Normality Solve Submoitted by: "anthony.stanford" Just an updated and more detailed walkthrough for the pc gaem NORMALITY Regards astan78 "Nasia" 1. KENTS APARTMENT. To travel around Neutropolis, you need to find a bus stop, there is at least one at every location, just use the bus stop and it brings up a map for you to choose your destination, but remember only locations that have been revealed through completing puzzles are shown on the map. Eventually the map fills with locations, enabling you to revisit locations for objects and clues that you may have missed the first time around. Check out the sofa first of all, you will end up breaking it but dont worry this is a good thing as the wreckage reveals two important objects, some money and a gadget. Then pick up the cushion from the bed to reveal the remote control, which you will need for later. Then pick up and examine the flyer on the floor by the front door, when you have done this read the text message on the TV between this and the information on the flyer you should have a good idea of where to go next. Examine the note you already have, then go into the kitchen and pick up the can of food, the nodding bird and the jar of white paint. Then go into the bathroom and pick up the shark spoon from the bath, then pick up the T-shirt that sits on the fruit-rinds cabinet. Then return to the TV room and use the nodding bird with the TV remote, this will create a device to keep the TV switched on. You can now escape the apartment via the window, simply use the window and you will climb out. 2. DAI THE WINDOW CLEANER. Talk to Dai and listen to what he has to say. Dai needs a drink so use the window again to climb back into your apartment, go back into the kitchen and use the kettle to make it boil and then use it on the cup to make a cup of coffee, then examine the cup and use the white paint on the cup as a milk substitute (using paint instead of milk !!! As you may have noticed this game is anything but "normality") and then examine the cup again. Now take the cup back to Dai. Talk again to Dai after giving him the cup of coffee, he chats to you for a bit and then takes you down to the ground level. Now press "M" to bring up the map and select the PRF Reception. 3. PLUSH REST FACTORY RECEPTION. Click on the T-shirt and use it with your photo, this will disguise you as a "fat" person which will get you past the receptionist. Talk to her first to get permission to go through the doors at the end of the hall, turn right and enter the hospitality suite. Use the water machine to get a white cup, pick it up and keep it for later use. Use the sculpture with the coffee machine and a cup of coffee appears on the floor. Pick it up, you will get burnt and hop around the room a bit but when you have done this, Tiddler the boss of testing walks into the room and starts to talk to you, again pay attention to what he has to say. 4. THE PLUSH REST FACTORY. After the cut scene, you find yourself in conversation. Find out what you can from Tiddler, he tells you all about the running of the test department, the waste engineers and something about the little gadgets. To get the debris go to the small toilet cubicle, stand on the toilet and use the grill in the roof to climb into the air duct and you will find the debris after a bit of a search, not forgetting to pick up the belt while your at it. Then go to the bed with the sleeping tester and place the debris next to the bed . A waste engineer will then come and collect the debris and take it back to the grinder room. Pick up the current sender and the current receiver from Tiddlers office and use the sender with the battery and use the receiver with the bare wire and the bed should now work. Use the debris with the bed again , this time when the waste engineer arrives he will crash. Now you should be able to gain access to the grinder room, use the power box to turn off the grinders and use one of the grinders to take you up the conveyor belt to the dumpster. ( I hope you understood that better than I ). 5. MEETING HEATHER. You meet Heather in the hideout, she will talk to you but is listening to a tape and will only turn it off after you have performed two tasks those tasks are to broadcast a tape of Brian and then paint the sculpture in the mint mall. The locations needed to complete these tasks has now been added to your map so be off with you . 6. THE TV STATION. There is a security guard in front of the building and will stop you from gaining access, but by talking to him you find out that he is scared of rats. Go to the Mall and in the Thrifty Fifty shop pickup the rubber rat toy, then return to the TV station building and use the rat on the security guard, unfortunately it doesnt scare him what you need is a real rat. Theres a rat in your apartment, to be precise theres a rat in your washing machine but its not as easy as that as the door is jammed, so heres what to do to get yourself a 100% genuine living rat to scare the goon at the TV station. First go back to your apartment and grab the towel in the bathroom, go to the mall and get the block of frozen food, wrap the frozen food in the towel and return to your apartment. Then use the frozen food on the washing machine door to open it. You now have a rat but you need something to transport it to the TV station building in. In the microwave in the kitchen is a box, put the rat in the box and return the TV station and show it to the guard at the door