Gaming Guide

Control Resonant: How to Solve the Wear ‘Em & Wash ‘Em Washing Machine Puzzle

Match seven rows of washing machines to the binary flyer to open the Wear 'Em & Wash 'Em Secret Hideout and claim a Health Upgrade Point.

Match seven rows of washing machines to the binary flyer to open the Wear ‘Em & Wash ‘Em Secret Hideout and claim a Health Upgrade Point.

The Wear ‘Em & Wash ‘Em laundromat in the Central region hides one of the six Secret Hideouts in Control Resonant, and it is locked behind a wall of washing machines. A flyer on the notice board spells out the answer entirely in 0s and 1s, with each line standing for one row of machines on the floor. Turn on the right units and a hidden door slides open at the back of the store.

Quick answer: Read the flyer top to bottom as rows left to right. Switch a machine on for every 1, leave it off for every 0, and keep rows 4, 5, and 6 completely off.


Reach the Wear ‘Em & Wash ‘Em laundromat in Central

Head north of the Field Office in the Central region. The laundromat sits west of the Last Park Station, near an intersection with a large resource crate marker close by. It is easy to spot thanks to the bright blue “WEAR ‘EM & WASH ‘EM” fascia sign, and a keyhole symbol is drawn on one of its walls.

On your initial visit, the entrance remains shut. Three crimson tendrils emerge from it and pull debris through the surrounding area. Trace every tendril to where it begins, then destroy the three bulbous Hiss growths there; Hiss enemies protect two of them. Once all three are gone, the barrier drops and the interior becomes accessible.

The Hiss waves around the growths are much easier to handle at Aberrant Strength 30–35.


How the binary flyer maps to the machines

By the entrance, a bulletin board holds two documents. One is a customer note that only complains that no row of machines works completely, and it has no effect on the solution. The other, a “WHILE YOU WAIT” flyer from management, is the one that matters. It lists seven sequences of 0s and 1s.

Entering Laundromat and Finding Puzzle Note00:13Entering Laundromat and Finding Puzzle Note
The "WHILE YOU WAIT" flyer lists the seven binary rows you match to the machines. Shown at 00:13 in 100% Guides’s video. Image: Remedy Entertainment

Interpret each line as one row of washing machines. A 1 tells you to turn that machine on; 0 leaves it off. Facing the machines, the first line represents the row farthest left, while the last represents the row closest to the store’s front-right corner. Most units display out-of-order signs and cannot be used, so the code includes only machines that work and can be toggled.

RowCodeMachines to turn on
100010004th (middle)
20011003rd and 4th
31000011st and 6th (both ends)
4000000None
5000000None
6000000None
71000001st only

Set the washing machines in order

Count from each row’s leftmost position and set the machines from left to right. It is useful to turn off anything currently running first, because the door responds only when all seven rows are correct simultaneously.

Activating Washing Machines00:18Activating Washing Machines
Only the working machines can be toggled on or off. Shown at 00:18 in 100% Guides’s video. Image: Remedy Entertainment
Use the seven-machine bank beside the left wall for row one (0001000). Activate the fourth unit from the left, which is the center machine. This lone machine completes the first line.
Setting Row 100:23Setting Row 1
Row one is a bank of seven washers; only the center unit is switched on. Shown at 00:23 in I.Eat.Games.’s video. Image: Remedy Entertainment
At row two (001100), activate machines three and four, the central pair. Do not change either machine on the outside.
Setting Row 200:44Setting Row 2
Row two's 001100 code calls for the third and fourth machines. Shown at 00:44 in I.Eat.Games.’s video. Image: Remedy Entertainment
Set row three (100001) by activating its two end machines: number one and number six. Keep all four machines between them off.
Setting Row 300:58Setting Row 3
Row three's 100001 code means the first and last machines only. Shown at 00:58 in I.Eat.Games.’s video. Image: Remedy Entertainment
Do not use rows four, five, or six. All three must contain only inactive machines, so check that none is still running from an earlier attempt.
Go to the final row near the front-right side (100000). Switch on just its leftmost machine; this supplies the seventh line and finishes the pattern.

Confirm the puzzle is solved and grab the reward

The puzzle has no prompt or countdown. When the final required machine comes on, the rear break-room wall opens automatically, exposing stairs that descend below. If the opening does not occur, either an incorrect machine is active or a usable machine in rows one to three remains off. Recheck the entire floor and match every row with the flyer.

Beyond the staircase is a basement corridor and a bed-filled storage area. A chest inside contains a Health Upgrade Point, which is the puzzle’s primary reward. The corridor’s left side also has two files: Visitation And Stay Protocol and Do Not Leave The Shelter, documents explaining the shelter’s rules.

The lower area contains nothing more, so collect the upgrade and both documents before returning upstairs. It is one of six Secret Hideouts located throughout the game’s zones, and completing every one awards the Backroom Espionage trophy.