The Feeble Files

3D Adventure by ADVENTURE SOFT 


     This  is  an  extremely  long  adventure  with rather complicated
puzzles  and  frequent  and lengthy automatic sequences over which you
have  no  control.  There is also quite a lot of toing and froing. You
are going to have to be very, very patient.

     It is a good idea to play with the Hitbox names On, it simplifies
finding  likely  objects to manipulate. Don't forget that, in order to
actually  do so, the name of the object must be showing on the screen.
Note  also  that  you  have  to look at each location again and again,
every  time  you  visit it, because new items become available all the
time.  If you cannot interact with something named on the screen, it's
because you don't yet have the appropriate item - but at least it will
give you an idea of what to look for. Examine/use each object you find
or are given.

     Familiarize  yourself  with the interface as soon as you are able
to,  it  takes  a  bit  of getting used to. Particularly the so-called
"Action"  (use/talk) and "Double Action" (combine/use on) icons; usage
can  be a bit confusing at first - specially since sometimes you don't
know whether to pick something up or use it.

     Save often, particularly after solving a puzzle or getting out of
a dangerous situation.

>From the start: 

Ministry, CCD 

     After  the  intro,  you  are  outside  the  CCD  -  and  you need
transport.  Enter,  look around and use the HoloMail and listen to the
messages.  Open the cupboard and get the helmet. Note the drawer. Pick
up  the  doll,  go  outside  and  attempt  to use the bike - you can't
because you are not wearing the right gear. Go back in and combine the
doll  with  the teleporter. Pick up the leather jacket and use it. You
can  now  go  outside  and  use  the  bike  -  you  put  on the helmet
automatically. Head for...

The Space Bar 

     Note  the  guy  in the telephone booth. Enter the bar and talk to
everyone  as you come in. Delores gives you a package to take to Metro
Prime,  a  guy  will  give you a leaflet, the pilot will tell you he's
carrying  some  CDs. As you leave, there will be a scene to watch. Use
the bike to go to...

Metro Prime 

     Talk to the two guys arguing and find out what the problem is. Go
out  through the archway to the right of the screen. In the city, walk
left (note the telephone booth and the girl inside) till you come to a
teleport.  Use  it. Go left through the alley till you come to a door.
Use  the  door and Feeble hands the package and gets some money. Leave
the  alley  and  visit  the  Pill Shop. Look around and note the empty
canister  by the door. The shopkeeper explains what he is waiting for.
What  a  coincidence.  Leave  and  go  right  and  up  to the Ministry
Headquarters.  Go  inside and talk to the secretary, but she won't let
you  in.  Go  out  and  enter  the Observation Dome next door. Use the
credits  on  the vending machine three times and Feeble will get angry
and  kick it, after which he'll feel the need to confess. Leave and go
to OmniBrain. Use the Confessional. How about using the leaflet on the
machine  to  the  left?  Too small. Well, we know where it can be made
larger  -  use the bike to get to the CCD and combine the leaflet with
teleporter. Bring it back to the machine. OK, the CDs are now illegal.

     Take the bike to the Space Bar and go in. Talk to the Enforcer at
the  bar  and  ask  if anything new has been banned, then tell him you
have  information - this means that the Enforcer shoots the poor pilot
and you get his permit. That's not nice, Feeble.

     Take  the permit to the pilot who could not unload. Now the pills
can  be  delivered,  so  go to the Pill Shop and buy a bottle. You are
also  given another one of dodgy pills. Go to the HQ secretary and use
the  good  pills.  You  are  so  charming  that the secretary lets you
through  -  however,  the  guy in front of the lift won't let you pass
because  you aren't wearing the right gear. You've got to find a place
to  change,  but  it  will  have  to be somewhere here, because if you
change elsewhere you won't be able to use the bike to come back.

