Normality - Complete Solution The apartment In your mess of an apartment, examine the sofa to find the money and the gadget. Then pick up the cushion to reveal a remote control. Now you need to look at the floor and pick up a flyer by the door. If you examine the note that you are carrying and use it in conjunction with the flyer and the TV, you’ll be able to figure out how to get into the factory. If you can’t figure it out, don’t worry, because we’re here to help you. Go into the kitchen and pick up the can of cat food. While you’re at it, pick up the nodding bird and the jar of white paint as well. Then go into the bathroom and pick up the sharkpoon from the bath, and on your way out pick up the T-shirt from the cabinet made from fruit rinds. Go back to the main room and use the nodding bird with the remote control. An object will appear on the floor that will keep the TV turned on while you’re away. Move to the window and use it. When it opens, use it again to climb out. Dai’s window-cleaner cradle Talk to Dai. He needs a cup of coffee, but you’ll have to use the ‘Can you take me down?’ option to get it. Use the window to climb back into your apartment. Use the kettle to make the drink. Then use it on the cup and examine it. Use the white paint you collected earlier to make the coffee milky. Examine the cup again and pick it up. Use the window to climb out again. Talk to Dai and give him the coffee. He’ll then take you down to the ground level. Plush factory reception Use the doors and they will open for you. Put the T-shirt on by using it with the picture of Kent. This will get you past Pru. Now walk to the woman in the middle of the hall and talk to her. She’ll allow you to go through the door at the end of the hall. Turn right and go to the hospitality suite - use the doors again to enter the suite. Get a cup from the machine by using it. Then use the bizarre sculpture to get a small cup of coffee. Pick up the cup. After you trash the room, the boss will walk in and talk to you. After the short cut scene, you have to talk to Tiddler about everything possible, as this is the only way of finding out all you need to know. Now go to the toilet cubicle and stand on the armitage, then use the grille in the ceiling. In this maze you’ll fine the debris and the belt. Pick them up and retrace your route to the toilet. Once back in the factory put the debris in the bed next to the striking tester. A waste engineer will appear and take it to the grinder room. Go to Tiddler’s office to get the current sender and the receiver. Use the sender with the battery and the receiver with the bare wire. This will make the bed work. Now you have to use the debris with the bed again. When the engineer comes out again, you will be able to get into the grinder room. Use the power box to turn off the grinders. Then use one of the grinders to go up the conveyer belt to the dumpster. Heather After a short cut scene, you will meet Heather. She’ll give you a couple of tasks to complete before you can join her gang. The first is to get the tape of Brian’s broadcast. Go to the TV station and talk to the security guard to discover his aversion to rats. Go to the mall and pick up the toy rat from the Thrifty Fifty shop. Use this on the security guard and talk to him again. Make sure you have the towel from the bathroom and go to the mall. Get the block of frozen food and wrap it up in the towel. Make your way back to the apartment and use the food on the washing machine door to break it. Pick up the box that’s on top of the microwave and put the rat in it. Now head back to the security guard and use the rat on him. You can now enter the building. Cross to the office door and enter. Talk to the receptionist on the left, who will then let you talk to Mr Johnson. Talk to him and you will get an access card. Now walk down to the security doors. Use the card on the door to get to the control room. Use the video on tape machine B to put the tape in. Listen to the presenters and watch the codes to figure out which runs which VCR. Go out to the other offices to talk to an electronic engineer who is trying to fix a computer. To get the password from this guy you have to first go back to your apartment. Use the access card on the bean splat to get a scraping. Now return and use the gunky card on the engineer. He’ll throw a fit and give you his shirt. Examine it and you’ll see his middle name on it - this is the password for the control computer (Holen). Go to the machine and enter the RUN VT B control line. The tape plays and your task is done. Painting the sculpture Go to the Mint Mall and talk to Norm to find out what emergencies will make him leave his post. Talk to the blind man and you’ll get a few clues. Now go to the factory and pick up the paperback books from the unlocked locker. Go to the grinder room and use the belt on the weird extinguisher. Pick up the half-filled extinguisher. Go to the rear of the factory near the river and find the barrel of paint. Use the extinguisher with the paint