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SOLUTION FOR NORMALITY INC
To travel around the city of Neutropolis the player must go to one
of the bus stops, there is at least one at each location. If he
USES the bus stop he will be presented with the map screen. This
is represented by a smoggy panorama of the city. As each new
location is revealed one of the existing buildings will light up.
1. In the apartment:
EXAMINE the sofa to find the MONEY and the GADGET. (These appear on
the floor after Kent has broken the settee.)
PICK UP the Cushion off the bed, this will reveal the REMOTE CONTROL.
PICK UP the REMOTE.
PICK UP and EXAMINE the Flyer on the floor near the door. This and
the TV will hint that a good way to get into the factory would be to
go and get a job there.
EXAMINE the Note that you are already carrying. This ties in with
the above items.
Go into the kitchen. PICKUP the Can of Food.
PICK UP the Nodding Bird.
PICK UP the JAR OF WHITE PAINT too.
Go into the Bathroom and PICKUP the SHARKPOON from the bath.
PICK UP the T-SHIRT from the cabinet made from fruit rhinds (Kent's
disguise).
Return to the main room and USE the NODDING BIRD with the REMOTE. A
new Object will appear on the floor. This keeps the TV turned on.
You can now go to the Window and USE Window to open it. USE the
Window again to climb out.
2. Dai's Window-Cleaner Cradle
Simply TALK to Dai and listen to what he has to say. He needs a cup
of coffee. (See the option "Can you take me down?" ) USE Window to
climb back in to the apartment.
1. In the apartment:
Go to the kitchen. USE the Kettle to make it boil.
Then USE the Kettle on the Cup to pour the water in the cup.
EXAMINE the cup.
USE the White Paint with the Cup to make the coffee milky.
EXAMINE the cup again. PICK UP the Cup.
Climb back out to the cradle.
Talk to Dai again and you will automatically give him the cup of
milky coffee. He takes you down to ground level. (Or will do,
eventually!!)
3. The Plush-Rest Factory Reception
USE Doors to open them.
WEAR (USE with picture of Kent) the T-SHIRT, to fool PRU.
Walk up to the Woman in the middle of the hall and talk to her. This
gives you permission to go through the door at the far end of the
hall. Do so. Turn to your right and go into the Hospitality niche.
To enter USE Doors.
USE the Water Machine to get a white cup.
PICK UP the cup for later.
USE the Bizarre Sculpture (really a coffee machine) and a small cup
of coffee will appear on the floor.
PICK UP the cup. (At this point there will be an animated sequence of
Kent destroying the room because the coffee is hot, he drops it and
blunders round the room!)
Tiddler (Boss man of test) will walk in and talk to Kent.
4. At the Plush Rest factory.
After the cut scene where Tiddler is seen to escort Kent into the
factory we find Kent and Tiddler at the beginning of a conversation.
The player should TALK to Tiddler about everything he can.
He will learn about, the running of the test department, the waste
engineers, and something about the gadget he has found.
To get the debris go into the small toilet cubicle, stand on the
armtidge and USE the grille in the roof.
You will now be in an air duct.
Negotiate this small maze-ette and find out where the DEBRIS is.
PICK UP the DEBRIS, find your way back to the toilet.
PICK UP the BELT from in the duct while you are at it.
Put the debris on the bed next to the one that the striking tester
is lying on. The WASTE ENGINEER will come and collect it and take it
back to the grinder room.
You will realise that the Slumba Swift bed needs power if it is to
work.
PICK UP the CURRENT SENDER from Tiddler's office and the CURRENT
RECIEVER. Use SENDER with the BATTERY. USE the RECIEVER with the
bare wire. The bed will now work.
Again USE the DEBRIS with the bed. This time the WASTE ENGINEER will
come, but this time he will crash and burn.
You can now get into the grinder room.
USE the POWER BOX to turn off the GRINDERS.
USE one of the GRINDERS to go up the conveyer belt to the DUMPSTER.
