FIELD GUIDE / QUESTS

Unsupervised Science: Six Testing Facilities and the Threshold

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Unsupervised Science has six underground FBC testing facilities. Downtown, Evacuation Zone, and West Incursion Zone ask you to transform objects into Soda Dispensers. Central, The Park, and the Unknown use a 60-second power-balancing shutdown. Completing all six opens a final Threshold passage in the Unknown; the side story does not end when the sixth console turns green.

On this page · chapters and routes

You can discover a facility before the Quest Log formally tracks the whole story. One starting route has you play Dr. Grant's Voicemail beside Dr. Roland Milbeck's body. The objective then reads “Shut Down the Experiments.” The facilities can be done in different orders.

Find the entrances below the map markers

The facility icon points to an area at street level, while the lab doorway is usually in a pipe, pit, garage, or sewer below it. This table combines the supplied PowerPyx and AllThingsHow routes.

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Evacuation Zone is a useful early stop because its Testing Facility Coordinates document reveals the other lab markers. It still does not place you directly at their entrances. There is no Underpass facility in this six-site checklist.

Soda Dispenser rooms: change the object, then place it

In the Downtown, Evacuation, and West Incursion rooms, each marked square needs a Soda Dispenser. Objects begin as sinks, grills, copiers, or dispensers. Carrying one across the room's yellow boundary lines changes its form. The whiteboard or terminal note shows the cycle. Focus on the object's form when you set it down, not what it looked like when picked up.

Downtown has five objects around the room. Start with the sink on the east side and cross the adjacent lines until it becomes a dispenser for the center square. The grill on the south side needs a northward crossing. A southeast copier can be taken east and then north to its marked square. Two further objects sit on or near the northern ledge and eastern side; loop them around the T-shaped intersections until they are dispensers in the remaining squares. Then operate the switch near the computer icon and collect the upgrade from the door that opens.

Evacuation Zone applies the same rule to objects on a walkway, bridge, and southeast floor. West Incursion Zone spreads its objects around a central T intersection and an under-bridge spot. If you change an object too many times, carry it through the intersection again; the states cycle, so the mistake is recoverable. After every square shows the correct form, return to the console and use the shutdown switch. Merely placing the final dispenser does not shut down the lab.

Evacuation: five objects, starting from the entrance

  1. Go left on the walkway for the sink. Carry it north across two lines to the square by the bridge as a dispenser.
  2. Return to the entrance and go right for the copier. Drop to the main floor and loop the nearby T intersection until it is a dispenser in its target section.
  3. Take the southeast dispenser; cycle it around the T intersection until it reaches its square as a dispenser again.
  4. Take the dispenser on the bridge; route it through the main T intersection and toward the left square, checking its form on arrival.
  5. Take the remaining object right of that square. Cycle it at the center so it is a fryer in the southern section, then jump to the walkway and cross into the corner target as a dispenser.

Every square must hold a dispenser. If a changed route produces another form, loop the nearby intersection again before setting it down. Press the console switch after all five are correct.

West Incursion: five objects around the T intersection

  1. From the console, go left for the grill. Cycle around the T intersection until it is a grill in the upper section, then cross toward the square to make a dispenser.
  2. Take the southern sink. Cycle until it is a copier in the east section, then cross to the east-corner square as a dispenser.
  3. Take the southern copier. Use the central T intersection to arrive at the middle square as a dispenser.
  4. The southeast dispenser goes in the square beside it without a transformation.
  5. Take the sink below the bridge. Cycle until it is a dispenser in the eastern area, then jump to the walkway and place it above.

Use the shutdown console and open the reward room. These object-specific paths follow the PowerPyx facility walkthrough; the final object form is the check that matters.

Power Core rooms: balance the full 60 seconds

Central, The Park, and the Unknown are timed balancing tasks, not another object-transformation puzzle. Start the shutdown at the console. For roughly 60 seconds, demand shifts between sockets. When an inactive core flashes red, move charge from a powered core to the one asking for it. The correct arrangement changes during the countdown, so a static “put core A in socket B” answer cannot solve the whole minute. The shutdown aborts if the load stays imbalanced.

The Central facility's in-game shutdown instructions warning that demand changes during the 60-second sequence

Source image: AllThingsHow's Unsupervised Science guide.

Central's room has four cores, with two charged at the start. The Park has cores across raised and floor platforms; source guides disagree between four and five, so follow the lights in your room rather than counting to a fixed total. The Unknown increases the count to five across upper and lower levels. Keep your view on the warning lights, carry power toward the flashing need, and wait for all stations to turn green. Once the countdown succeeds, return to the switch and collect the unlocked-room reward.

Enter the Unknown Threshold

After the sixth facility, check for the objective “Go Into the Threshold.” Return to the Unknown facility if you finished the other lab last. The passage opens beside the room containing its upgrade reward. In the Threshold, the name-marked left and straight routes turn Dylan into objects. Take the right path until a board blocks you, break through, and collect the electrical charge on the left. Bring it back by the direct route. At the fork, go left and socket it into the inactive core to open the sealed room. Collect the materials, return to the fork, continue straight, and interact with the corpse at the corridor end.

Dr. Grant's Final Report closes the story. The supplied guides list an Untapped Scrunchie artifact and progress toward Threshold Researcher, alongside the lab upgrades and accessories. If the quest remains active after all six shutdowns, check the Unknown Threshold objective rather than revisiting every lab first. The trophy roadmap connects this story to the other Threshold tasks; the guide hub has the remaining quest routes.

Sources and notes

Game details are based on the linked guides and supplied research. They have not all been independently tested in game.

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