Washer OS’s Codes and Solutions
By Drunky D. Luffy.
Solutions
This guide contains spoilers!
Name | Code |
Basement Wall | 14 |
“All for one” graffiti | A411 4A |
Plaintext | 7327 83 |
Curve | 1247 53X6 8H09 A635 40 |
Colors | A0HX 0B |
Constellation | 7360 BX1 |
Equations | 9425 73 |
Numbers 1 | 955H 45H7 4797 457H |
Rings | 1523 647 |
Cardioid | 1347 2514 |
Warehouse | 5574 1548 6372 |
Cultist Microwave | 88B8 8 |
Magpie Punchcard | 640B AX9 |
Laundromat | 6X10 2H49 |
Lawmaker Pistol | 1282 99 |
Lawmaker Locker | X132 54 |
How to Solve
Name | Solution |
Basement Wall | This number shows up pretty much everywhere. Just input the most common number you see out in the game’s world. |
“All for one” graffiti | All = infinity, for = 4, one = 1 |
Plaintext | Stand by the shop outside your workshop at night, there should be a glowing symbol on the ground. Hidden text in your grimoire will be revealed while standing here. |
Curve | Follow each curve in order of the dots by their start. The curve will intersect with input keys. This code is very long. |
Colors | The colors match colored keys on the input keyboard. Enter them in order top to bottom |
Constellation | The ring is the beginning of the sequence. Each dot is a key entry. |
Equations | Plot these on a graphing calculator. I used Desmos to have multiple equations graphed at once. You can enter them exactly as they are written and they will be parsed correctly. |
Numbers 1 | Each number is an alphabetic index. They will spell the number sequence. There is also a rotational cipher after the first octet. |
Rings | Starting at the center ring, input each number from least to greatest, repeat for the middle and then outer rings. |
Cardioid | The code is based on the value for a non-trivial zero of the Riemann Zeta Function. Find a non-trivial zero that starts with 2 digits, followed by the “.”, 6 numbers, and then the same 2 digits it started with. The code is the value within the square brackets. xx.[??????xx] |
Warehouse | Each numbered shelf has a three digit box in it, the code is each three digit number in shelf number order. |
Cultist Microwave | Summon the cooler looking rock, then microwave it. |
Magpie Punchcard | Read each column of the punchcard from left to right to determine the order of inputs. Follow the pink path from the thin endpoint to the large endpoint. The large endpoint’s location on the 4×4 grid matches the button to press. |
Laundromat | The code is shown in the washing machine. |
Lawmaker Pistol | Read the number written on each bullet, the end of the sequence is denoted by the enter key symbol and it will loop once it reaches the end of the sequence. The sequence is the code. |
Lawmaker Locker | The talley marks indicate order, the lcoker number indicates which button to press. The locker with the x refers to the x button. |
Be the first to comment