5. Meeting Heather.
A GDV will show the player crashing through a hatch in the ceiling of
the hide-out, covered in little bits of foam, etc.
Heather will now talk to the player. She is playing a tape which
sounds like a crowd of burly men who would like to kill you, all the
time she is talking. She will turn it off when it is agreed that the
player can join the group, after performing two tasks
Broadcast the tape of Brian.
Paint the "Sculpture" in the mint Mall.
Two new locations will be added to the map. The MINT MALL and The
TV STATION.
4. The TV Station
There is a SECURITY GAURD on the steps of the building. He will deny
entry to wonders within. If you attempt to walk in a GDV will show
you flying out of the gate and on to the pavement beyond.
By TALKING to him you will discover that he makes many allusions to
rats in his speech. Each time he does so he will twitch a little as
if uncomfortable with the thought.
Go to the mall, in the thrifty fifty shop PICK UP the RUBBER RAT TOY
and come back.
USE the RAT TOY on the SECURITY GAURD.
He will look a little flustered. By TALKING to the SECURITY GAURD you
will learn that a real rat might do the trick. If you cast your mind
back you will recall that there is one trapped in the washing machine
back at the flat.
To open the door of the washer you need a BLOCK OF FROZEN FOOD, cos'
it's heavy and tasteless.
To bring the BLOCK OF FROZEN FOOD from the mall to the flat without
it melting you should wrap it in the TOWEL from the bathroom.
USE the FOOD on the WASHING MACHINE DOOR, it will now be broken.
You now need something to contain the RAT in for transportation. PICK
UP the LITTLE BOX from the top of the micro wave in the kitchen.
Take the Rat to the SECURITY GAURD. Use the RAT and a GDV will be
shown of the GAURD scarpering.
You can now enter the building.
Cross the main room to the office door. Go in and TALK to the
receptionist on the left. She will allow you to talk to Mr. Johnson on
the right. TALK to Mr. Johnson and he will eventually give you an
ACCESS CARD.
Leave and walk down the hall to the security doors leading to the
Control Room. Use ACCESS CARD on the SECURITY DOOR to gain access to
the control room. USE VIDEO on TAPE MACHINE B to insert the tape.
Listen to the presenters chattering and watch the codes which flare
up on the screen of the control CPU. You should learn that RUN VT A
makes the tape of Saul's demise run. Logically then RUN VT B should
get the tape of the rock god Brian Deluge on the air.
Unfortunately the CONTROL COMPUTER is password protected.
To get the password go and talk to the ELECTRONIC ENGINEER in one of
the other offices, he is struggling to fix a computer.
The password is his middle name, this is on his badge. By talking to
him you will learn that he will not divulge his name. Nor will he
let you EXAMINE it.
You need to make the geeky geezer remove his shirt. Go back to the
flat and USE the ACCESS CARD on the BEANS SPLAT. This will scrape a
large amount off the wall.
Come back and USE the GUNKY ACCESS CARD on the ELECTRONIC ENGINEER.
This will make him remove his shirt and throw it at you. He storms
off in a considerable huff demanding that you clean it (you don't).
You now have the password (Holen, his middle name) to the editing
computer.
Access it's inner workings and enter the RUN VT B control line.
A GDV of Brian Deluge will now be played. A recorded performance of
him doing one of his "Tunes".
Mission accomplished.
6. The MINT Mall.
NORM 2782 will not allow you access to the SCULPTURE.
Norm says the only reasons he will leave his post would be
emergencies. Find out what these are by TALKING to him.
TALK to the Blind guy, he will tell you that his dog DEEPHA barks
like a fool when ever he hears other dogs. He also has a bull horn
slung around his neck. The blind man will also ask for some BOOKs
in return for some MATCHES.
Go back to the FACTORY and PICK UP the PAPERBACK BOOKS from the only
unlocked locker in the locker room.
USE the BELT on the WEIRD EXTINGUISHER in the grinder room. Watch
the mess evolve in glorious GDV.
PICK UP the half empty WEIRD EXTINGUISHER.
