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  3. Riddle Transfer 1

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

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