~Normality (NA) Solution by Neil Aspinall ~Your apartment Examine the sofa, and it will break, revealing a gizmo and some coins, both of which you should pick up. Pick up and read the flyer by the door, and also look at the TV. Pick up the scissors from the floor next to the bed, and take the cushion and the remote control underneath it from off the bed. Take the middle T-shirt from the drawer under the hi-fi. Enter the kitchen and pick up the small box, the nodding bird and the white paint. Use the kettle to make it boil, then pick up the coffee mug and use it on the kettle. Now use the white paint on the mug, and you will have a mug of unappetizing coffee. In the bathroom, pick up the sharkpoon from the bath and the towel from the rack on the right wall. Back in the main room, use the nodding bird on the remote control to create a gadget to keep the TV on. Use the window once to open it, then again to leave and enter Dai's cradle. Here, talk to Dai and you will give him the cup of coffee. Now ask him everything he knows, and when the conversation ends he will take you down to street level. There is nothing to do here yet, so go to the Plush-Rest Furniture Factory by using the map. ~Plush-Rest Factory Enter through the main door at the front. Use the T-shirt you have with you on Kent before talking to the receptionist. Draw her attention to your T-shirt and she will let you in. Go through the door at the back of the room, then turn right and enter the Hospitality Niche. Here, sit on the sofa and pick up the new gizmo which will appear. Look at the bizarre sculpture and use it to make a cup of coffee appear. Pick this up, and after a cut-scene you will be in the boss' office. Talk to Tiddler about everything on the list, then pick up the current sender and the current receiver from the wall socket and radio respectively. Leave the office and enter the WC nearby. Stand on the bowl and use the ceiling grille. Exploring the small maze, you should find a large belt and a hole leading to Tiddler's office. Look down this and pick up the debris from the alarmed case, before returning to the factory. Enter the locker room next to the canteen and talk to the tester. Try opening all of the locker that are set into the right wall - one will open, so take the books inside. Leave and go to the place where a norm is guarding some stairs. Pick up the battery lying near the testing area, and use the current sender on it. Go up the stairs to the testing zone, and use the current receiver on the frayed cable of the right-hand bed, then use the battery on the receiver to put it down. Put the debris on the now-working bed, and a waste engineer will come and fall asleep on the bed. Go to the area with the conveyor belts and grinders, and read the manual on the floor. Use the belt on the fire extinguisher and use the extinguisher itself. It will now be light enough to carry, so do so. Use the middle conveyor to enter the dumpster. Here, talk to Heather to discover the two tasks she wants you to undertake. After leaving the dumpster, use the fire extinguisher on one of the paint barrels outside to fill it. ~Painting the Waffle Go to the TV station and talk to the guard, and you will discover that he has an aversion to rats. While you are there, pick up the lump of mud from the floor. Now go to the MINT Mall. Talk to the blind man and ask him all the questions. He wants a book, so give him the one you have about Victorian costumes, and he will give you a book of matches. Enter the mall and walk up to the Waffle. The Norm will take the extinguisher off you, so talk to him before going upstairs. Go to the Thrifty Fifty toy shop and pick up a rat puppet and use it on Kent to wear it. Pick up the fruit croppers and use them to cut down the large glider suspended from the ceiling. Use the croppers on this glider to remove them from the shop. Pick up a small glider and a Yappy Puppy, and use the puppy on the glider. Do this two more times, and then Kent will carry on automatically throwing gliders. Leave the shop and pick up the fruit croppers, then pick up the screwdriver visible under the shutter of the shop next door. Back downstairs, enter the frozen food shop and pick up some *FOOD*, and use the towel on it to keep it cold. Talk to Ray until he freaks out and turns the lights off. Use the fruit croppers on the speaker hanging from the ceiling, and pick it up. Go to the record shop and talk to Brian. Pick up the Total Clap CD from the wall and enter the back room. Use the speaker on the stereo, and then use the CD on the stereo. If you have done everything correctly, the Norm will leave his post. Go to the base of the Waffle and use the matches on the Firestarter book. After the cutscene, use the matches again. ~Showing Brian's video After the explosion, go to the TV station. Use the rat puppet on the guard, and talk to him again about rats. Return to your apartment, and enter the small room next to the