Go around the rear of the factory, near the river. Find the BARREL
OF YELLOW PAINT.
USE the WEIRD EXTINGUISHER with the YELLOW PAINT. This will fill
it up.
go back to the MINT MALL.
USE the PAPERBACK BOOKS with the BLIND MAN. He will give you a BOX
OF MATCHES in return. Plus he will allow you to keep FIRE STARTER
BOOK.
Go to the THRIFTY FIFTY shop.
USE the FRUIT CROPPERS with the BARGAIN BIN.
USE the FRUIT CROPPERS with the LARGE GLIDER SIGN.
USE the YAPPY PUPPIES with the SMALL GLIDERS (Twice). You will then
see a GDV of loads of gliders flying out over the SHOP LIFTER STOPPER.
We then cut back to the game and you can PICK UP the CROPPERS.
Go to the CAVE OF COMESTIBLES. LOOK at the food and TALK to Ray
Twill (The paranoid assistant) until he breaks down and begins
thumping the desk. Do it until the LIGHTS go OFF.
While the lights are off USE the FRUIT CROPPERS on the PLUM SHAPED
SPEAKERS.
PICK UP the SPEAKERS.
Go to the DISCO LA LA! store.
PICK UP the CLAP CD.
USE the CLAP CD with the STEREO.
USE the PLUM SPEAKERS with the STEREO.
All of the DOGS will begin yapping and jumping around stimulated by
the high decibel clapping noises. DEEPHA the dog will appear barking
like a hurricane. NORM 2782 will run from his post near the sculpture,
allowing Kent to go there.
Goto the SCULPTURE, USE the MATCHES with the BOOK.
LOOK at the fire and your character will automatically call NORM.
He will appear and discharge the WEIRD EXTINGUISHER (which he will
have confiscated earlier, when Kent arrives with it FULL).
Watch the mayhem unfold.
You will find yourself in a totally dark place. The only way to light
it is to USE the MATCHES with the photograph of Kent.
Watch the GDV of the mall exploding. You will now have a chum
(NORM 2782), he has a piece of shrapnel in his head and is very
confused by his new thoughts.
Go and talk to the group.
They will tell you that they now wish to free SAUL, brother of the
evil dictator PAUL.
you must go to the ORDINARY OUTPOST (OO from here on in) dressed in
NORM 2782's UNIFORM. Locate the prisoner and free him.
At the OO.
Quite complicated this bit. Once the player is inside there are only
two ways out. One is via the window which gets broken. The other is
by going up to the roof.
You will gather that Paul Nystalux is about to visit the OO.
Talk to the RECEPTIONIST. He will tell you to go to the RESEARCH
FLOOR.
He will give you the code. Use this on the KEY PAD on the lift to
your left (1572).
Talk to the SCIENTIST.
Release the prisoner by cutting his STRAPS with the SCISSORS.
A GDV will show what the prisoner does.
PICK UP the SNOTTY GLASS FRAGMENT and SPANNER.
Go into the newly opened lab by USING the BROKEN WINDOW.
USE the glass on the FINGERPRINTS (which are on the EXTINGUISHER).
This lifts them off the surface. The only place to get rid of the
evidence is in the GRINDER (although the player does not have to
do this, the plot will branch if he doesn't).
TO FIX THE GRINDER.
USE the BROKEN WINDOW to get on to the SCAFFOLD.
PICK UP the LADDER.
USE PULLEY To get out of the OO.
Go to the HAULAGE CONTAINER in the factory compound.
Pick up the LARGE COG lying in the puddle.
Use LADDER with CONTAINER to get on top of it.
Pick up the SMALL COG from the BROKEN MACHINE.
Go back to the OO and use both COGS with the SIDE PANEL of the
GRINDER.
Use more or less anything with the GRINDER to get rid of it,
specifically all of the evidence against Kent. This will allow the
player to go on a slightly different fork in the plot.
