By Al Giovetti
Lead Artist:

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Normality Walkthrough

by Lucio Burroni from Arezzo Italy


  1. Solution to Normality Inc.
  2. In the apartment
  3. The Plush-Rest Factory Reception
  4. Meeting Heather
  5. The MINT Mall
  6. At the Ordinary Outpost
  13. References
  14. Letters

    Solution to 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 ne w location is revealed one of the existing buildings will light up.

    In the apartment:

  1. EXAMINE the sofa to find the MONEY and the GADGET. (These appear on the floor after Kent has broken the settee.)
  2. PICK UP the Cushion off the bed, this will reveal the REMOTE CONTROL. PICK UP the REMOTE.
  3. 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.
  4. EXAMINE the Note that you are already carrying. This ties in with the above items.
  5. Go into the kitchen. PICKUP the Can of Food.
  6. PICK UP the Nodding Bird.
  8. Go into the Bathroom and PICKUP the SHARKPOON from the bath.
  9. PICK UP the T-SHIRT from the cabinet made from fruit rhinds (Kent's disguise).
  10. 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.
  11. You can now go to the Window and USE Window to open it. USE the Window again to climb out.

    Dai's Window-Cleaner Cradle

  12. 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.

    In the apartment: (2nd time)

  13. Go to the kitchen. USE the Kettle to make it boil.
  14. Then USE the Kettle on the Cup to pour the water in the cup.
  15. EXAMINE the cup.
  16. USE the White Paint with the Cup to make the coffee milky.
  17. EXAMINE the cup again. PICK UP the Cup.
  18. Climb back out to the cradle.
  19. 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!!)

    The Plush-Rest Factory Reception

  20. USE Doors to open them.
  21. WEAR (USE with picture of Kent) the T-SHIRT, to fool PRU.
  22. 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.
  23. USE the Water Machine to get a white cup.
  24. PICK UP the cup for later.
  25. USE the Bizarre Sculpture (really a coffee machine) and a small cup of coffee will appear on the floor.
  26. 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!)
  27. Tiddler (Boss man of test) will walk in and talk to Kent.

    At the Plush Rest factory.

  28. 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.
  29. The player should TALK to Tiddler about everything he can.
  30. He will learn about, the running of the test department, the waste engineers, and something about the gadget he has found.
  31. To get the debris go into the small toilet cubicle, stand on the armtidge and USE the grille in the roof.
  32. You will now be in an air duct.
  33. Negotiate this small maze-ette and find out where the DEBRIS is. PICK UP the DEBRIS, find your way back to the toilet.
  34. PICK UP the BELT from in the duct while you are at it.
  35. 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.
  36. You will realise that the Slumba Swift bed needs power if it is to work.
  37. 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.
  38. Again USE the DEBRIS with the bed. This time the WASTE ENGINEER will come, but this time he will crash and burn.
  39. You can now get into the grinder room.
  40. USE the POWER BOX to turn off the GRINDERS.
  41. USE one of the GRINDERS to go up the conveyer belt to the DUMPSTER.

    Meeting Heather.

  42. A GDV will show the player crashing through a hatch in the ceiling of the hide-out, covered in little bits of foam, etc.
  43. 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 task s
  44. Broadcast the tape of Brian.
  45. Paint the "Sculpture" in the mint Mall.
  46. Two new locations will be added to the map. The MINT MALL and The TV STATION.