and watch him run, not such a tough guy after all. You may now enter the building, talk to the receptionist and she will allow you to talk to Mr Johnson, after talking with him he will give you an access card. Once you have the access card walk down the hallway to the security door leading to the control room, use the access card and proceed in. use the video tape on machine B to insert the tape, then use the RUN VT B and the tape of Brian begins to play unfortunately its password protected. The only way to get the password is to get the one of the TV studios engineers to reveal his name. When you find an engineer you notice he is wearing a name tag on his shirt. To get the name badge, you need to get his shirt. Go back to your apartment and use your access card with the bean splat on the wall and then return to the studios and use your bean splatted access card on the engineer, who will then take off his shirt and throw it at you, upon examination of the name badge it reveals the name "Holen", this is the password to the editing computer. Access the inner working and enter the RUN VT B control line and the tape is broadcast. 7. THE MINT MALL. Here you must paint the sculpture, the only way that you can get the norm to leave his post is to cause "An Emergency". Talk to the blind norm, he gives you some matches in return for some books. Go back to the factory and pick up the paper back books from the unlocked locker in the locker room. While your there use the belt on the fire extinguisher in the Grinder room and watch the mess, then go to the rear of the factory and use the extinguisher with the yellow paint (this will fill the now empty extinguisher with yellow paint). Now go back to the mall and give the books to the blind man to get your matches and a book on starting fires. Now go to the Thrifty Fity shop and use the fruit croppers with the bargain bin, then use the fruit croppers with the large glider sign , then use the yappie puppies with the small gliders TWICE. Now pick up the croppers and go to the cave of comestibles. Look at the food and talk to Ray Twill until he breaks down and the lights go out. While the lights are out, use the fruit croppers on the plum shaped speakers and then pick them up. Go to the Disco La La store and pick up the Clap CD. Use the CD on the speakers, then use the plum speakers with the stereo. The dogs now start jumping and yaping and Deepha the dog appears, the norm runs from his post near the sculpture. Quickly go to the sculpture and use the matches with the fire starting book, then look at the fire and you will automatically call for help, the norm guarding the sculpture re appears and uses the extinguisher on the sculpture and paints it yellow (you filled the extinguisher with yellow paint before . Remember ?). You now find yourself in complete darkness. Use the matches with the photo of yourself , you should now be able to see and you also have a new chum norm 2782 and he is a little confused. Next, go back and talk to the group, they want you to free Saul, whos the good brother of the evil dictator Paul. You need to disguise yourself again, so its time for a quick clothes swap with norm 2782. 8. THE ORDINARY OUTPOST. Once your inside there are only two ways out of here, the first is via a window that gets broken and the other is getting to the roof to escape. To start off go up to the receptionist who will tell you to go up to the research floor. Use the key code given to you by the receptionist on the keypad on the left of the lift. Once on the research floor talk to the scientist. To release the prisoner, you have to cut his straps with some scissors. Pick up the snotty glass fragment and the spanner . Go into the newly opened lab by using the broken window , use the glass on the fingure prints (which are on the extinguisher). This then lifts them from the surface, you now need to remove the evidence. 9. FIXING THE GRINDER. Use the broken window to get on the scaffold and then pick up the ladder. Use the pulley to get out of the ordinary outpost, then go to the haulage container in the factory compound and pick up the large cog laying in the puddle. Use the ladder with the container to get on top of it, then pick up the small cog from the broken machine. Go back to the outpost and use the cogs with the side panel of the grinder. Use anything you want with the grinder to get rid of any evidence against you and Saul. 10. BACK AT THE ORDINARY OUTPOST. Get rid of the prisoner by getting to grips with the "Zoom Toob". Put the prisoner in a capsule. "Down" calls the capsule while "red" opens the door, put the prisoner in the capsule and then use "up" to send him away. The scientist asks you to go up to the processing floor to get a new subject. Go back to the lobby lift and talk again to the receptionist, then turn the fountain on , then tread on the suspect slab behind the pillar. Now talk to the receptionist from the slab and the receptionist will go to the loo. Examine the code he has left laying on the desk and use it on the other lift (the on that you havent used yet). The code is 1312. At the processing floor, talk to the norm there and get him to leave. This is the "mood filter chamber". Look around and examine things and the door seals behind you, examine Saul at the end of the room, he then disappears. Examine the screen and he then reappears, to open the door examine Saul, unfortunately at this point Paul and a couple of his cronies appear and after a speech you find your self being dragged off to the cells. 