![]() In a remote African village it is traditional for the women to set off early in the morning to walk through the desert to fetch water. How many switch positions need to be changed every night to meet the requirements?Ĭhanging any switch lever from down to up, for example, counts as one position change. The Chief Steward needs to devise a plan to turn the lights on and off every evening so the King isn’t made to look foolish in front of his important guests over the coming weeks. Unfortunately, for some inexplicable reason, electricians seem reluctant to come and fix the problem. Needless to say the incompetence of the electrician enraged the King so much that the electrician was executed in a gruesome way the same day. In every other switch position all the lights are turned off. Instead of each of the 8 up/down switch positions turning on one of the banks of lights in the ballroom, each switch has to be in exactly the correct up/down state in order to make all the lights come on at once. To solve the last one, click every triangle once except the two on the far left and the two on the far right.The King of a far off land has just had the ballroom lights in his palace rewired by probably the most illogical and incompetent electrician in the land.To solve the third puzzle, click every circle once except the one in the bottom, left corner.To solve the second puzzle, solve the math problems to the left and change the colors on the green rectangle to spell out the answer to the math problems.You just need to make the white space resemble the pattern above. ![]() You will have to solve four puzzles to free him. To free Diz: Put the creature communicator from the goat’s room in the space below Diz.Use the control panel in the control room on B1 to freeze the door open open. To find Diz: Talk to the guard door on B2 so that it opens and closes its mouth.Use the dialpad that Bigtoe gives you and type in the code. He gives you a note that says “snoz” which can be translated to 51702. To free Phred: ask him what the door code to his cell is.To help Bigtoe: grab hat from Messie’s room and put the feathers from the flying pig’s cage on the hat.On the control panel, arrange the pipes to free Messie then use the flusher handle to flush Messie. He will give you a key card to the locked room on floor B1. To help Messie: ask him where he lived before he was imprisoned.To free Smiley: use the dice Yeddy gives you as the 3 button on her dialpad.To help flying pig: have Zack burn the door to the cage.Take a daisy from the goat’s room and use it on him. To release Zack: the code to his door is 12345.To help Yeddy: give him the can of hair grow that you can get from Smiley.To help goat: take hose from Messie’s room and attach one end to the drink dispenser in the top floor lounge and the other end to the trash can.To get the elevator key: go to the storage room and lift up notes on the bulletin board top to bottom.screen in the top, right corner of the room. You will use this to reach the buttons on the dialpad of your cell door. To escape your cell: take the flusher handle out of the toilet.Here are some helpful tips to solving the puzzles in part one of Riddle Transfer: You must help you and yourself escape and get back home! I will attach a link to the game and Jonochrome’s website at the end of this post. You are on your way home back to Earth after being kidnapped by aliens when your ship is taken off course and you find yourself trapped in some unknown place called Zone 5.1. Just like the previous games, you play as Phil, however this time you aren’t escaping from school. Jonochrome (previously know as JonBro) concluded his popular puzzle flash game series Riddle School with a two part story called Riddle Transfer.
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