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-
- Walkthrough for Feeble Files
-
- 3D Adventure by ADVENTURE SOFT
-
- A Solution by Lu Richardson (LuRichardson@compuserve.com)
- ---------------------------------------------------------
-
- General:
-
- 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...
-
- Prison
-
- 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
- confidently.
-
- 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 follow.
-
- 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 forwards.
-
- 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, watch.
-
- 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). Exit.
-
- 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...
-
- CCCC
-
- 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 Surface.
-
- 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!
-
- Solution written by Lu Richardson (LuRichardson@compuserve.com) for
- Cheet Sheets Magazine (cheets@sv.span.com).
-
-