11. IN THE CELL. Break the bench in the first cell by using it, This reveals a transmitter, pick up the splinter from the bench and wait to be sucked into the mood filter. Examine the sign that Saul is holding up. Wait to get sucked down to the next cell. Again break the bench here by using it, pick up the 2x4 piece of the bench, pick up the scrap of cloth from the floor. Using the eating utensils provided by the food mat, prise the transmitter from its housing in the broken bench. Wait to get sucked down into the mood filter again and again examine Seals sign, again to be sent to another cell, the final cell. Break the bench again in this cell by using the 2x4 piece of wood found in the previous cell, this will break the transmitter and you must now find another transmitter somewhere. Write a note to Saul on the scrap of cloth found in the previous cell using gravy as ink. Use the splinter from cell one with the note and pass it along the corridor to Saul and wait to go into the mood filer once more . To find the next transmitter, look at the picture that Saul holds. Sabotage the faulty food mat in the 3rd cell with the broken wall bracket found in the previous cell. This floods the room, The guard now attends to your needs, and you are cleaned. Go into the toilet cubicle, open the lid on the cistern and pick up the third transmitter and return to the cell with it. Wait to return to the mood filter, once there all hell breaks loose, you will now escape with Saul through the roof, while you are shoot at you make it safe back to the group. 12. DESTROYING THE SUBSTATION. The next thing to do is to go into the TV shop and try to pick up the micro TV on the counter, Talk to the norm behind the counter and ask him for a remote. When he leaves , rush around the counter and pick up the keys on the back door and lock him in . Use the box to get into the loft . Then get the mallet from behind the crate there. Use the mallet on the slats. Go through the slats and walk until you fall down the hole into the power station. Pick up the hanging teddy, he will fall on the floor but you have a long wire so use it to pick up the teddy again and get his eyes. Go down the steps and pick up the little pink wire. Put coins or the teddys eyes into the slot and go back upstairs. Press the start button then go back downstairs and pick up the glowing light bulb. Use the long wire on the bulb (pins exposed) on the light bulb socket. Go upstairs and open the control box , use the circuit board and type "123-ENTER" in to the keypad screen, open the box again and use the long wire on the circuit board to complete the power connection, it blows and now you can move on. 13. FREEING DAI. Go to the mall, pick up the two rubber pipes you find there, then go back to the street and attach one pipe to the grille and the other end to the grille thats on the truck. Go back to your bathroom in your apartment and use the other tube on the hole in the bath and the other end to the extractor fan above the bat. The norms now activate an emergency door opener and you can rescue Dai from the rear of the van. 14. AT THE POLUTOTRON. Saul and Heather decided that the substation mission is not acceptable and they are aiming high. The polutotron has to be destroyed if the group has any hoe of transforming the city. Talk to Heather and she tells you about a few components that she needs to make a missile. Go to the mall and pick up the broken wood, pick up the single fire cracker, pick up the rope from around the waffle. Now go back to the container in the factory compound, To open the container, light the fumes at the top or try to pick up the acetylene canister. Use the canister with the matches , the doors will be blown off. Use the wood with the barrels, use the rope with the wooden barrels and the raft with the river. Use the toxic canisters with the raft and then climb on the raft and use it. You now find yourself at the docks just in time for the rocket launch. 15. THE STADIUM Go to the stadium and fetch Sauls backup brain machine, you must also smuggle Brains guitar on to the stage. Talk to Saul and Heather and mask sure that you know what to do. Get the goggles from near the packing creates in the main area. Turn off the light near the sewer head, to get past the norm troopers who are standing there. Use the gap in the wall to get up the grating. Pickup the batteries laying there and use the batteries with the goggles and smash down the grating with the guitar. Break down any suspect walls that might be around (there are three but one can not be smashed). The wall that can not be smashed is the secret entrance to the labs, to break this wall take the roof brace down fro behind one of the walls, this causes a collapse which brings one of the creates down from above. Use the brace on the sign near to the impervious wall, this opens the wall, go down the labs, pick up the norm poster on the wall. Use the hole to get through and pick up the fire axe from the rubble. Go back outside to the fallen create and smash it using the fire axe and then pick up the emergency containment suit. Then return to the room with the microwave (where you found the fire axe). Open the microwave and use the suit with the brain and go back up to the sewers. Pick up the roof brace from where you left it, use it on the lift door to open it, use the lift and sit back and watch the ending. Well done