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
To travel around the city of Neutropolis the player must go to one
of the bus stops, there is at least one at each location. If he
USES the bus stop he will be presented with the map screen. This
is represented by a smoggy panorama of the city. As each new
location is revealed one of the existing buildings will light up.
1. In the apartment:
EXAMINE the sofa to find the MONEY and the GADGET. (These appear on
the floor after Kent has broken the settee.)
PICK UP the Cushion off the bed, this will reveal the REMOTE CONTROL.
PICK UP the REMOTE.
PICK UP and EXAMINE the Flyer on the floor near the door. This and
the TV will hint that a good way to get into the factory would be to
go and get a job there.
EXAMINE the Note that you are already carrying. This ties in with
the above items.
Go into the kitchen. PICKUP the Can of Food.
PICK UP the Nodding Bird.
PICK UP the JAR OF WHITE PAINT too.
Go into the Bathroom and PICKUP the SHARKPOON from the bath.
PICK UP the T-SHIRT from the cabinet made from fruit rhinds (Kent's
disguise).
Return to the main room and USE the NODDING BIRD with the REMOTE. A
new Object will appear on the floor. This keeps the TV turned on.
You can now go to the Window and USE Window to open it. USE the
Window again to climb out.
2. Dai's Window-Cleaner Cradle
Simply TALK to Dai and listen to what he has to say. He needs a cup
of coffee. (See the option "Can you take me down?" ) USE Window to
climb back in to the apartment.
1. In the apartment:
Go to the kitchen. USE the Kettle to make it boil.
Then USE the Kettle on the Cup to pour the water in the cup.
EXAMINE the cup.
USE the White Paint with the Cup to make the coffee milky.
EXAMINE the cup again. PICK UP the Cup.
Climb back out to the cradle.
Talk to Dai again and you will automatically give him the cup of
milky coffee. He takes you down to ground level. (Or will do,
eventually!!)
3. The Plush-Rest Factory Reception
USE Doors to open them.
WEAR (USE with picture of Kent) the T-SHIRT, to fool PRU.
Walk up to the Woman in the middle of the hall and talk to her. This
gives you permission to go through the door at the far end of the
hall. Do so. Turn to your right and go into the Hospitality niche.
To enter USE Doors.
USE the Water Machine to get a white cup.
PICK UP the cup for later.
USE the Bizarre Sculpture (really a coffee machine) and a small cup
of coffee will appear on the floor.
PICK UP the cup. (At this point there will be an animated sequence of
Kent destroying the room because the coffee is hot, he drops it and
blunders round the room!)
Tiddler (Boss man of test) will walk in and talk to Kent.
4. At the Plush Rest factory.
After the cut scene where Tiddler is seen to escort Kent into the
factory we find Kent and Tiddler at the beginning of a conversation.
The player should TALK to Tiddler about everything he can.
He will learn about, the running of the test department, the waste
engineers, and something about the gadget he has found.
To get the debris go into the small toilet cubicle, stand on the
armtidge and USE the grille in the roof.
You will now be in an air duct.
Negotiate this small maze-ette and find out where the DEBRIS is.
PICK UP the DEBRIS, find your way back to the toilet.
PICK UP the BELT from in the duct while you are at it.
Put the debris on the bed next to the one that the striking tester
is lying on. The WASTE ENGINEER will come and collect it and take it
back to the grinder room.
You will realise that the Slumba Swift bed needs power if it is to
work.
PICK UP the CURRENT SENDER from Tiddler's office and the CURRENT
RECIEVER. Use SENDER with the BATTERY. USE the RECIEVER with the
bare wire. The bed will now work.
Again USE the DEBRIS with the bed. This time the WASTE ENGINEER will
come, but this time he will crash and burn.
You can now get into the grinder room.
USE the POWER BOX to turn off the GRINDERS.
USE one of the GRINDERS to go up the conveyer belt to the DUMPSTER.
5. Meeting Heather.
A GDV will show the player crashing through a hatch in the ceiling of
the hide-out, covered in little bits of foam, etc.