     To  save  you  the trouble I will tell you that the only place is
the  telephone  booth, in which a girl is talking. Remember the guy in
the telephone booth at the Spacebar? Go there and talk to him. He asks
for  a  drink.  Go  to  the bar, talk to the bartender and ask for the
drink - charge it to the guy in the booth. Now combine the dodgy pills
with the drink and give it to the guy in the booth. Wait till he comes
out,  use  the  bike  and get to the other booth. The girl is outside,
crying, and gets killed for her pains. Nice going, Feeble. You've just
had two innocent people eliminated.

     Combine the coat with the booth to change. Now you can go back to
HQ and use the lift to speak to the Minister. Watch. You end up in...


     You  will  find  yourself  being hypnotized every few minutes and
transported  somewhere  else, and there is little you can do about it.
Use  your  brief  stays  to  look  around - the important thing is the
recreation  room,  where  you  must pick up the poster - actually, the
tacks  which hold it to the wall. Eventually, you will wind up in your
cell.  You have to act very quickly. Open the sanitation unit, combine
the  tacks  with  the  bed  - when you next get hypnotized you wake up
because  of the tacks, pick them up and lay on the bed. As soon as the
warden comes in to attend to the sanitation unit, i. e., as soon as he
has  gone  past  you,  get  up  and leave, heading to the right of the
screen. Go downstairs and enter the first door.

     Pick  up  a  bowl  and combine it with the Dispenser, to get some
gunge.  Before  you come out, save your game. Step out. The idea is to
use the gunge on the two cameras you will see in the floors below, but
without  getting  caught. It might be worth your while to have a trial
run. For instance, if the warden is in front of the first camera, wait
till  he  is  gone and then go down. You must not be on the same floor
with him at any one time.

     Once  you've dealt with both cameras, walk left and go inside the
lift,  which  leads to the factory. As soon as you step inside, locate
the  camera (centre right of the screen) and use the gunge on it. Walk
to  the  right  and  examine  the  grate. You have a conversation with
someone  you  cannot  see. Keep talking till that person tells you the
number of the rebel channel (667).

     Save   before  you  leave.  Find  your  way  (carefully)  to  the
recreation  room,  use  the TV till you get the rebel channel, pick up
the big red knob and use the cupboard to hide - and be quick about it.
The  warden  will  come  in,  try  to  turn off the TV and blow a fuse
because  he  can't. OK, now you can leave the cupboard and walk around

     Go  back  to  the  factory,  go to the right and use the lever to
start  the conveyor belt. Step on to it to go through the grate, where
you'll  meet  Delores. There is a conversation after which you need to
get  gold  of  her  reworked  doll.  You  also  need about five of the
ordinary dolls, so pick them up. Leave.

     Outside  the  lift,  go  up the stairs and pile the five ordinary
dolls  in  front of the round grate by the door, then use the reworked
doll  on  them.  OK,  go  through the grate. You will find yourself in
front of a puzzle you have to negotiate to get out.

The tile puzzle

     First  of  all, observe that there are five different colours and
that  each  belongs  to  a different type of symbol. Because they will
soon  start to change, familiarize yourself with the shape each colour
has. The idea here is to follow a sequence, namely white (W), red (R),
yellow  (Y)  and  green (G), time and again, until you reach the other
side.  Unfortunately,  1) the colours start to change and you can only
step  on the tiles when they are the same colour they were originally,
2)  you  only see half the floor, so you cannot plan the best route to

     I  will  attempt to guide you through so that you don't spend the
next twenty years trying to get across. All the directions (f=FORWARD,
s  =  SIDEWARDS, b = BACKWARDS) refer to Feeble's viewpoint, as facing

     So,  step  on the white tile and, waiting for the tiles to be the
right  colour, click on the following: fR, fY, sG, bW, sR, fY, sG, fW,
sR,  fY, fG, sW (the single tile), sR, fY, sG, fW, sR, sY, bG, fW, sR,
fY,  fG,  sW, sR, sY, fG and off. I hope I got that right! If not, you
will at least get an idea how to solve the puzzle.

