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Riddle School 5 is a fun flash game with tons of puzzles, some of which can be pretty hard to solve. The game begins when Phil wakes up on an alien spaceship in an unknown room, realizing he has been abducted. To beat Riddle School 5, you'll guide Phil through many rooms, vents, and puzzles so he can rescue his friends and stop the aliens. If you're stuck on a level, don't worry. This guide will walk you through beating Riddle School 5.
Riddle School 5 Tile Puzzle Solutions
- For the first tile puzzle in Riddle School 5, number the tiles from 1 to 9 (left to right, top to bottom). Then, use the following combination: 8, 6, 3 -- 3, 7 -- 2, 4, 5 -- 7.
- For the second tile puzzle, use the following combination: 6, 7, 2 -- 2, 4, 1, 5, 9 -- 3, 4, 6 -- 2, 7, 8.
Steps
How to Beat Riddle School 5 (Part 1)
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Collect the coin underneath the bed and use it on the vent. The vent is in the corner of the room. You'll need to select the coin in the inventory and then click over all three screws. Click the screws to collect them, and then click the vent cover to take it off.[1]
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Go through the vent. You'll be in a room with a radar and a ramp.Advertisement
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Go up the ramp and go into the room labeled "Subject #1831". Click the red arrow to do so.
- You'll find one of your friends being kept asleep by a forcefield.
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Crawl through the hidden door and take the steak. The hidden door will be on your right side, and you'll see the steak hanging on the fishing hook.
- When you're finished, return to the cell and leave the room. You'll be back in the hallway in front of the Subject #1831 door.
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Head left and enter the Flower Room. Click the red arrow to go inside.
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Use the tray to collect some dirt, and then take the potted plant. The tray can be found on the table. Use it on the dirt patch on the floor.
- Leave the room when you're finished.
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Go left and enter the room labeled "Subject #7272". Click the red arrow to go inside.
- You'll find another friend being kept asleep by a forcefield.
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Pick up the keycard and return to the main room. The keycard is on the floor near the foot of the bed. Then, backtrack all the way to the main room with the radar and ramp.
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Go up the ramp, go right twice, and then enter the room labeled "Subject #6553". You'll find another friend being kept asleep by a forcefield.
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Collect the screw under the bed. You'll now have four screws total.
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Read the notes on the wall. The two notes explain that the monster only eats live meat that he can smell.
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Exit the room, go left, and enter the Life-Transferring Station Room. This is back in the orange hallway.
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Combine the dirt tray with the meat and place it on the right input. This is the "Dead Animal Goes Here" side.
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Place the plant on the left input. This is the "Living Thing Goes Here" side.
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Repair the power panel in the middle of the device. Click the power panel and place all four screws into the slots.
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Click the green arrow to start the machine and collect the steak. This will transfer the plant's life into the meat.
- When you're finished, return to the main room.
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Click the tile device and complete the puzzle. This is the device underneath the first ramp.
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Imagine the 3x3 grid as a number pad in the following format:
- 1 - 2 - 3
- 4 - 5 - 6
- 7 - 8 - 9
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Following this format, click the following buttons in this order:
- 8, 6, 3
- 3, 7
- 2, 4, 5
- 7
- This will solve all the patterns. If you make a mistake, exit out of the machine and try again.
-
Imagine the 3x3 grid as a number pad in the following format:
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Click the statue to activate the green field. This will turn your character invisible.
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Use the keycard on the door labeled "Subject #9417". This allows you to enter.
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Use the meat on the vent and return to the main room. This will lure the monster out and into the room.
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Click the statue to activate the green field, and then use the keycard again. This will trap the monster inside.
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Go right twice. This allows you to enter the room that was previously blocked by the monster.
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Watch the cutscene. In this cutscene, you learn that you'll need to kill the other characters in their dreams to free them.
How to Beat Riddle School 5 (Part 2)
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Find the room with the chair and click the left arm. This will activate the number pad.
- You'll now need to enter the subject's ID number to enter their dreams. You can use any order you'd like, but if you want to complete them chronologically, you'll need to start with Zack, then Smiley, and then Phred.
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Enter "6553" into the number pad. Thai will start Zack's dream using a puzzle from Riddle School 2.
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Collect all four quarters. You can find them in the top-left corner of the floor, on the music stand, by the xylophone, and on the drums.
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Click Phred, click the whistle, and then click Zack. This will give you the whistle and kill Zack. You'll exit the dream.
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Enter "1831" into the number pad. This will start Smiley's dream using a puzzle from Riddle School 3.
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Pick up the ruler from the desk and spin the globe twice. This will reveal gum.
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Combine the ruler and gum, and use the combined object on the air vent. This will get you a rubberband.
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Use the rubber band on the teacher. This will knock his glasses off.
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Click Smiley, wait for her to move near the globe, and then click her again. This will kill her, and you'll exit the dream.
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Enter "7272" into the number pad. This will start Phred's dream using a puzzle from Riddle School 4.
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Read the note in the corner. This is how you'll get Munch to kill Phred.
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Click Phred and select "Would you like to wear my sweatshirt?" Phred will disagree since the room is too hot.
- Select "I'll stop talking now" to exit the conversation.
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Click the thermostat and ask Phred the same question. This will lower the temperature, and Phred will agree to wear the sweatshirt.
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Wait for class to begin and click anything. This will kill Phred and the dream will end.
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Find and click Zack, Smiley, and Phred in their cells. When you do, they'll use an escape pod to leave.
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Go to the right side of the main room and enter the back door. This will take you to the pod room.
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Click the pod to escape. A cutscene will play.
How to Beat Riddle School 5 (Part 3)
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1Complete the tile puzzle on the left. This works similarly to the previous puzzle, but clicking each button will change different tiles.
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Imagine the 3x3 grid as a number pad in the following format:
- 1 - 2 - 3
- 4 - 5 - 6
- 7 - 8 - 9
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Following this format, click the following buttons in this order:
- 6, 7, 2
- 2, 4, 1, 5, 9
- 3, 4, 6
- 2, 7, 8
- This will solve all the patterns. If you make a mistake, exit out of the machine and try again.
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Imagine the 3x3 grid as a number pad in the following format:
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2Click the left machine. This will activate the blue circles and allow you to walk on the ceiling.
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3Click the pattern on the left wall, and then click the screen. This will open a new puzzle.
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4Recreate the wall pattern on the screen as if upside down. O will represent lit circles while X will represent dimmed circles. The pattern should look as follows:
- X - O - O
- O - O - O
- X - O - X
- X - O - X
- If this is done right, a ceramic mug will fly across the room.
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5Click the red button to go back to the floor. This button is by the main window.
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6Repair the broken mug with the toothpaste. The toothpaste can be found by the sink on the right side. To repair the mug, drag the pieces together.
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7Click the desk on the left side of the room. This will have a series of buttons and numbers on it.
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8Push the buttons as labeled by the numbers. For example, the first button is labeled "1", so click it once. The second button is labeled "4", so click it four times, and so on.
- If you do this correctly, a key will appear.
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9Take the key and navigate to the sink. This is on the right side of the room.
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10Use the coin on the screws and click the faucet. This will remove it.
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11Combine the faucet and the mug, and then use the combined object on the lava. This will fill the cup.
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12Click the right machine. This will activate the blue circles, allowing you to walk on the ceiling on the right side of the room.
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13Pour the cup of lava on the wooden board on the right side. This will melt the wood.
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14Use the key on the access panel. This will place a floor over the lava.
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15Click the red button to go back to the floor, then the wheel of the ship. You have now beaten Riddle School 5!