kitchen. Use the frozen *FOOD* on the washing machine to smash it, then use the small box on the rat. Go back to the TV station, and give the rat to the guard. You will now be able to enter the station. Enter the room on the right and talk to the recptionist, who will then let you talk to Mr. Johnson. He will give you an ID card when you have convinced him that you are meant to be there. Now go to the other office opposite and talk to the engineer. Use the lump of mud on him, and he will give you his shirt. Look at the shirt, and then look at his ID card. Note the middle name - 'Holen'. Go to the red door marked 'Control Room' and use the ID card on it. Use Brian's video on the bottom deck, VT2. Use the small computer next to the video deck and type HOLEN as the password. Type RUN VT 2, as shown on the menu, and the video will be played to the whole of Neutropolis. Go and talk to the rebel group to find out your next mission. ~Ordinary Outpost Go to the outpost and talk to the Norm at the desk. He will tell you the code for the research floor, so use this on the right lift. When you get there, talk to the scientist. Then enter the booth containing a prisoner. Use his straps to open them, then use your scissors to cut the other strap. The prisoner will run out and smash the window of the room next door. Bring a capsule down the ZoomToob by pressing the down button on the side, then open it by pressing the red button. Pick up the prisoner and put him in the waiting capsule. Close the door with the red button again to send him back. Then talk to the scientist again and he will order you to go to the processing floor to get a new prisoner. Here the plot can branch two ways, depending on whether you destroy the evidence or not. If you do not want to destroy the evidence, then skip to the next section. Pick up the glass shard from the floor, and enter the lab. Use the shard on the extinguisher, then leave the lab and exit through the window leading to some scaffolding. Pick up the ladder and use the pulley. Go back to the Plush-Rest Factory and use the ladder on the containers at the back. Use the ladder, then use the screwdriver on the machine to get a cog. Also, take the cog from the floor down below. Return to the research lab and use the two cogs on the side of the grinder. You may now use all the incriminating objects on the bench with the grinder to destroy them. ~The processing floor Return to the ground floor and stand on the light slab behind the pillar near the main door. This will activate the fountain. Talk to the Norm and tell him you have turned the fountain on, and he will rush off to attend to some urgent business. Look at the sign he was concealing, and use this code on the other elevator to reach the processing floor. Here, talk to the Norm and tell him you need a new prisoner. He will leave, so press the red button on his computer and enter the door behind you. Look at Saul in the far tube, then look at the screen next to him. Look at Saul again, and Paul will come in and decide your fate. This will depend on what you did earlier. If you destroyed the evidence, read the first section, otherwise read the second section. ~If you destroyed the evidence Paul will sentence you to a stay in the blue pens. Here, you must move quickly as you will be moved on to another cell every few minutes. In the first cell, sit on the bench to destroy it. Pick up the gizmo, the splint and the bracket, and wait until you enter the mood filter. Look at Saul and read his sign, then wait until you return to cell 2. Here, pick up the cloth from the floor. Smash the bench again and use the fork and knife from the food machine on the gizmo to get it out. Pick up the plank and wait again. In the filter, read Saul's message and you will be dumped into cell 3. Use the plank to smash the bench this time, but you will also smash the vital gizmo. So, use the gravy drip on your piece of cloth (not the other way round) to write a message to Saul. Use the splint on the cloth, then use the resulting object on the hole in the door. When you enter the filter again, look at Saul's sign to find the location of the last gizmo; the toilet. To get there, wait until you reach cell 3 again; the one with the gravy drip. Open the hatch and use the bracket on the loose tap to flood your cell. You will be taken to the bathroom to clean yourself up, so enter the toilet cubicle and look in the cistern to find a gizmo, which you should take with you. When you are sucked into the mood filter for the final time, the system will be overloaded and the place will explode. You will now return to the rebel headquarters and be given your next mission. You may skip the next section ~If you did not destroy the evidence You will be sentenced to work in the blue pens for five weeks. Your life is made even more difficult by a man making a documentary about you. Enter the common room and take all you can from the noticeboard - two notices