and getting inside requires Gravity Shift. That's a late-game traversal ability, so this is the one hideout most players naturally finish last. Don't burn an hour on it early; come back when your movement kit is complete.
Once inside:
- Pull the wall-mounted electrical switch — this powers the puzzle.
- Activate the appliances in order from smallest to largest. The game doesn't tell you the rule; you learn it by failing. The order:
| Order | Appliance | Where | |---|---|---| | 1 | Radio | Opposite wall, dining-table side | | 2 | Coffee machine | Counter | | 3 | White coffee machine | Counter | | 4 | Soda machine | Against the back wall | | 5 | Microwave | Kitchen area | | 6 | Refrigerator | Largest unit in the room |
Get one wrong and the sequence resets from the top — annoying, but harmless. The hidden door opens once all six run in the correct order. Take the stairs down and claim the Health Upgrade.
Hideout 2: Central — The Laundromat
East of the Central Field Office. The entrance is blocked by red light and garbage, and the way in is the puzzle's first step: three red streaks fly toward the door — trace them back to their source and destroy it. The door unjams itself.
Inside, the wall holds a clue of seven rows of zeroes and ones — and the laundromat has seven rows of washing machines. 1 means on, 0 means off. Standing in front of the machines, left to right, per row:
| Row | Setting | |---|---| | 1 | Only the middle machine on | | 2 | The middle two machines on | | 3 | First and last machines on | | 4 | All off | | 5 | All off | | 6 | All off | | 7 | Only the leftmost machine on |
Watch out for rows 4–6: machines that are already lit need to be manually switched off — the clue assumes you start from scratch, the room doesn't. Correct configuration opens the door to the basement and the Health Upgrade.
Hideout 3: Evacuation Zone — Consting Gallery
The gallery sits near the center of the Evacuation Zone, right beside a fast travel point — the easiest hideout to reach, and a good first stop if you're routing them.
The document on the counter lists the paintings that have been sold: Journey, Window, Thunder, and Tide. Your job is to turn on the light above the one painting per wall group that matches each description:
| Wall group | Painting to light | How to recognize it | |---|---|---| | Left wall, first group | Middle painting | A path ending at a lone tree (Journey) | | Front wall | Leftmost painting | A mass of twisted branches (Thunder) | | Right-adjacent group | Leftmost painting | A lone V-shaped tree on open plain (Window) | | Right wall, second group | Middle painting | A tree fallen into water, reflected (Tide) |
All four lit correctly and a hidden passage opens on the left side of the front wall. Health Upgrade waiting below.
Hideout 4: West Incursion Zone — Urban Fresh Mart
From the West Incursion Zone fast travel point, head south until you hit the Urban Fresh Mart on the street. Inside, a register asks for a four-digit code.
The clue chain: the soda machine's lights flash in a sequence, and a note in the store tells you the flashing order needs to be reversed before you type it in. Follow the flashes, reverse them, and the register accepts:
Register code: 1213
The hidden entrance opens beside the counter. Down the stairs: Health Upgrade number four.
Hideout 5: Park — Atlantis Café
Yes, a second Atlantis Café — this one in the Park's southeast, near the research station. No appliances this time; this puzzle is a logic match between table numbers, customer orders, and the café menu.
The note gives you the table order; the flyers on those tables tell you the drinks; the menu maps each drink to a letter:
| Table | Drink | Letter | |---|---|---| | 1 | Iced coffee | B | | 5 | Spiced chai | D | | 4 | Espresso | A | | 2 | Caramel latte | C |
Register code: BDAC
The hidden door beside the counter opens. Basement: Health Upgrade plus bonus intel.
Hideout 6: Unknown — Pulse Fitness
The last hideout is inside Pulse Fitness, the gym in the middle of the Unknown district — the gym itself is on the lower level.
The locker room note lays out a workout order, and the puzzle is recreating it exactly on the interactive equipment:
| Step | Action | |---|---| | 1 | Set the treadmill to 1 km/h | | 2 | Set the exercise bike to 24 km/h | | 3 | Use the vending machine | | 4 | Set the treadmill to 24 km/h | | 5 | Set the exercise bike to 1 km/h |
Complete the sequence and the final hidden room reveals itself. Health Upgrade, and — if you've cleared the other five — the achievement for completing every backroom hideout.
Why the Health Upgrades Matter
Six permanent max-health bumps is a meaningful chunk of survivability, and unlike most of Control Resonant's power curve, none of it comes from combat. If you're bouncing off a Resonant boss — The Dancer's rhythm chains and The Collective's add-swarm phases both punish a small health pool — the hideouts are the fastest way to get tankier without touching difficulty settings.
A few routing notes:
- Do the Evacuation Zone gallery early — it's beside a fast travel point and takes two minutes.
- Save Downtown's café for last — the Gravity Shift requirement means it's structurally a late-game stop anyway.
- The Park and West Incursion hideouts fit naturally into quest routes — the Park's southeast research station and the West Incursion fast travel point both put you within marker range.
- After the story, free roam continues — but the health upgrades help most during the campaign, so don't defer the whole checklist to the endgame.
- Planning an NG+ run? The Mold power choice is the cycle's real lock (see the NG+ guide) — health upgrades are per-character progression, so grab them whenever.
FAQ
How many secret hideouts are in Control Resonant? Six — one each in Downtown, Central, the Evacuation Zone, the West Incursion Zone, the Park, and the Unknown. The Underpass has none.
Do hideouts show on the map? Not until you're close. Approach within a certain range and a question mark marker appears — that's the only in-game hint. There's no quest, no dialogue pointer, and no checklist in the UI.
What do I get for each hideout? A permanent Health Upgrade in every basement, plus intel items in some. Clearing all six unlocks a bonus achievement on top of the six upgrades.
What are the hideout codes and answers? Urban Fresh Mart register: 1213 (the soda machine's flashing sequence, reversed). Park Atlantis Café register: BDAC (table 1 = B, table 5 = D, table 4 = A, table 2 = C). The other four hideouts are order/matching puzzles — full solutions in the sections above.
Which abilities do I need? Only the Downtown Atlantis Café has a hard requirement — Gravity Shift to reach it. The rest are reachable with baseline traversal; some vertical approaches get easier with a fuller movement kit.
Are the hideouts missable? Launch-week guides don't report any hideout locking out after story events, and free roam continues after the credits. The bigger risk is simply never finding them — they're unmarked.
Do the puzzle solutions change? The codes and sequences are fixed in the retail build (day-one hotfix 1.3.3) — they're deterministic puzzles, not randomized ones. If a future patch alters any solution, we'll update this page.
Related Guides
- Bosses Guide: All 6 Resonants + Hedron — the fights that punish a small health pool
- Difficulty Settings & Assist Mode — 11 sliders that work in any direction, any time
- New Game+ & NG++ — what carries over, and the October NG++ update
- Skill Tree & Builds — the other half of your survivability budget
- How Long to Beat — where hideout hunting fits in the 30h/50h picture