    The TV Station

  47. 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.
  48. 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.
  49. Go to the mall, in the thrifty fifty shop PICK UP the RUBBER RAT TOY and come back.
  50. USE the RAT TOY on the SECURITY GAURD.
  51. 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.
  52. To open the door of the washer you need a BLOCK OF FROZEN FOOD, cos' it's heavy and tasteless.
  53. 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.
  54. USE the FOOD on the WASHING MACHINE DOOR, it will now be broken.
  55. 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.
  56. Take the Rat to the SECURITY GAURD. Use the RAT and a GDV will be shown of the GAURD scarpering.
  57. You can now enter the building.
  58. 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.
  59. TALK to Mr. Johnson and he will eventually give you an ACCESS CARD.
  60. 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.
  61. 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.
  62. Unfortunately the CONTROL COMPUTER is password protected.
  63. To get the password go and talk to the ELECTRONIC ENGINEER in one of the other offices, he is struggling to fix a computer.
  64. 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.
  65. 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.
  66. 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).
  67. You now have the password (Holen, his middle name) to the editing computer.
  68. Access it's inner workings and enter the RUN VT B control line.
  69. A GDV of Brian Deluge will now be played. A recorded performance of him doing one of his "Tunes".
  70. Mission accomplished.

    The MINT Mall.

  71. 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.
  72. 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.
  73. Go back to the FACTORY and PICK UP the PAPERBACK BOOKS from the only unlocked locker in the locker room.
  74. USE the BELT on the WEIRD EXTINGUISHER in the grinder room. Watch the mess evolve in glorious GDV.
  75. PICK UP the half empty WEIRD EXTINGUISHER.
  76. Go around the rear of the factory, near the river. Find the BARREL OF YELLOW PAINT.
  77. USE the WEIRD EXTINGUISHER with the YELLOW PAINT. This will fill it up.
  78. go back to the MINT MALL.
  79. 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.
  80. Go to the THRIFTY FIFTY shop.
  83. 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.
  84. We then cut back to the game and you can PICK UP the CROPPERS.
  85. 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.
  86. While the lights are off USE the FRUIT CROPPERS on the PLUM SHAPED SPEAKERS.
  88. Go to the DISCO LA LA! store.
  89. PICK UP the CLAP CD.
  90. USE the CLAP CD with the STEREO.
  91. USE the PLUM SPEAKERS with the STEREO.
  92. 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.
  93. Goto the SCULPTURE, USE the MATCHES with the BOOK.
  94. LOOK at the fire and your character will automatically call NORM.
  95. He will appear and discharge the WEIRD EXTINGUISHER (which he will have confiscated earlier, when Kent arrives with it FULL).
  96. Watch the mayhem unfold.
  97. 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.
  98. 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.
  99. Go and talk to the group.
  100. They will tell you that they now wish to free SAUL, brother of the evil dictator PAUL.
  101. 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 Ordinary Outpost.

  102. 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.
  103. You will gather that Paul Nystalux is about to visit the OO.
  104. Talk to the RECEPTIONIST. He will tell you to go to the RESEARCH FLOOR.
  105. He will give you the code. Use this on the KEY PAD on the lift to your left (1572).
  106. Talk to the SCIENTIST.
  107. Release the prisoner by cutting his STRAPS with the SCISSORS.
  108. A GDV will show what the prisoner does.
  110. Go into the newly opened lab by USING the BROKEN WINDOW.
  111. 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).
  113. USE the BROKEN WINDOW to get on to the SCAFFOLD.
  114. PICK UP the LADDER.
  115. USE PULLEY To get out of the OO.
  116. Go to the HAULAGE CONTAINER in the factory compound.
  117. Pick up the LARGE COG lying in the puddle.
  118. Use LADDER with CONTAINER to get on top of it.
  119. Pick up the SMALL COG from the BROKEN MACHINE.
  120. Go back to the OO and use both COGS with the SIDE PANEL of the GRINDER.
  121. 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.
  122. 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.
  123. The scientist will ask you to go up to the processing floor and get a new subject.
  124. go back down to the lobby in the lift.
  125. Talk to the receptionist.
  126. Turn the fountain on by treading on the suspect slab behind the pillar. Talk to receptionist from slab. The receptionist will then go to the loo.
  127. Examine the code he has left lying on his desk, use it on the other lift (the one you haven't used yet). Code 1312
  128. At the processing floor, talk to the Norm there and get him to leave.
  129. Press the red button or wait, a secret door will now open.
  130. This is the mood filter chamber.
  131. Look around, examine things, the door will seal behind you. Examine Saul (at end of room), he dissapears. Examine screen, they reappear.
  132. To open the door examine Saul.
  133. Unfortunately at this point Paul and a couple of his cronies appear. He will deliver one of two speeches, leading to one of two plot branches.