The Ignition Circuit puzzle

     At  any  rate, when you are through go outside. You automatically
enter  the vehicle. Look around and use the cover to the right and get
the  wires. Open the ignition circuit and look at it. Use the wires on
the  input keys to the left. Now, the idea is to draw the wires across
by  combining  the  input  keys  with  the output keys. If you get the
colours  right,  you get a high pitch sound and if you get them wrong,
it's  a  low  pitch.  For  instance, I combined Input 1 with Output 4,
Input 2 with Output 2, Input 3 with Output 1 and Input 4 with Input 3.
This happened to be right, so I automatically took off and watched the
sequence.  But  suppose  the  second  and  third combinations had been
wrong,  I  would  have heard: BLEEP-bleep-bleep-BLEEP. Then its just a
matter  on  clicking  on  the  left and starting again till you get it
right. When you do, just watch, and you will wind up at...

The Forest Planet 

     Watch.  At  the  end,  follow  Sam to the village, walking to the
right,  across  the bridge, right, up and to the gates. Watch. Pick up
the spear and follow the native back towards the ship to...

The Maze puzzle

     This  requires  a great deal of patience. Get Sam and Feeble over
the bridge and well away from it. Get Sam to blow up the log. Somehow,
either wait for or entice the native to this side of the bridge, or to
the  other, whichever you think is best to corner him, and the idea is
to  converge  on  him  from  both  sides so that he is between Sam and
Feeble  and  cannot  escape. As I said, this takes some doing, but I'm
sure  you'll  manage  it  before Christmas. Once the native is caught,

     OK,  at  the end, step out and you get captured. Watch some more.
You  wake  up  all  tied up. Watch the next sequence. When it is over,
pick up your rope to escape. Have a good look all around. Use...

The Chemistry set puzzle

     If  you  click  on  the  white  inset,  you  will  see  a  set of
instructions to get the Passive Control Potion. However, if you follow
them  to  the  letter,  it won't work. Bear in mind that the flasks in
front  should  be taken to be A to E, left to right. It doesn't matter
how  you  place them or in which order, you just have to get the right
combination of chemicals and the right condition (cold or hot). If you
get  a  brown solution, you might as well start again - only next time
try  the  same  combination  but a different condition. This is how it
worked for me:

ABC + heat = F
DEA + heat = B
ABD + heat = G
ABE + heat = I
BCE + cold = H
ACD + heat = J 

     At  this point, I used the resulting solutions, thus: FBG + cold.
This did the trick.

     Once  you  have  the right solution, use it on the water cover to
put  it in the native's drinking water. Use the remote control to call
the  robot to the Lab. Go to the buttons, examine them and use the one
to  open  the  statue  door. Change to SAM and go to the village, then
enter  the  statue.  Change  to  Feeble  and press the other button to
teleport SAM in.

Next, use the Directory on the table and then the telephone. Ask to 
cancel the unlisted number status. When the phone rings, Filbert 
will come in and be captured by SAM. Watch and, at the end of all 
that, pick up the God suit and combine it with the Projection 
Machine. Watch. 

     Change  to SAM and go out and up the mountain (follow the path to
the  top  left  of the screen) till you reach the Mountain Top. There,
shoot  the  bird. Go back to the Lab. Change to Feeble and go find the
bird (near the broken bridge) and combine the bird with the rock, then
walk  away.  Watch - the natives will rebuild the bridge to get to the
bird. Cross the bridge to get to the ship.

     Inside,  Delores  (alias  "The Squid") will tell you what to get.
Walk out, look around and use the spear on the Cover. Get the battery.
Go  back  to  the Lab. Inside, use the Directory then use the phone to
get  a  laser  relay.  Change to SAM, go to the village and to the Big
Statue.  Look at the statue and pick up the gem (use the weight icon).
Go back to the Lab.

     In  there,  change to Feeble and go to the Mountain Top. Use each
of the items on Delores and watch. You find yourself at...

