
CONTROL Resonant: every secret collectible, and the 14 cameras nobody counts
Every unmarked collectible in CONTROL Resonant by zone: all 14 Mysterious Cameras for Freeze Frame, two per zone across seven zones, the staged tableau scenes, the Mysterious Dogs, the Secret Hideouts, Dylan's Sketchbook pages, the health upgrades and the World Feats, including the one that does not exist until you finish Rebuild.
13/10/2026 · 4 min read
CONTROL Resonant marks almost none of its collectibles. No icon, no quest entry, no prompt at distance. Most of them are a piece of the world you have to interact with for a reason the game never gives you, which is why a first run finishes with most of this list untouched.
Here is all of it, by zone, with the counts.
The 14 Mysterious Cameras, and this is the count that matters
There are two cameras in every zone and seven zones, so fourteen in total. They all belong to the Freeze Frame quest, and nothing happens until every one of them is in. The payoff is at the Field Office in Downtown and a shutdown sequence.
| Zone | Note |
|---|---|
| Central Zone | |
| Evacuation Zone | The pair takes about four minutes, it is a big zone |
| Underpass | |
| West Incursion Zone | |
| Unknown Zone | The quickest pair in the game, under two minutes |
| Park Zone | Filed as Paranormal Cameras |
| Downtown | Plus the Freeze Frame shutdown itself |
They hide because they are mounted. The cameras sit up on brackets rather than lying on the ground, so they are above the band of the screen anybody searching a room actually looks at. Grey housings on brackets, pointed at nothing in particular. Once you have seen the first, the second reads instantly, which is the real reason to watch a pair together.
Do the Unknown Region map before hunting its cameras. It is the hardest region in the game to navigate and the map comes off in a short run.
The staged scenes
A set of tableau collectibles, little scenes set up where nobody goes. You collect them by reaching them rather than by solving anything.
| Scene | Zone |
|---|---|
| Beach Day | Downtown Lookout |
| Cat Picnic | Central Zone |
| Dream House | Evacuation Zone |
| Robot | Evacuation Zone |
| Rooftop Oasis | Downtown |
| Live On Stage | West Incursion |
| Halloween Party | West Incursion |
| Art Exhibition | Unknown Zone |
| Game Night | Unknown Zone |
| Space Adventure | Underpass |
Dream House and Robot are gather puzzles rather than pickups. You collect every item the set asks for and it completes itself. Beach Day and Cat Picnic are interaction sequences, so you interact with scenery and follow a short set of steps.
Rooftop Oasis is the awkward one. The word rooftop is the clue and the problem at once, because Downtown gives you a great deal of up to choose from.
The dogs
| Zone |
|---|
| Park Zone |
| Central Zone |
| Evacuation Zone |
| West Incursion Zone |
| Underpass |
The dog is a carry puzzle, and the prompt gives it away. The dog sits beside its bowl waiting, and what you do is bring it something and drop it in the bowl. The on screen prompt is Drop Object, and carrying something across a zone is not a thing this game asks you to do anywhere else, which is why the move does not occur to people.
The reward is that you get to pet it. In a game this bleak that lands harder than another collectible would have. Petting all of them is the Dog's Best Friend trophy, which also involves the Trusted Spanner.
The Secret Hideouts
| Zone |
|---|
| Park Zone, a furnished cafe down to a readable menu |
| West Incursion Zone |
One catch worth carrying with you. The Park hideout has a fuse box, and interacting with it can refuse outright with NOT WHILE IN STORY AREA. That is the game saying a story quest is live rather than saying the box is broken. Finish or leave the story section, come back, and it behaves.
World Feats and the gated one
| Feat | Note |
|---|---|
| World Feat, Downtown | During Altered Tracking |
| Pattern Break | It does not exist until Rebuild is finished |
Pattern Break is the single biggest time waster in the game. Solving it takes about thirty seconds. Hunting for a World Feat that has not spawned yet costs people an hour, because nothing says it is gated. Finish Rebuild, then it is there.
Early pickups and the rest
| Thing | Where |
|---|---|
| All 3 health upgrades | Sitting in the world during Welcome To Manhattan, not gated behind progress |
| The Dragon and The Knight sketch | The Park. One of Dylan's Sketchbook pages, a set of eleven, pays +100 |
Take the three health upgrades on your first walk through Manhattan. They are available while you are still on the first quest, so the only thing between you and a much larger health bar is knowing where to go. Most runs pick one up by accident and find the other two hours later.
The sketch is filed under a different name than you would search for. In the Archives it reads "Sketched in the Park. Written on the back: a knight talking to a mighty dragon."
Before any of it
Clear the zone map. Three antennas per district, and every item above is easier to reach with the fog off.
Every route here is filmed and the guide for each is on the game's page. The counts and the catches are above, because those are the part you can carry in your head. The walk is the part a written list cannot give you honestly.