  134. If you destroyed the evidence then Paul will be gob smacked by your (He thinks you are a norm) incompetence. He will sentence you to a stint in the cells. This bit is a little bit complicated.
  135. Break the bench in the first cell by Using it. This reveals a transmitter.
  136. Pick up the splint of the bench.
  137. Wait to get sucked into the mood filter.
  138. Examine the sign that Saul is holding up
  139. Wait to get sucked down into the next cell.
  140. Break the bench in here by using it.
  141. Pick up the 2x4 piece of bench from here.
  142. Pick up the scrap of cloth from the floor orifice
  143. Use the eating utensils in the Food mat to prise the transmitter from it's housing in the broken bench.
  144. Wait to get sucked down into the mood filter.
  145. Examine Saul's sign.
  146. Wait to get sucked down into the third and final cell.
  147. Break the bench in here using the 2X4 picked up in a previous cell (if you didn't get it you will have to go around again).
  148. This leathering breaks the transmitter here. It is no longer any use. You must find another working one from somewhere.
  149. Write a note to Saul on the scrap of cloth. Use the gravy for ink.
  150. Use the splint from cell one with the note and pass it across the corridor to Saul. OR show it to Saul in the mood filter
  151. Wait to go into the mood filter once more.
  152. Saul should hold up a sign with a toilet pictured on it. This is a clue as to the where abouts of the next transmitter.
  153. Sabotage the faulty food mat in the third cell with the broken wall bracket (found in a previous cell).
  154. This will cause the room to flood.
  155. The guard will now attend to your needs.
  156. Kent will now be cleaned by the guard.
  157. Go into the toilet cubicle.
  158. Open the lid on the cistern.
  159. Pick up the third transmitter.
  160. Go back to the cell.
  161. Wait to go into the mood filter.
  162. Once there all hell will break loose.
  163. A LARGE GDV will now play, this shows Kent and Saul escaping to the roof and Dai being shot by the Norms. The game becomes interactive when they arrive back at the group HQ.


  164. Paul will sentence Norm (You) to a long stint in the corridors of the blue pens. There is a man here, he is making a documentary about Norm 2782 and his stint in captivity at the mercy of the "Revolutionaries". This man is a pain in the arse.
  165. The man 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 in order to progress.
  166. Pick up all you can off the notice board in the Norm staff room.
  167. Pick up the piece of paper from the bureau.
  168. Pick up the piece of paper from the bin.
  169. All of these have codes written on them. These codes are to be used on the machine in the adjoining room.
  170. 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.
  171. The large red button should be pressed to activate each code.
  172. Before each code can be entered You must find one of the bugs hidden a round the room.
  173. One is on the sign.
  174. One is behind one of the lights in the corner (tricky one this).
  175. One is in deep shadow beneath the control console.
  176. Use all of the codes, some do nothing.
  177. Use the one which was found in the bin. This zaps you. The last code ca be found stuck to the underneath of the control console.
  178. Enter this code. This should begin the emergency evacuation procedure.
  179. Go to the lift and watch the story unfold.