Metro Prime (again) 

     There  is  another bit to watch here. At the end, leave in search
of  a  ship.  However, when you hit the Newsagents you realize you are
wanted.  Go  back  to the hideout, look at the Filing cabinet, pick up
the  dress  and use it. Much more suitably dress, most becoming: leave
again  and  walk  all  the  way left to use the Teleport. At the upper
level,  go  into  the Arcade. Talk to the guy in the booth and ask for
some  tokens.  Go  up. Use the Arcade Machine and win the games to get
more  tokens  - if you fail at the first attempt, use another token. I
am  afraid  I cannot help you here because all the puzzles change each
time  you  play  them;  so  all  I  can tell you is that you must keep
playing  (and winning) till you have at least 500 tokens. I don't envy
you the task.

     When you've done, have a look at the machine to the left, then go
downstairs  and  use  the  tokens  on  the  Grabber  machine. Keep the
flashing  button  pressed  to  move  the hand to the left over the red
fish.  When  you  stop,  the hand will be as far up as it can go - try
moving it down as far as it can go. In fact, you should stop about the
half  way  through  and let go of the button so that the hand picks up
the  fish.  You  might  have  to do this several times till you get it
right.  The bad news is that you don't need the fish, you need the cat
which is underneath - but at least you know how to get it!

     Now  use  the  kiosk  and ask the guy about the machine upstairs,
then  ask  to  use  it.  You go upstairs and play. I didn't seem to do
anything,  yet  I won. Go downstairs, use the kiosk and you will get a
ticket to the Zoo. Leave and enter the Zoo by using the door.

     Have  a  look around and move to the right. Talk to the tourist -
he  asks  you to take a picture of him. When you have the camera, move
the  flash  control to the left five times to get it to maximum power,
then  press the red button. While the tourist is blinded by the flash,
run out of the Zoo with the camera.

     Go  to your bike and use it. You'll find that it has been clamped
-  a guy will come along and tell you that you have to pay to get your
bike  back. Go to Delores in the hideout and tell her about the bike -
she will tell you to go get Gardum. Pick up the newspaper on the wall.
Leave and, at the Newsagent, pick up a paper. The vendor will tell you
to pay or put it back. Use the newspaper on the pile, that way you get
to  keep  the  new  one. As soon as you come out of the alley, use the
paper and you'll get loads of ads, just as in real life.

     Go to the HQ and you will see Gardum very faintly, over the beast
to  the  right  of the door. Talk to him and he tells you about a ship
called KICK A55. Go left and enter the Observation Dome.

     Keep  going left (note the other vending machine) and through the
door.  Use  the button to the left to pressurize the Airlock, open the
door,  go  in  and use the camera with the porthole. You'll see a ship
coming in. Leave, close the door. Go to the docking area.

     You will see that strange creatures have come out of KICK A55 and
are everywhere. Go to the bike and open the saddle to find one of them
in there. Go down the stairs and all the way left to the office. Go in
and   open  the  cupboard  to  put  the  creature  in.  You  might  be
interrupted,  but  make  sure you also put the toy cat in and shut the
door.  Watch what happens. At the end, pick up the keys off the floor.
Leave and go and use the keys on the bike to free it.

     Use  it  and  go  to  the  Ministry  - you won't be able to go in
because  there  is a Bounty Hunter guarding the entrance. Keep talking
to  him  till he gives you the means to call him when you find Feeble.
On yer bike!

     Find  the  Junk  Ship  and  go there. You will see a chest on the
foreground.  Use  it to get a space hopper and a bicycle pump. Use the
pump  to break it up into its component parts. Now head for the Broken
Down  Bike  -  talk  to  the  salesman and he will ask you to tow him,
giving  you his tow cable. You take him to the Space Bar. After a long
conversation,  in  which you ask him about the Mud, he will give you a
jar.  He  sets his alarm and goes into the booth. Use his bike and the
alarm  will  go off. Do this three times - he will then turn the alarm
off  and  head  for the bar. Look at his bike and you will see the tow
chain. Get it. What next? Ah, yes. Use your bike.

     Go  to  the  Omniclub  and, to enter it, use the metal bar on the
door.  Step in and use the DJ console. Use the Master Control and keep
pressing  the  blue  light switch until the filter falls out. Then use
the  tube  from  the pump on the broken handle and use the new handle.
Press  the  play  button twice, once to get the light on and the other
time  to  start the sequence - watch how the seats at the bar are lit.
What  you want to do is to click on the Stop button when the red light
is  on  the  second  seat from the top. No doubt it will take a while,
because  it's not all that easy. Then, back off, examine the stool and
if  it says "Loose", pick it up and also the blue filter on the floor.
Leave and get on the bike.

