Controls
Walkthrough
Point & Click
The story is at last complete.
The game begins immediately following the cliffhanger ending from Riddle Transfer, as Phil and friends try to escape from Zone 5.1.

Click the small, purple: colored electrical box on the left.

Click the keycard in your inventory and use it on the slot to restore the power, then click the red arrow to exit out from the box.

Next, click the large green circuit box.

You need to click the arrows to click the arrows to cycle through the pipes until you have the right layout.

Clicking the bottom arrows left to right, click the 1st button twice, the 2nd button once, the 3rd button three times, and the 5th button 4 times.

After the power is restored, exit out from the box.

On the floor to the right is a piece of paper you can click, revealing a drawing of a dog and the word WOOF. If you were to tilt your head to the right, it would look like the numbers 4003.

Click the monitor on the right side of the room, and enter the password 4003.

You now need to enter the Riddle Elementary's coordinates using the pLatitude and pLongitude buttons.

The plusand minusbuttons will increase and decrease the number by 5. The double: plusand double: minusbuttons will increase and decrease the number by 6.

To enter the pLatiude coordinates: click the ++ button 4 times, so it is 24, then then + button 3 times to reach 39.

To enter the pLongtiude's coordinates: click the: : buttons 12 times, so it is: 72, then click the: button once to reach: 77.

Press the ACTIVATE button, then exit out from the console.

Click the now: active portal to escape.

After the cutscene, click the trashcan to find a paper bag. Next, click Phred sitting behind you, and he'll give you a green backpack. Combine the two to make a decoy of Phil, then use it on Phil to place it, allowing you to slip out of your seat unnoticed.

Leave the room.

Click the locker to right of the water fountain, the one with two slits, to open it, and take the Long Division book inside.

Go left and enter Mr. Kahm's class.

Click the chewing gum stuck on the front of the back desk, then leave.

Back in the hall, go right twice.

Enter the janitor's closet.

Take the bucket, then leave and go right.

Enter the Men's Room.

Take the bottle of hand soap, then leave and go right.

For the first time in the Riddle School series, you can finally enter the Women's Room.

The lid on the gumball machine is stuck, so use the hand soap to lubricate it. Take a gumball, then leave and go right.

The sign warns that the gun will open fire if any human DNA is detected by the lasers, so use the used chewing gum on the power box; the gun will then shoot and destroy it, powering off the lasers and itself.

Lasers deactivated, go right.

Click Chubb to talk to him. Choose "Could you maybe scooch over a bit?". He says he'll only move if he has a sugary energy boost. He'll then return the dollar you gave him in Riddle School 1. Choose "See you 'round" to exit the conversation.

Give the gumball to Chubb to get him out of the way, then enter the teacher's lounge.

Give the long: division book to Nit: Wit, the alien guarding the door, to distract him. Take his bottle of eye: drops, then leave and go right.

Enter the cafeteria.

Take the coffee grounds from the table, then leave and go left 6 times, back to outside Ms. Cophey's class.

Use the bucket on the water fountain to fill it, then enter the class.

Use the bucket of water on Zack to heat the water, then combine it with the coffee grounds to make coffee. Give the bucket to Ms Cophey; she'll drink it and become hyper: active and begin spinning her pointer super: fast.

Use the eyedrops on Ms Cophey to cut open the bottle.

Leave the class and go left and into Mr Kahm's room.

Give the dollar to Richy; in exchange, he'll give you an Elmer's Glue stick.

Leave the class and go back to the teacher's lounge. Combine the hand soap with the eye drops, then use the glue to repair it. Place the eye: dropper back on the towel, then talk to Nit: Wit and choose "Yes, your intellect is truly superior."

Talk to him again, and choose "Does your eye feel dry right now?". He'll use the soap: filled dropper, burning his eye.

After he leaves, click the door to reach Quiz.

During the scene, you will have to answer a multiple: choice quiz. There is no penalty for getting an answer wrong; you can just pick again.

Who was the first individual in Viz's line of succession? Choose either A) Diz, or B) Quiz.

What was Viz's impression of Quiz (A.K.A. me)? Any answer will suffice, but D) Useless is correct.

How many minions tied to Vizion did Viz let access his data and technology for the project? Any answer will suffice, but B) A select few is correct.

How did I, Quiz, know about Diz running off and leaving you and your friends for dead? Choose B) I saw it.

During the cutscene, Phil deduces that it was really Diz: not Quiz: who was 2nd in command of the Vizion Project. Diz then restarts the alien ship's ice weapon, leading to Phil and Quiz flying off to confront him.

In the cockpit, click the red arrow to look at the back of the shuttle.

On the left are a series of colored compartments, each with a puzzle that must be solved. They can be tackled in any order, but start at the top, with the red one.

You need to change all of the blue Quiz buttons to red, as seen in the upper right. Clicking a button will change both it and all of the adjacent buttons as well.

Treating the buttons in the middle as if they were numbered from 1: 6 clockwise, with 7 as the very center, click 1: 2: 3: 4: 5: 6: 7: 7.

Once solved, exit out the puzzle and click the green one.

You need to rotate the rings in order to re: create Diz's face. Clicking a ring will also move another.

Starting from the outer ring and moving inwards, click the outer ring 8 times, the second ring 4 times, the 3rd ring 9 times, and the center ring 8 times.

Puzzle solved, exit out and click the blue puzzle.

You need to create Quiz's face by clicking the arrow buttons to re: arrange the tiles.

Treating the buttons as if they were numbered, click 6: 11: 4: 6: 3: 8..

Face assembled, exit from the puzzle.

Last, observe the neon ESCAPE POD sign; several letters will repeatedly blink in: and: out; E: A: C: C: A.

Click the dialpad panel on the right.

Enter the combination seen on the blinking neon sign: EACCA: to reveal a key. Take it and return to the front of the ship.

Click the panel on the cockpit for a closer: view.

Use the key on the keyhole to reveal the self: destruct button, which ends both the game and the entire Riddle School series. A happy ending for everyone.
Added: 29 Feb 2024 - Released: 25 May 2016 (JonBro - Newgrounds)
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