No Flash installation required. Controls and compatibility vary by device.

More Games in the Series

After finishing Riddle Transfer, jump to the series finale or go back to where it all started.

Riddle Transfer Unblocked: Play Online + Full Walkthrough

Riddle Transfer picks up the second Riddle School 5 ends. Diz's ship is on its way back to Earth when it gets hijacked and diverted to Zone 5.1, where the FBI arrests the whole crew. You wake up in a cell as Phil Eggtree with one job: get out, then get everyone else out. Released by Jonochrome (formerly JonBro) on June 6, 2011, it is the second-to-last game in the series and the only one that takes place outside a school building. Play it above, then use the walkthrough below for the cell code, every terminal puzzle, and the way out of Zone 5.1.

About Riddle Transfer

Riddle Transfer is the sixth game in the Riddle School series and the direct sequel to Riddle School 5. Where the first five games were about escaping classrooms, this one drops Phil into a detention facility. The elevator is the hub: floors F1 to F3 hold the cells and the vending machine, and B1 to B2 hold the power room, the creature chambers and the guard door. Most players get stuck in the first two minutes on the cell dial pad, so the code is below.

Riddle Transfer gameplay - Phil Eggtree in the Zone 5.1 cell

The game runs in your browser through HTML5 emulation, which means no Flash Player install, nothing to download, and it works on a school Chromebook, a phone or a desktop.

Riddle Transfer Quick Answers

How do you get out of the cell in Riddle Transfer?

Click the toilet lid, take the flusher handle from the inside front of the toilet, then use the flusher handle on the dial pad and type 78255.

What is the cell code in Riddle Transfer?

78255. The clue is on the television screen in the cell.

Where is the elevator key in Riddle Transfer?

In the storage room, the door with the box on it. Click the stack of papers from top to bottom; the key is under the orange paper.

What is the power room tile sequence in Riddle Transfer?

Click the tiles in phone-keypad order: 2, 5, 4, 7, 8, 5, 2, 3, 6, 9. Think of it as typing a number on an old phone, not as reading the grid left to right.

What is the code in Smiley's room in Riddle Transfer?

51333. The 3 button is missing, so you have to swap in the die that the Negotiable Snowman gives you before the code will go in.

What is Phred's cell code in Riddle Transfer?

51702, once you have placed the dial pad that Bigtoe gives you into the slot on the wall.

How to Beat Riddle Transfer: Complete Walkthrough

Step 1: Escape the Cell

Click the toilet lid. Take the flusher handle from the inside of the toilet. Use the flusher handle on the dial pad, then type 78255. The cell door opens.

Step 2: Get the Elevator Key

Leave the cell and enter the storage room, the door with a box painted on it. Click the papers from top to bottom and take the elevator key from under the orange paper.

Step 3: Take the Creature Communicator

Go to the Goat-Man's room, the hallway with the goat symbol, and take the creature communicator. Leave the room and go left, then use the elevator key on the elevator panel. Every floor button now works.

Step 4: Messie's Power Card (B2)

Ride to B2 and enter Messie's Chamber next to the Zone 5.1 sign. Use the creature communicator and ask Messie "Where did you used to live before you were put in here?" He hands over a power card. Take the hose from the same room.

Step 5: Power the Vending Machine (F3)

Go to F3 and enter the room on the front right. Connect the hose from the vending machine to the pipe. This is the step most players miss, because the hose does nothing until both ends click.

Step 6: Wake Up Zack (F2 and F3)

Go back to F2 and take the daisy next to the ladder in the Goat-Man's room. Go to F3, enter Zack's room and type 12345 on the dial pad, then use the daisy on Zack.

Step 7: Get the Feathers

Go to the Flying Pig's room, the room with clouds. Use Zack on the board, then take the feathers.

Step 8: The Negotiable Snowman (B1)

Go to B1 and enter The Negotiable Snowman's room, the door with snowflakes. Use the creature communicator and tell him "It looks like you don't have a whole lot of hair." He will not hand anything over yet.

Step 9: Smiley's Hairspray and the Die

Go to F1 and enter Smiley's room, the door with the picture of a sun. Ask Smiley "Could I have your hairspray?" Go back to B1 and use the hairspray on the Negotiable Snowman. He gives you a die. Return to F1, go into Smiley's room, view the dial pad and use the die to replace the missing 3 button. Type 51333.

