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Riddle Transfer 2 Walkthrough – How to beat Riddle Transfer 2

The final riddle?

After the success of the Riddle School came Riddle Transfer, with this sequel finishing off the series (boo!). Read on for my full Riddle Transfer 2 walkthrough, including all puzzle solutions. 

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I love this point-and-click adventure RPG series thanks to its endearing characters and silly humor, and best of all, it’s free! Check it out over and Crazy Games

Riddle Transfer 2 walkthrough and solutions

Note that Riddle Transfer 2 picks up hot on the heels of the action from Riddle Transfer 1 and has a short recap at the beginning, so if you’re playing the games in order, you’ll want to finish the original first. Also, while this is a full walkthrough, there are lots more things to click and chats to have. I'd suggest you click everything, especially if you're a fan of the series and/or corny jokes! Plus, stay to the end of the credits for a lovely ending.

Related: How to beat Riddle School 5 – Walkthrough Guide

In the sewers

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Select the Power Box (a1) and enter the keycard you start with in your inventory. Now open the Circuit Box (a2) for a line-matching puzzle. Manipulate the five sections by clicking the up and down buttons until the image looks like the one below, which will complete the circuit (you’ll know it is correct when all the grey buttons light up white on the right, as they are on the left). 

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You’ll also note the Transporter Ring (a3) will now be lit. Select the Monitor (a4) which needs a password, which is 4003. This brings you to a new screen on which you need to enter the Platitude and Plongitude. Click the following:

  • Platitude 39: Press ++ (four times), then + (three times)
  • Plongitude -77: Press -- (12 times), then - (once)

It will tell you coordinates will be available when the power is on, which it should already be. The Transporter Ring (a3) should now be fully glowing, so click it to advance.  

The classroom

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After the cutscene, talk to Ms Cophey (b1) to find that she’d like a cup of coffee. Click the Trash Can (b2) to find a Stained Paper Bag. Talk to Phred (b3), who will give you a Green Backpack. Combine the two items in your inventory to make a Phil Eggtree Decoy. Use this on yourself (b4) and you’ll now be able to walk around the room. Exit into the corridor (b5).

Exploring the school

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Once outside, click the Unlocked Locker (c1) and take the Exceedingly Long Division book. Go left (c2) and then into the Special Class for the Insane. 

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Take the Used Chewing Gum (d1). You can also talk to Richy (d2), but he wants a Dollar before he’ll give you his Elmo’s Glue. 

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Head back outside, go right to be back outside Ms Cophey’s Classroom, right again, (c3), and then into the Janitor’s closet. Take the Bucket (e1). Go left and use the Basin (c4) outside Ms Cohpey’s classroom to fill the bucket and get a Bucket of Water. Now go inside and use the bucket on Zack (b6), whose head will heat it for you, giving you a Bucket of Boiling Hot Water.

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Come back out and go right twice, then into the Men’s Bathroom. Take the Hand Soap (f1).

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Go back to the corridor and right again into the Women’s Bathroom. Use the hand soap on the Gumball Machine (g1), then take a Gumball.

Take out the lasers

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Head back out and go right again to the laser defenses in the corridor. Throw the gum at the Electrical Box (h1), which the guns will shoot and take out the power, allowing you to pass. Head right once more.

Related: The Witchling Walkthrough

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Talk to Chubb (i1) and click the second option (Could you maybe scooch over a bit?). After the conversation, he will give you a Dollar. Now give him the gumball and he’ll scoot off, giving you access to the Teacher’s Lounge (no need to go in yet though). Instead, go right again and into the Cafeteria. 

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Pick up the coffee grains (k1), then add them to the bucket of boiling water in your inventory to get a Bucket of Coffee. Head all the way and give the bucket of coffee to Ms Cophey (b1), who will down it in one. Her arm will start to spin like crazy, but there’s nothing to do with that yet.

Beating the Guard Monster

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Head back out and left, to the Special Class for the Insane. Give the dollar to Richy (d2), who will give you Elmo’s Glue Stick in return. Go to the Teacher’s Lounge next and talk to the Guard Monster (m1). Give it the long-division book. Once it starts reading it, take the Eye Drops (m2), and leave.

Return to Ms Cophey (b1), use the eye drops on her spinning arm, and you’ll get the Sawed-open Eye Dropper in return. Add some hand soap to the eye drops to get the Sawed-open Eye Dropper Full of Soap, then use Elmo’s Glue on that to get the finished Eye Dropper Full of Soap

Return to the teacher’s lounge and place the eye dropper full of sopa back where you found it (m2). Talk to the monster again (m1) and it will return your book. Once you have the book back, start another conversation with it and ask, Does your eye feel dry right now? Ouch. With the doorway clear (m3), head into the Principal’s Office.

Quizzing Quiz

After a cut scene, you’ll ask Quiz a series of questions where you’ll need to choose a multiple-choice answer for each one. The correct answers are:

  • Quiz (answer B)
  • Useless (answer D)
  • Everyone (answer A)
  • I Saw It (answer B)
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After another cut-scene, you’ll end up in a shuttle with Quiz. Look behind the seats (n1) and then watch the flickering Escape Pod sign. It blinks the letters EACCA. Click the Dialpad Panel on the right (p1), enter EACCA, and take the Key from the slot that opens.

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Related: How to beat Trace Escape Room – Full Walkthrough

You now need to complete three short puzzles on the compartments on the left (p2). Completing each one will trigger the light next to it. 

The red compartment

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For the red puzzle, turn all the blue hexes red. You can restart any time by clicking the button in the top left of the screen. I’ve put the solution in the image above if you get stuck (e-d-a-d-b-f-g-c). 

The green compartment

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You basically need to make a smiley face with this one. The trick is to work from the outside inward, as each section only affects those inside it.  It won’t tell you you’ve completed it when the image looks like it does above, but you’ll know when you come back out of the puzzle as the green light should be on. 

The blue compartment

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This is a sliding puzzle that will make Quiz’s face. If you’re stuck, you can reset and use the image above to guide you (a-b-b-c-d-e-e). 

Once all three lights are on, return to the front of the shuttle, click the Front Panel (n2), and use the key to open it. With the Self Destruct button revealed, watch the final cut scene. Sadly that’s the end of Phil’s adventures (although never say never), but luckily there are lots more great free puzzle games available out there. See the links above and below for a few ideas!

For more great free puzzle RPG walkthroughs, check out The Visitor walkthrough, Escape the Bathroom Walkthrough, and more here at Pro Game Guides!


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Author
Image of Chris Marling
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.