Heather will now talk to the player. She is playing a tape which
sounds like a crowd of burly men who would like to kill you, all the
time she is talking. She will turn it off when it is agreed that the
player can join the group, after performing two tasks
Broadcast the tape of Brian.
Paint the "Sculpture" in the mint Mall.
Two new locations will be added to the map. The MINT MALL and The
TV STATION.
4. The TV Station
There is a SECURITY GAURD on the steps of the building. He will deny
entry to wonders within. If you attempt to walk in a GDV will show
you flying out of the gate and on to the pavement beyond.
By TALKING to him you will discover that he makes many allusions to
rats in his speech. Each time he does so he will twitch a little as
if uncomfortable with the thought.
Go to the mall, in the thrifty fifty shop PICK UP the RUBBER RAT TOY
and come back.
USE the RAT TOY on the SECURITY GAURD.
He will look a little flustered. By TALKING to the SECURITY GAURD you
will learn that a real rat might do the trick. If you cast your mind
back you will recall that there is one trapped in the washing machine
back at the flat.
To open the door of the washer you need a BLOCK OF FROZEN FOOD, cos'
it's heavy and tasteless.
To bring the BLOCK OF FROZEN FOOD from the mall to the flat without
it melting you should wrap it in the TOWEL from the bathroom.
USE the FOOD on the WASHING MACHINE DOOR, it will now be broken.
You now need something to contain the RAT in for transportation. PICK
UP the LITTLE BOX from the top of the micro wave in the kitchen.
Take the Rat to the SECURITY GAURD. Use the RAT and a GDV will be
shown of the GAURD scarpering.
You can now enter the building.
Cross the main room to the office door. Go in and TALK to the
receptionist on the left. She will allow you to talk to Mr. Johnson on
the right. TALK to Mr. Johnson and he will eventually give you an
ACCESS CARD.
Leave and walk down the hall to the security doors leading to the
Control Room. Use ACCESS CARD on the SECURITY DOOR to gain access to
the control room. USE VIDEO on TAPE MACHINE B to insert the tape.
Listen to the presenters chattering and watch the codes which flare
up on the screen of the control CPU. You should learn that RUN VT A
makes the tape of Saul's demise run. Logically then RUN VT B should
get the tape of the rock god Brian Deluge on the air.
Unfortunately the CONTROL COMPUTER is password protected.
To get the password go and talk to the ELECTRONIC ENGINEER in one of
the other offices, he is struggling to fix a computer.
The password is his middle name, this is on his badge. By talking to
him you will learn that he will not divulge his name. Nor will he
let you EXAMINE it.
You need to make the geeky geezer remove his shirt. Go back to the
flat and USE the ACCESS CARD on the BEANS SPLAT. This will scrape a
large amount off the wall.
Come back and USE the GUNKY ACCESS CARD on the ELECTRONIC ENGINEER.
This will make him remove his shirt and throw it at you. He storms
off in a considerable huff demanding that you clean it (you don't).
You now have the password (Holen, his middle name) to the editing
computer.
Access it's inner workings and enter the RUN VT B control line.
A GDV of Brian Deluge will now be played. A recorded performance of
him doing one of his "Tunes".
Mission accomplished.
6. The MINT Mall.
NORM 2782 will not allow you access to the SCULPTURE.
Norm says the only reasons he will leave his post would be
emergencies. Find out what these are by TALKING to him.
TALK to the Blind guy, he will tell you that his dog DEEPHA barks
like a fool when ever he hears other dogs. He also has a bull horn
slung around his neck. The blind man will also ask for some BOOKs
in return for some MATCHES.
Go back to the FACTORY and PICK UP the PAPERBACK BOOKS from the only
unlocked locker in the locker room.
USE the BELT on the WEIRD EXTINGUISHER in the grinder room. Watch
the mess evolve in glorious GDV.
PICK UP the half empty WEIRD EXTINGUISHER.
Go around the rear of the factory, near the river. Find the BARREL
OF YELLOW PAINT.