and an 'Out Of Order' sign. Read the ledger on the bureau and open the bureau to obtain another note. Look in the bin for the fourth note. However, this one is screwed into a ball, so use it on the steam cleaner in the food dispenser hatch to flatten it out. Enter the small room next door and enter the code from the paper you have just straightened out; the code represents the position of each pedal (U=up, D=down), and the number is the position of the lever under the display (0=left, 1=middle, 2=right). Doing his will cause the console to electrocute you, and you will fall over. Now take the bug and note from under the display, and stand up. Looking around this room, you will find three more bugs; one on the sign, one on the ceiling and one in the shadow under the console. Pick these up, and use them one at a time in the steam cleaner outside. Now go back to the console and enter the code from the note which says 'Emergency Prisoner Evac' on it. This will evacuate all prisoners, including Saul, so go to the lift and use it to escape. You will be given your next mission briefing by Heather and Saul. ~The booster station Return to the street outside your apartment and enter the TV shop. Pick up the Micro TV from the counter, and the man at the counter will ask you whether you want to buy it. Talk to him and ask him for a remote control, and he will walk off to get one. Pick up the key from the back of the counter, and use it on the door to lock the man in. Move the empty box to the middle of the room, and use it to access the hatch in the ceiling. Pick up the mallet just visible behind the green crate in the corner, and use it on the wooden slats to enter the adjoining attic. Walk into the attic and you will fall into the sub-station. Pick up the light bulb and the pink wire, then walk to the back of the room and take the teddy. The teddy will fall, but you will take the wire. Take the teddy again and his eyes will fall out. Open the panel on the wall and use the pink wire on the interior to short-circuit it. Now, use the long wire on the bulb pins where you removed the bulb, and use the other end on this short-circuited panel. Finally, put the teddy's eyes in the slot next to the turbine and press the button next to it to raze the place to the ground. ~Rescuing Dai and destroying the Pollutotron In the remains of the sub-station you will find a long rubber hose. Pick it up and use it on the air intake on the left side of the Norms' van. After the cut-scene, open the back doors to release Dai. You will return to the HQ to learn the details of your next objective. Heather will tell you to get some components for a rocket. Go to the mall and take the rope from around the waffle and some planks from the floor, as well as some matches from the floor outside. Return to Plush-Rest and pick up the welding torch near the containers. Use the matches on the torch to blow the doors off the containers. Now walk over to the river and use the rope on the planks to create a raft. Push the raft into the river, then use the tanks in the container to push them onto the raft. Finally, use the raft to take the explosives back to the HQ. The rocket will be built and fired at the Pollutotron. Time for your final assault on normality. ~The memorial stadium and sewers Read the newspaper on the floor. Turn off the lights using the switches on the wall to the right of the main entrance to scare the Norms away. Enter the stadium and talk to all your friends for clues. Take the night-vision goggles from the crate to the left of the stage before entering the sewers through the hole near the entrance. Keep going forward, and turn right at the junction. Keep going straight ahead, and you will find a brick on the way which you should take with you. When you reach the end of the passage, use the brick on the gap in the wall, then use the brick as a step to grab the power cells. Use them on the goggles to see in the dark. Return to the junction and keep going straight until you reach some bars. Use the guitar on these and walk through. Explore the sewer carefully, and you will find some odd-looking walls. Use the guitar on these; you will be able to smash two walls down, but not one other. Behind one wall you will find a wall brace. Find the 'Access' sign and use the brace on this to keep it pressed in, and enter the new door round the corner. In this lab, pick up the poster and use the revealed hole to crawl through. Pick up the axe and return to the wall where you obtained the brace. Here, use the axe on the crate to obtain a safety suit. Return to the hidden room in the lab and use the coat on the microwave-like machine. Behind one of the walls you smashed down, there will be an elevator. Use the elevator doors, then use the brace on them. Now use the doors again to go up in the elevator. Sit back and enjoy the brilliant end sequence, and sleep well in the knowledge that you have banished normality from Neutropolis.