to fill it. Now go back to the Mint Mall and use the books on the blind man. He’ll give you a box of matches and another book. Now go to the Thrifty Fifty shop and use the fruit croppers on the bargain bin and the large glider sign. Now use the yappy puppies twice with the small gliders and then, after a cut scene, pick up the fruit croppers. Go to the cave of comestibles. Look at the food and talk to Ray Twill until he breaks down and begins thumping the desk. Do it until the lights go off. Use the fruit croppers on the plum-shaped speakers. Pick them up and go to the Disco LA LA store. Get the Clap CD and use it on the stereo. Use the speakers on the stereo. All of the dogs will start to go mad. Deepha the dog will appear barking like a hurricane. Norm 2782 will run from his post near the sculpture, allowing you to go there. Go to the sculpture and use the matches with the book. Then look at the fire. Norm will appear and use the extinguisher that he took from you in an attempt to put out the fire. Not a bright idea. After the events have unfolded use the matches with the photograph of Kent to light the dark room. When you’re ready, go and talk to the group. The Ordinary Outpost You now have to go to the Ordinary Outpost dressed in Norm’s uniform to free Saul. Easy when you know how. Talk to the receptionist and then go to the research floor. The code is 1572, so use this on the lift. Talk to the scientist and then release the prisoner by cutting his straps with the pair of scissors. Get the snotty glass fragment and the spanner. Use the broken window to gain access to the lab. There are some fingerprints on the extinguisher. Use the glass to lift them off the surface. The only place to get rid of the evidence is in the grinder (you don’t have to do this, but the plot will branch out if you don’t). Use the broken window to get to the scaffold and pick up the ladder. Then use the pulley to get out of the Ordinary Outpost. Now go to the haulage container in the factory compound. Pick up the large cog lying in the puddle next to it. Use your recently acquired ladder with the container to climb on top of it. Then pick up the small cog from the broken machine. Time to travel. Go back to the Ordinary Outpost and use both the cogs with the side panel of the grinder. The grinder can dispose of just about anything, especially all the evidence against Kent. Back at the Ordinary Outpost Get rid of the prisoner by getting to grips with the zoomtoob. Put the prisoner in a capsule. ‘Down’ calls the capsule; ‘red’ opens the door; ‘put’ prisoner in capsule; ‘up’ sends capsule away. The scientist will now ask you to go up to the processing floor to get a new object for him, so go back to the lobby via the lift. Talk to your friend the receptionist and then turn on the fountain by treading on the suspect slab behind the pillar. Talk to the receptionist again from the slab and the receptionist will suddenly have to go to the loo. Examine the code on the desk (it’ll be 1312) and use it on the other lift. You are now on the processing floor. Talk to Norm and persuade him to leave. Press the red button and a secret door will open. Look around in this mood filter chamber and examine a few things. The door should now seal behind you. Examine Saul and he’ll disappear. Examine the screen and they reappear. Weird. Now examine Saul to get the door open. Paul and some of his henchmen should appear and give you a lecture. This is where the plot branches depending on what you did before. If the evidence is destroyed If you destroyed the evidence against you, Paul will be gobsmacked by your incompetence. He will sentence you to a stint in the cells. Use the bench in the first cell to get hold of a transmitter. While you’re there pick up the splint. You should now be sucked into the mood filter. Examine the sign that Saul is holding and wait until you are sucked into the next cell. Break the bench here and get the piece of 2x4. Now pick up the scrap of cloth from the gap in the floor. Use the eating utensils in the food mat to prise the transmitter from the bench. Now wait until you are sucked into the mood filter again. Examine the sign and you will be sucked into a final cell. Break this bench as well, using the 2x4, and the transmitter will get broken. You’ll need to find another one later. Use the gravy for ink and write a note to Saul on the cloth. Now you can either use the splint with the note to pass it to Saul or show it to him in the mood filter. Go into the mood filter again and Saul will show you that the transmitter is in the toilet (where else?). Go to the third cell and sabotage the faulty food mat in the third cell with the broken wall bracket (found in a previous cell). The room will now flood and the guard will come to your rescue. He will clean you up and allow you to go to the toilet cubicle. When you are here open the lid of the cistern and get the third transmitter. Go back to your cell and go into the mood filter. You’ll now be shown a cut scene and then you’ll end up back