USE the WEIRD EXTINGUISHER with the YELLOW PAINT. This will fill
it up.
go back to the MINT MALL.
USE the PAPERBACK BOOKS with the BLIND MAN. He will give you a BOX
OF MATCHES in return. Plus he will allow you to keep FIRE STARTER
BOOK.
Go to the THRIFTY FIFTY shop.
USE the FRUIT CROPPERS with the BARGAIN BIN.
USE the FRUIT CROPPERS with the LARGE GLIDER SIGN.
USE the YAPPY PUPPIES with the SMALL GLIDERS (Twice). You will then
see a GDV of loads of gliders flying out over the SHOP LIFTER STOPPER.
We then cut back to the game and you can PICK UP the CROPPERS.
Go to the CAVE OF COMESTIBLES. LOOK at the food and TALK to Ray
Twill (The paranoid assistant) until he breaks down and begins
thumping the desk. Do it until the LIGHTS go OFF.
While the lights are off USE the FRUIT CROPPERS on the PLUM SHAPED
SPEAKERS.
PICK UP the SPEAKERS.
Go to the DISCO LA LA! store.
PICK UP the CLAP CD.
USE the CLAP CD with the STEREO.
USE the PLUM SPEAKERS with the STEREO.
All of the DOGS will begin yapping and jumping around stimulated by
the high decibel clapping noises. DEEPHA the dog will appear barking
like a hurricane. NORM 2782 will run from his post near the sculpture,
allowing Kent to go there.
Goto the SCULPTURE, USE the MATCHES with the BOOK.
LOOK at the fire and your character will automatically call NORM.
He will appear and discharge the WEIRD EXTINGUISHER (which he will
have confiscated earlier, when Kent arrives with it FULL).
Watch the mayhem unfold.
You will find yourself in a totally dark place. The only way to light
it is to USE the MATCHES with the photograph of Kent.
Watch the GDV of the mall exploding. You will now have a chum
(NORM 2782), he has a piece of shrapnel in his head and is very
confused by his new thoughts.
Go and talk to the group.
They will tell you that they now wish to free SAUL, brother of the
evil dictator PAUL.
you must go to the ORDINARY OUTPOST (OO from here on in) dressed in
NORM 2782's UNIFORM. Locate the prisoner and free him.
At the OO.
Quite complicated this bit. Once the player is inside there are only
two ways out. One is via the window which gets broken. The other is
by going up to the roof.
You will gather that Paul Nystalux is about to visit the OO.
Talk to the RECEPTIONIST. He will tell you to go to the RESEARCH
FLOOR.
He will give you the code. Use this on the KEY PAD on the lift to
your left (1572).
Talk to the SCIENTIST.
Release the prisoner by cutting his STRAPS with the SCISSORS.
A GDV will show what the prisoner does.
PICK UP the SNOTTY GLASS FRAGMENT and SPANNER.
Go into the newly opened lab by USING the BROKEN WINDOW.
USE the glass on the FINGERPRINTS (which are on the EXTINGUISHER).
This lifts them off the surface. The only place to get rid of the
evidence is in the GRINDER (although the player does not have to
do this, the plot will branch if he doesn't).
TO FIX THE GRINDER.
USE the BROKEN WINDOW to get on to the SCAFFOLD.
PICK UP the LADDER.
USE PULLEY To get out of the OO.
Go to the HAULAGE CONTAINER in the factory compound.
Pick up the LARGE COG lying in the puddle.
Use LADDER with CONTAINER to get on top of it.
Pick up the SMALL COG from the BROKEN MACHINE.
Go back to the OO and use both COGS with the SIDE PANEL of the
GRINDER.
Use more or less anything with the GRINDER to get rid of it,
specifically all of the evidence against Kent. This will allow the
player to go on a slightly different fork in the plot.
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
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Other files from this game:
- Normality cheats by System on 09/03/2006, 09:50
- Normality solution by System on 09/03/2006, 09:50






