Riddle School 5
Phil wakes up on an alien ship instead of in a classroom, and reaching his friends means going into the dreams holding them.
Released a day after the April Fools fourth game, Riddle School 5 is the entry the fanbase rates highest. The school is gone: Phil comes round aboard a vessel belonging to Viz and his Project Vizion, with his friends held in stasis pods around him. Leaving on his own isn't an option, so escaping becomes a rescue.
Waking each friend means entering their dream and dealing with it, which sends you back through warped recreations of the earlier schools with the old music slowed and distorted. It's substantially longer and better built than anything before it - keypad codes, multi-room item chains, a real antagonist - and it was meant as the finale before Riddle Transfer continued the story.
Controls
Mouse only - click to move, examine and use items; some puzzles need typed codes
Tips
- Write codes down as you find them; several keypads want numbers you saw several rooms earlier.
- Each sleeping friend needs a different approach - work out what their dream is built around first.
- One dream recreates the Riddle School 4 classroom; read the note before deciding who sits where.