  180. Go into TV shop.
  181. Try to pick up Micro-TV on counter.
  182. TALK to bloke. Ask him for a remote.
  183. When he leaves, rush round the counter:
  184. PICKUP the keys.
  185. USE the keys on the back door to lock the bloke in.
  186. USE the box to get into the Loft.
  187. Get mallet from behind loft crate.
  188. USE mallet on Slats.
  189. Go through slats and walk until fall down hole into the power station.
  190. PICKUP the hanging teddy. He falls on the floor, but you now have the long wire.
  191. PICKUP teddy again. You now have his eyes.
  192. Go down steps.
  193. PICK UP the little pink wire.
  194. Put coins or teddy eyes in Slot.
  195. Back up stairs.
  196. Press the button on the wall labelled START.
  197. Down the stairs. Pickup the glowing light bulb.
  198. Use the long wire on the bulb pins exposed in the light bulb socket.
  199. Up stairs. Open control box.
  200. Use the Circuit Board.
  201. Here you use the pink wire to solve the wiring puzzle.
  202. This is not done yet!
  203. Temp: Type 1 2 3 ENTER into keypad screen.
  204. Open box again.
  205. Use long wire on circuit board to complete power connection.
  206. BOOM!!!!!!!!!
  207. Finished!


  208. Go to the mall.
  209. Pick up the two rubber pipes there.
  210. Go back to the street.
  211. Attach one to the smelly grille (assuming you have taken the sharkpoon from the bath). Attach it's other end to the grille on the truck.
  212. Use the other tube in the bathroom. Attach one end to the hole in the bath, attach the other end to the extractor fan above the bath.
  213. The Norms will now activate the emergency door opener. You can now rescue Dai from the rear of the van.


  214. Saul and Heather have decided that the sub station mission were not acceptable enough. To this end they are aiming high, the Pollutotron must be blown up if the group have any hope of succeeding in making a difference to the future of the city.
  215. Talk to Heather, she will tell you of a few components she wants to make a missile.
  216. Go to the mall, pick up the broken wood.
  217. Pick up the single fire cracker.
  218. Pick up the rope from around the waffle.
  219. Go to the container at the factory compound.
  220. Open it by lighting the fumes at the top OR attempt to pick up the acetylene canister.
  221. Use the canister with some matches (at the mall if you no longer have any).
  222. The doors will now blow off taking Kent with them.
  223. Use wood with the barrels. Use the rope with the wood and barrels.
  224. Use the raft with the river.
  225. Use the toxic canisters with the raft.
  226. Climb on to the raft and use it.
  227. You will now appear down at the docks.
  228. Watch the launch of the rocket.


  229. Now you must go to the stadium to fetch Saul's brain backup machine. He is going mental so there is no alternative. You must also smuggle Brian's guitar on to the stage.
  230. Talk to Saul and Heather, make sure you know what you are doing.
  231. Get the goggles from near to the packing crates in the main area.
  232. Turn off the light near the sewer head to get past the Norm troopers who are standing there.
  233. Use the gap in the wall to get up to the grating. Pickup the batteries lying there.
  234. Use the batteries with the goggles.
  235. Smash down the grating with the guitar.
  236. Break down the any suspect walls. (There are three, one of them can not be smashed, this is the entrance to the secret labs).
  237. Take the roof brace down from behind one of the walls. This will cause a collapse, bringing one of the crates down from above.
  238. Use the brace on the sign near to the wall which will not break. OR use it an the loose tile around the corner. Either of these will keep the false wall open.
  239. This opens the wall.
  240. Go down into the labs.
  241. Pick up the Norm poster on the wall.
  242. Use the hole to get through.
  243. Pick up the fire axe lying in amongst the rubble.
  244. Go back outside to the fallen crate.
  245. Smash the crate into tiny bits with the fire axe.
  246. Pickup the emergency containment suit inside.
  247. Go back to the room with the microwave in (where you got the axe).
  248. Open the microwave.
  249. Use the suit with the brain.
  250. Go up to the sewers again.
  251. Pick up the roof brace from the last place you left it
  252. Use the roof brace on the elevator door to open it (you found the elevator when you smashed down the false wall earlier.
  253. Use the elevator.



    Solution by Lucio Burroni from Arezzo Italy luciobur@ats.it



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