at the group HQ. If the evidence is not destroyed Paul will sentence you to a long stint in the corridors of the blue pens. There is a man here who is making a documentary about Norm 2782 and his stint in captivity at the mercy of the ‘Revolutionaries’. He has bugged some of the key parts of this location in order to observe Norm as he goes about his duties. You must get rid of these bugs if you are to progress. Get everything from the noticeboard in the staff room and make sure you get the paper from the bureau and the one in the bin. These hold the codes which are used in the next room. The letters refer to the positions of the pedals set into the floor. The number refers to the position of the lever at the bottom of the console. The large red button should be pressed to activate each code. Before each code can be entered you must find one of the bugs hidden around the room. The bugs can be found on the sign, behind one of the lights in the corner and in the shadow under the control console. Use all of the codes on the console. The one that you found in the bin will zap you and you can find the last part of the code beneath the console. Enter this code to begin the emergency evacuation. Now just go to the lift. Destroying the sub-station Go into the TV shop and try to get the Micro TV. Talk to the assistant and ask him for the remote. When he leaves rush around the counter and get his keys. Use them on the back door to lock him in and then use the box to get into the loft. Behind the loft crate is a mallet, so make sure you pick it up. Use it on the slats and go through them and walk along until you fall down the hole into the power station. Pick up the hanging teddy and it will fall to the floor. Don’t worry about that, because it was the hanging wire that you were really after anyway. Pick up the teddy again and you will get his eyes. Now go down the steps and pick up the little pink wire. Put the coins or the teddy eyes into the slot, then go back up the stairs. Press the button marked ‘start’on the wall. Now go back down the stairs and get the glowing light bulb. Use the long wire on the bulb pins exposed in the light bulb socket. Time to go back upstairs again and this time open the control box. Use the circuit board and use the pink puzzle to solve the wiring puzzle. Type ‘123’ and enter into the keypad screen. Open the box again and use the long wire on the circuit board to complete the power connection. Freeing Dai Go to the mall. Pick up the two rubber pipes there. Now go back to the street. Attach one of the pipes to the smelly grille and the other end to the grille on the truck. Take the other tube to the bathroom. Attach one end to the hole in the bath and the other to the extractor fan above the bath. The Norms will now activate the emergency door opener, and you can now rescue Dai from the rear of the van. Pollutotron Saul and Heather have decided that the sub-station mission was not acceptable enough. The Pollutotron must be blown up if the group have any hope of succeeding in making a difference to the future of the city. Talk to Heather, who will tell you that she wants a few components in order to make a missile. Go to the mall and pick up the broken wood. Then get the single fire cracker and the rope from around the waffle. Go to the container in the factory compound. Open this by either lighting the fumes at the top or attempting to get the acetylene canister. Use the canister with some matches (there are some spare ones at the mall if you have none left). The doors should now blow off. Use the wood with the barrels and then the rope with the wood and barrels. Use this new raft with the river. Use the toxic canisters on the raft. Climb onto the raft and use it. You will now turn up at the docks. Watch the launch of the rocket. The stadium Go to the stadium. Talk to Saul and Heather so that you know what you have to do. Then get the goggles from the packing crates in the main area. Turn off the light near the sewer head to enable you to get past the Norm troopers. Use the gap in the wall to get up to the grating, and get the batteries lying there. Use them with the goggles and then smash down the grating with the guitar. Break down any suspect walls (there should be three). Take the roof brace down from behind one of the walls. This will cause a collapse and reveal a crate. Now use the brace on the sign near a wall that won’t break or on the loose tile around the corner. A false wall will open and either of these objects will keep it open. Go down into the labs and get the poster on the wall. Use the hole to go through it and pick up the fire-axe lying in the rubble. Go back outside to the fallen crate and smash it into bits with the axe. Get the suit that was inside. Go back to the room where you got the axe and open the microwave. Use the new suit with the brain and then go to the sewers again. Pick up the roof brace from where you left it and then use the brace on the elevator door to open it. Use the elevator and you’ve completed the game.