Step 10: The Power Room Pipe Shifter (B1)

Go to B1 and use the power card on the card reader. Enter the Power Room and click the pipe shifter. Click the tiles in phone-keypad order: 2, 5, 4, 7, 8, 5, 2, 3, 6, 9. Place the flusher handle on the hole and flush.

Step 11: The Hat and Bigtoe's Dial Pad

Go to B2 and take the hat from Messie's room. Combine the hat with the feathers. Go to F1 and enter Bigtoe's room, then use the hat and feathers on Bigtoe. He gives you a dial pad.

Step 12: Free Phred (B1)

Go to B1, enter Phred's room and place the dial pad on the dial pad slot. Type 51702.

Step 13: Open the Guard Door

Go to B2 and walk all the way right, then click the guard door. Go to B1, enter the Power Room and click the screen labelled "guard door power". Click the button at the moment the door's jaw is open. Go back to B2 and walk through the guard door.

Step 14: The Four Terminal Puzzles

Place the creature communicator into the slot that has its outline. Then:
- Bottom left: match the shape to the one on the board.
- Bottom right: fill in the blocks to form the digits 7, 6 and 0.
- Top left: click every button except the bottom left one.
- Top right: click every triangle except the two in the middle.

Step 15: Free Diz and Escape

Click Diz. Go to F1, enter the room on the front right and click the spaceship. Click every red arrow to escape. That is the end of Riddle Transfer, and it sets up the series finale.

All Items in Riddle Transfer

ItemWhere to find itWhat it is for
Flusher handleInside the cell toiletOpening the cell dial pad
Elevator keyStorage room, under the orange paperUnlocking every elevator floor
Creature communicatorGoat-Man's roomTalking to Messie, the Snowman, and the terminal slot
Power cardMessie (B2)The Power Room card reader
HoseMessie's room (B2)Connecting the vending machine to the pipe on F3
DaisyGoat-Man's room, next to the ladder (F2)Waking Zack
FeathersFlying Pig's roomCombined with the hat for Bigtoe
HairspraySmiley (F1)Getting the die from the Negotiable Snowman
DieThe Negotiable Snowman (B1)Replacing the missing 3 button
HatMessie's room (B2)Combined with the feathers for Bigtoe
Dial padBigtoe (F1)Entering Phred's cell code 51702

Who You Meet in Riddle Transfer

Phil Eggtree - the player character, listed in the credits as the Stalwart Leader. Diz - the alien who got the kids off Viz's ship in Riddle School 5, and the reason the crew is in Zone 5.1 at all. Smiley Sundae - the Eager Scholar, and the source of the hairspray. Zack Kelvin - the Human Fireplace, needed to get the feathers. Phred Whistler - the Helping Hand, locked in a cell on B1. Messie, the Goat-Man, the Negotiable Snowman, Bigtoe and the Flying Pig - the Zone 5.1 residents who trade items for answers.

FAQ

How long is Riddle Transfer?

About 20 to 30 minutes for a first playthrough. With this walkthrough you can finish it in under 10 minutes, because most of the time in a blind run goes into the elevator and pipe puzzles.

Is Riddle Transfer the last game in the series?

No. Riddle Transfer 2, released on the series' 10th anniversary in 2016, is the final game. Riddle Transfer ends on a cliffhanger that Riddle Transfer 2 resolves.

Do I need to play Riddle School 5 first?

It helps. Riddle Transfer opens directly after the Riddle School 5 ending, and the plot assumes you know Diz, Smiley, Zack and Phred already.

Why is the dial pad missing a button in Smiley's room?

The 3 button is gone on purpose. You have to get the die from the Negotiable Snowman and use it on the pad before 51333 can be entered.

Can I play Riddle Transfer unblocked at school?

Yes. The game runs through an HTML5 emulator, so it does not need Flash, a plugin or an install, and it loads on Chromebooks and school networks that block downloads.

Controls

ActionDesktopMobile
Interact with an objectLeft clickTap
Change roomsClick the arrowsTap the arrows
Use an itemClick the item, then the targetTap the item, then the target
Advance dialogueClick anywhereTap anywhere

About the Creator

Riddle Transfer was made by Jonochrome, formerly known as JonBro, and published on Newgrounds in 2011. The series ran from 2006 to 2016 across seven games. This page is an unofficial fan archive: all game content and characters belong to the original creator, and the game is presented here in its original form for preservation.

Corrections and feedback

Spotted a step that does not match what you see in game? Send a loading problem or guide correction.

Ready to Break Out of Zone 5.1?

Play Riddle Transfer above, then continue to Riddle Transfer 2 for the end of the story.