     Go  to  Metro  Prime. Head for the Arcade, and before you come to
the  door  you  will  see  an Air Supply machine. Use the valve on the
hopper  and  use the mud on the hopper. Then use the hopper on the air
supply.  Right,  now  go  to  the  OmniBrain and use the Confessional,
acknowledging who you are. Leave.

     Now  comes  a  rather  tiresome  bit  when  you wander around not
knowing what to do next until an announcement from OmniBrain tells you
you've  won a prize. However, it would hardly be a good idea to try to
collect  it, so move around some more till a second announcement tells
you  the  prize  has been collected. Now, this is interesting. Go into
OmniBrain to find out what happened. Get the jumper.

     OK, I think we've got everything. Go to the Airlock (don't forget
to  pressurize  it  before  you open the door), place the stool of the
Stand  Here Spot, put the hopper on it, put the prison suit on it, use
the  jumper  on  the hopper, use the newspaper with your photograph on
the  hopper,  leave,  close the door, press the button to depressurize
the Airlock and use the blue filter on the porthole.

     Go to the telephone booth and use the card the Bounty Hunter gave
you  on the booth to call him. Watch. Now you can get your bike and go
to  the  Ministry.  Enter  and  use  the  HoloMail.  Listen to the two
messages. Get on your bike once more, and this time go to the Tomb.

     Use  the  coffin  and  your dead grandfather talks to you. At the
end,  open  the drawer and get the can of paint and the paper. Go back
to  the hideout. Use all the ads to pile them up on the boxes outside.
Then  use  the can on the symbol above. Finally, use the paper you got
from the drawer on the symbol. Return to the Tomb and use the paper on
the  symbol  on  the  floor.  Watch.  At  the  end  of that, you get a
screwdriver and a pass.

     Go  to  the Junk Ship, note the car, use the pass on the door. It
won't work. However, make a note of the number above the door.

     Go to the Ministry and use the card key on the drawer, which will
open.  Pick up the coin and the photograph. Go to the Observation Dome
and  use  the  coin  in  the  Vending  machine to the left - you get a
credit. Use it on the other Vending machine by the door, to get a Star
Spotters  Action  Kit.  Leave and go into HQ. You'll hear a voice. Use
the intercom. Pick up the cup and combine the Mud with it. In order to
get  into the lift, give the Star Spotters kit to the guard. Go in and
give the cup to the Minister. Watch.

     Now  you  can get at the encoder. Change the top line to 7829353,
which  was  the  number over the door at the Junk Ship, and the bottom
line  to 2130778 (which is the date backwards with the year forwards).

     You  can  now  go to the Junk Ship. Use the tow rope with the red
car.  Use  the  card on the door and go in. Pull the lever to spot the
magnet. Out, use the car.

     Go  to  the  Space  Bar. There, use the screwdriver on the number
plate  of  the  Salesman's bike and then use the plate on the car. The
repair  man will arrive and fix your car, thinking it's the vehicle he
has been sent to repair. Watch the next scene. Towards the end you act
as Del and have to shoot the guards. This is difficult because, by the
time  you've  sorted  the  cursor  and  are  pointing  it in the right
direction,  you  are  dead. However, keep trying till you win. Another
bit to watch and you are in...

The Rebel Base 

     Talk  to  everybody.  Go to the left through the door and talk to
the  character  standing there. Move on to the left and use the bed to
sleep.  You  dream  bad dreams. At the end, you will be in the central
room, with SAM. Watch. Use the door to the right and it won't open, so
SAM will shoot at it and the bullets get flattened. Watch. Pick up the
disks  off  the floor, go left and use the disks on the red dispensing
machine to get two cans of Omnicoke. Or whatever. Now you can go right
and right again. Get in the car and you go to...


