This guide explains where to place every item in the Containment Unit in Control, covering the best locations for each type of object to maximize your resource gains and keep your Bureau safe. You’ll learn the exact placement rules for each category, how to manage risk and reward, and how to avoid common mistakes that waste time or cause dangerous Alerts.
Formula
The formula used above is a simplified risk model: Safe placement score = 100 − (total items placed × 5). Each item you place in the Containment Unit adds a 5% risk factor, representing the increased chance of a containment breach or Alert. The score is capped at 0% (never negative) and assumes you are placing items in their correct, recommended slots. This is a heuristic, not a game mechanic—the actual game uses a more complex internal logic, but this gives you a quick way to think about risk versus reward.
Worked Example
Using the default value of 5 items placed:
- Step 1: Start with 100% safe baseline.
- Step 2: Multiply the number of items by the risk factor: 5 × 5 = 25.
- Step 3: Subtract from baseline: 100 − 25 = 75%.
So with 5 items placed, your safe placement score is 75%. This matches the calculator output.
Background: What Is the Containment Unit?
The Containment Unit is a special room in the Federal Bureau of Control’s oldest sector, accessible after you complete the mission “The Face of the Enemy.” It’s where you can place Altered Items (AIs) and other collectibles you find throughout the game. Each item you place grants you a small permanent boost to one of your stats—health, energy, or melee damage—and some also grant ability points or mods. The catch is that placing items also increases the “Containment Risk” meter, which can trigger an Alert that spawns hostile enemies in the room. If you fail to clear the Alert, you lose the item and its bonus.
The system is designed to make you weigh the benefit of each item against the growing danger. The game does not tell you exactly where to put each item, but the placement rules are consistent and learnable.
How Placement Works
When you approach the Containment Unit, you’ll see a series of empty pedestals and shelves. Each item you’ve collected appears in your inventory as a “placeable” object. Interacting with a pedestal opens a menu showing which items can go there. The key is that each pedestal is pre-assigned to a specific category of item, and you can only place an item in a slot that matches its type. The categories are:
- Health items – increase max health
- Energy items – increase max energy
- Melee items – increase melee damage
- Ability points – grant one ability point each
- Mods – grant a random mod (weapon or personal)
There are a limited number of slots for each category, and once you place an item, it is permanently locked in. You cannot remove it later without losing the bonus, so choose carefully.
Where to Put Every Item (Category by Category)
Here is the recommended placement for each type of item, based on how the game’s bonuses stack and what you need most in the late game.
Health Items
Place all health items immediately. Health is the most universally useful stat, and the early game gives you several health-boosting AIs. There are 5 health slots in the unit. Fill them as soon as you get the items. The bonus is a flat +10% max health per item, which stacks multiplicatively with other health bonuses from mods and skill tree upgrades. In the late game, this can mean the difference between surviving a boss’s one-hit attack and dying.
Energy Items
Energy items are also safe to place early, but only if you rely on abilities like Shield or Evade frequently. There are 4 energy slots. Each gives +10% max energy. If you’re a player who uses Launch constantly, energy is almost as important as health. Place them as you find them, but don’t prioritize them over health if you’re struggling to survive.
Melee Items
Melee damage items are niche. There are 3 melee slots, and each gives +15% melee damage. Melee is powerful in the early game but becomes less relevant as you unlock better gun mods and abilities. If you enjoy a melee-focused build, place them. Otherwise, you can safely skip them and leave the slots empty to reduce your risk meter.
Ability Points
There are 2 ability point slots. Each grants one ability point, which is extremely valuable because ability points are limited in the game. Always place these immediately. The risk increase is the same as any other item, but the reward is a permanent skill point that can unlock new abilities or upgrade existing ones. There is no reason to hold onto them.
Mods
Mod slots are the trickiest. There are 3 mod slots, and each grants a random mod when placed. The mods are usually of moderate quality, but they can be duplicates of mods you already have. Because mods are also found as random drops from enemies and containers, the value of these slots is lower. Place them only if you need a specific type of mod and are willing to gamble. Otherwise, skip them to keep your risk low.
How to Choose What to Place First
Your priority should be based on your playstyle and the difficulty you’re facing. Here’s a simple decision tree:
- If you’re dying often → place health items first.
- If you’re running out of energy in fights → place energy items second.
- If you have ability point items → place them immediately, they’re always worth it.
- If you’re comfortable with your survivability → consider melee or mod items.
- Never place items you don’t need just to fill slots—the risk isn’t worth it.
Also, consider the order of the risk meter. The meter fills as you place more items, and each Alert becomes harder. The first few Alerts are easy (one or two enemies), but by the time you place 8-10 items, the Alerts can spawn multiple elite enemies. If you’re not prepared, you might lose an item. So it’s wise to delay placing low-value items until you’ve upgraded your gear and abilities.
Common Mistakes and Misconceptions
One common mistake is thinking that you can remove items later. You cannot. Once placed, an item is permanently bound to that slot. If you place a melee item and later wish you had saved the slot for a health item, you’re out of luck. Another mistake is ignoring the Alerts. When an Alert triggers, you have a limited time to return to the Containment Unit and clear the enemies. If you ignore it, you permanently lose the item and its bonus. Some players think the risk meter resets after an Alert—it does not. The meter stays at its current level, and the next item you place will push it higher.
A common misconception is that the risk meter is based on the number of items placed, not their type. That is true—every item adds the same amount of risk. So placing a low-value mod item is just as risky as placing a high-value ability point. This is why you should always prioritize the best items first.
Frequently Asked Questions
Can I move an item after placing it in the Containment Unit?
No. Once you place an item, it is permanently locked in that slot. You cannot remove it or swap it with another item. The only way to get the bonus is to keep the item there, and if you fail an Alert, you lose the item entirely.
What happens if I fail a containment Alert?
If you fail to clear the enemies during an Alert, you permanently lose the item that triggered the Alert. The slot becomes empty and you cannot place another item in it. The risk meter does not decrease, so the next item you place will still be at the same risk level.
Do I have to place every item to get 100% completion?
No. The Containment Unit is not required for 100% completion. You can skip placing any items and still finish the game. However, the bonuses are helpful, and some achievements/trophies require you to place a certain number of items. Check your achievement list if that matters to you.
Is there a best order to place items to minimize risk?
Yes. Place the most valuable items first (ability points, health, energy) while the Alerts are still easy. Save less valuable items (mods, melee) for later, or skip them entirely. This way you get the biggest benefits early without facing hard Alerts until you’re stronger.
Can I get more ability point items after placing the two in the Containment Unit?
Yes, there are more ability points available from missions, side quests, and hidden locations. The Containment Unit just gives you two extra ones. So placing them is a net gain, but not essential if you’ve already collected all others.
Does the Containment Unit reset in New Game Plus?
In New Game Plus, the Containment Unit carries over your placed items and the risk meter. You do not get to re-place items. However, you can place any new items you find in the new playthrough, and the risk meter continues from where it was.
Related
Formula used
in t | Total items placed | items | 5 | 0 | 20 out safe | Safe placement score | % | max(0, 100 - (t * 5)) | 0
Each line is one input (in, sel, list) or one result (out: label, unit, formula, decimals). How the calculators work
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.
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