Hoist by His Own Petard: Viz's defeat in a nutshell.In RS3, the principal is too busy playing video games to notice as Phil swipes the key. all directly in front of the principal, who just stands there the whole time. In RS2, Phil enters the principal's office, takes the key to the front door, and bolts. The staff in the schools Phil has gone to aren't much different.To be fair, having the prisoner know the code to his or her cell door is slightly less of an issue when they can't see or reach the dialpad.Not only do they make very little effort to conceal the codes to open the prison cells from the prisoners (see Enter Solution Here above), but every guard in the facility apparently gets the day off at the same time. The Guards Must Be Crazy: Apparently par for the course where Zone 5.1 (Transfer) is concerned.Fortunately, it backfires on him thanks to Phil's intervention. Freeze Ray: This is Viz's ultimate plan: to freeze the planets by harnessing Zack's coldness.Four-Temperament Ensemble: Phil is choleric, Smiley is sanguine, Zack is melancholic, and Phred is phlegmatic.Final Exam Boss: The dream chair in RS5 is this in a sense, revisiting the beginnings of the previous three games with different goals: namely, instead of escaping each room you have to kill your friends.The agent who locked her up was mumbling it to himself out loud. The clue he gives you sounds complicated, but it's actually a set of consecutive numbers. The letters are actually numbers, bunched up together. Phred's clue is a piece of paper with the word "Snoz". You can see it by clicking on your TV screen. Enter Solution Here: In Riddle Transfer, you have to enter the codes on Phil and his friends' keypads to set them free.
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