home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Cream of the Crop 21
/
Cream of the Crop 21 (Terry Blount) (October 1996).iso
/
doom
/
extra.zip
/
NORMAL_S.ZIP
/
NORMAL_S.TXT
< prev
Wrap
Text File
|
1996-07-13
|
21KB
|
339 lines
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 PA