     When  you arrive, go right - note the posts - and to the building
you  can  see in the distance. Watch. Go to the left. Watch some more.
One  of  the robots is very bored. When you are in charge again, go to
the  posts  and  use  the  cans on them both. Go back to the building.
Eventually, one of the robots comes by and stops when it sees the cans
for  a  bit  of  fun.  Use  the screwdriver on it (even though you are
behind  the door) and you will disable it. Look at it and get the dark
green  and  blue  circuits (just the two). Use the screwdriver on SAM,
look  at him and get his dark green and blue circuits. Now look at the
other  robot  and put in the slots the circuits you took from SAM. Use
the  robot  (now  SAM, actually) and he will walk around to the back -
when  you are able, take control of him and enter the Turbolift. Go to
the Maintenance room. Move the lever three times. Change to Feeble and
go  left  and  close all the vents you find. The last one, by the car,
will  blow  up. Change to SAM and move the lever to the middle. Change
to Feeble and use the hole. Inside, go forward, go forward, turn left,
go  forward  until  you are at a grill connecting with the Maintenance
room. Watch.

     OK, now walk across the bridge and get the jacket on the floor to
the  right  of  the desk, and you'll get a security pass. Pick up some
grenades.  Go  into the Turbolift and click on the Interrogation room.
Move  left  till  you see Delores being tortured and back off. Talk to
your  sticky  mate  on the right and he will tell you about Gardum and
his  cell companion, Mandrin. Talk to Mandrin, who is very thirsty. Go
to the lift.

     This time, travel to the Brain room, go up the stairs and use the
pink  stuff.  Watch.  You get a chain and some brain slime. Go back to
the  Interrogation  room and give the slime to Mandrin. He gives you a
key. Go to the lift and this time travel to the Research room. Pick up
the  fire  extinguisher,  walk to the right, use the antimatter weight
and then pick it up. Note the button. Go to the lift and travel to the

     Go  back to the car and you will see Gardum. Talk to him and then
go  back  to the rebel base in the car. Go to the left and use the key
on  the  machine  next  to the drink dispenser. You pick up the bungee
rope. OK, back to the car and to CCCC.

     Use the fire extinguisher on Gardum and then use him to block the
hole  on  the  ground. Go to the Turbolift and then to the Maintenance
room.  Go across the bridge, up the stairs and into the grill. Inside,
look  up, move up, turn around, go forwards till you are at the grill.
Use  the  rope on the grill. Use the chain on the grill. Then go back,
move  forward, turn left, move forward till you are at the Maintenance
room.  Get  the  lift  and go to the Brain room. Walk to the right and
around  the  big  vat  to  the  left.  You will see the rope and chain
dangling.  Combine  them with the hook on the floor. Use the weight on
the  rope and chain. Use rope and then the weight. You shoot up, where
you can use the lever. Go to Maintenance.

     Here,  use  the  screwdriver  on the Mangled robot to get a metal
plate, and then move the lever right forward to "suck" (or is it right
back?  Can't remember, it's one or the other, anyway). Go to Research.
Go  to  the right and push the button. Go left to the Firing Range and
use the grenades on it - keep doing this till one of the grenades lets
off  a  green  gas.  Go  to  Maintenance. Go across the bridge, up the
stairs  and through the grill. You'll have to move sharpish, now. Look
up,  move up, move forward, use the metal plate with the fan. Go back,
turn  right,  go  forward until you are in the Maintenance room. Go to
the lever and move it to "blow". Watch.

     Now  you can go to the Interrogation room, where everyone will be
asleep.  Go  to  the left and pick up the badge on one of the guys who
are laying down on the job. Go to the lift and travel to the Temple.

     Pick  up the book - you read it. Open the chest and grab the axe.
Walk to the right and use the axe on the Omnibrain. The baddy comes in
and, when you get the chance, "use" him to waste him with the axe. You
smash the glass and then "use" the big brain.

     You end up in the Founder's room. Talk to the "body". At the end,
use the computer.

     That's  it.  Watch  the  finale.  Gosh, I thought this game would
NEVER end!

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