Riddle Transfer 1
Phil's ride home gets pulled off course into Zone 5.1, and Jonochrome's 2011 sequel series opens with him locked in a cell.
Riddle Transfer, from 2011, starts the second half of Jonochrome's story. Phil and his friends are flying back to Earth when something drags the ship off course into a place called Zone 5.1 - a secret facility, not a school and not a spaceship. Phil wakes up imprisoned and has to get out of his own cell before anything else can happen.
The puzzles are more mechanical than the school games: a toilet flush handle becomes a dial-pad tool, and you work through rooms collecting an elevator key, a hose, power cards and a creature communicator while Messie and Smiley hand you pieces. Diz is being held in a mind-reading machine, and freeing him takes four puzzles. It ends on a hard cliffhanger.
Controls
Mouse only - click to explore rooms, click inventory items to use them on things
Tips
- Your cell's toilet is the first puzzle; the flush handle is a tool, not part of the scenery.
- Talk to everyone you pass - most of the key items come out of conversations rather than searching.
- Freeing Diz needs the creature communicator placed in the space below him, then four puzzles solved.