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3ORMAL1.TXT
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1996-07-14
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321 lines
~Normality Inc. (More)
Walkthrough sent (via Email) by Alexandr Mamontov.
NORMALITY (C) GREMLIN INTERACTIVE 1996
======================================
Walkthru by BONeHeAD
This is just a walkthru - it covers only what's crucial for the
completion of the game. I also describe some stuff that I haven't
found the use for just to help those of you who may want to explore
further and write a complete solve or, ahem, "corrections" to my
one.
1. YOUR ROOM
------------
Pick up flyer near the door, read it. Look at the TV. Take the "I'm
Fat" T-shirt from the drawer. Walk to the bed and pick up cushion,
get remote control from under it. Now proceed to kitchen and take
bird toy from the closet. Return to the room and use bird toy with
remote in your inventory. This will shut your neighbor norm up.
Return to the kitchen and pickup a jar of white paint in closet. Now
use the kettle, then use coffee cup on it. Use jar of white paint on
cup and pick it up.
Take little box (on the stove) and go to bathroom. Take towel and
shark poon. Return to the closet and use sharkpoon on washing
machine, get rat into the box.
Return to your room and pick up the scissors (near the bed). Look at
your sofa, pick up strange gizmo and coins. Use Hi-Fi if you wanna
(no real use for it).
Use window twice. Talk to Dai (always talk to everyone about every
possible topic, except when stated otherwise).
After he gets you down just find the bus stop, use it and go to
Plush-Rest factory.
2. PLUSH-REST
-------------
Wander around the factory. Notice the footprints near the 3rd
dumpster. Move the oxy-acetilene torch to the container door. Pick
up rusty cog near there too. Put on your T-shirt and enter the
reception.
Talk to the receptionist, mention your Tee, proceed ahead-right to
the rest room. Use the sofa and pick up another gizmo. Use water
machine and pick up a cup of water. Then use strange creature
(coffeemaker) and pickup a cup of coffee. Talk to Twiddler and he
takes you to the test department.
After you finished talking look at the glass container, and at the
air vent above it (hint-hint). Try to pick up the radio - you'll rip
the receiver from it. Unplug the sender right above it too. Exit.
Turn R and all the way to the diner. Open the door and talk to
tester about strike and all stuff. Search the locker (all of then
are marked "lockers" and only one is "locker", this is what you
need) and get The Firestarter's Book and a costume book.
Exit the diner and visit WC (just R). Use the air vent. Wander
around the vent system to find a belt and another vent that goes
down to Twiddler's office. Look down there and use the glass case -
you got the debris.
Go R thru the corridor, ask the guard why he won't let you in. Look
R and pickup a battery. Go U the stairs and pick up manual, read it.
Use sender on battery, then use receiver on bare wire of second bed,
finally use battery and receiver together. Use debris on the bed -
the second norm is asleep now.
Go D and to the testing room. Find the way to the room with 3
grinders. Use the manual, use belt on extinguisher to fix the
buttons, then use the extinguisher, then pick it up. Use control
panel to turn off saw blades. Use the middle grinder. Tell the girl
about Blue Pens and Dai and you'll receive a couple of orders - to
play the tape of Brian Deluge over the TVN network and to paint
waffle statue in MINT Mall yellow. Say "OK" to her.
Before you leave Plush-Rest use extnguisher on yellow paint can.
3. MINT MALL
------------
Enter map and visit MINT Mall. Talk to blindman with a dog and give
him the costume book in exchange for matches.
Go inside the Mall and proceed to toy shop on 2nd floor. Norm guard
will take your extinguisher, but that's all right. Pick up a toy rat
there (in the basket with "Give me a good home" sign). Also pick up
fruit choppers from the wall, use them to cut off the large glider.
Use choppers on glider. Pick up yappy puppy, then pick up small
glider, then use them together. Do so 3 times and exit the shop.
Pick up fruit choppers and go down to food mart. Talk to the
troubled-looking salesperson and he'll turn off the light - just
what you need. Use choppers on speaker up there. Also pick up some
frozen food and wrap it in towel. Exit.
Enter the Disco-La-La shop on 1st floor. Talk to Brian Deluge. Pick
up Total Clap CD (central one among 9 CDs on the wall). Go to
Brian's room and use speaker on stereo. Use CD on stereo - enter the
puppies! Exit to the hall, approach waffle statue and use matches on
Firestarter's book :).
When you appear in the dark storage room use matches on crates.
After leaving the Den go to container near the river and use
oxy-acetilene torch on container door.
4. TVN
------
Pick up turd on the TVN stairs. Use toy rat on guard, then use real
rat on him. Enter the station.
Go to the office and talk to secretary and the boss to obtain the
studio security card.
Go to administrator's room and use turd on computer engineer. Look
at his shirt and then look at his ID badge.
A, L, enter the 1st studio room using the security card on door.
Insert cassette into VT2. Use computer - the password is engineer's
second name as written on badge. Type PLAY VT2 and there you go.
Inside the Heather's Den say you will go on.
5. ORDINARY OUTPOST
-------------------
In lobby talk to Norm and ask him the Research code. Enter it on the
right keypad, use elevator.
Talk to scientist, pick up scalpel and CDs (optional). Enter booth
and use straps, then use scissors (or scalpel for that matter) on
last strap to release the prisoner.
Exit the booth, climb thru broken window onto platform. Pickup
ladder and use winch to get the platform down. Go to Plush-Rest.
Use ladder on container (the one with gas ballons inside). Use
ladder to climb up the container. Use screwdriver to extract small
cog from inside the old engine. Return to Ordinary Outpost.
Go back up to Research. Pick up glass shard (left unused). Enter the
broken window in corridor. Pickup dish cloth, use it on
extinguisher. Use both cogs to fix the waste grinder and when it's
up and running drop paint sample, glider and puppy inside it. Pick
up a set of keys inside the shelve with ACID sign on it. Exit.
Here you may use 2 keys to open the second door in the corridor and
open the cupboard door in this room, but I haven't found any use for
it. So go straight to scientist and talk to him about the patient.
Pick up patient and use buttons near the metal tube. Hit the DOWN
button, then the central red one. Get patient inside the capsule,
hit red button again. Exit thru the elevator.
Near the first column on the right in lobby locate a loose tile,
walk on it, then approach reception Norm and talk to him about
fountain. Look at empty reception area and you get a Procesing floor
code. Enter it on left keypad.
Talk to Processing floor guard, ask him for an another prisoner.
When he gets out hit the big red button. Enter the door, look at the
central Zoom Toob, look at panel left of it, look at Saul inside the
Toob. Talk to Paul and say you got nothing to tell, then ask for
another chance. He sentences you for a lifetime in Mood Filter.
(If you talk to Paul without previously fixing the waste grinder and
getting rid of evidence against you, he won't realise that you're
not really a Norm and Sentence you for weeks of work as Pens staff.
There you'll have to get rid of mini-cameras hidden all over the
place, and then you should be able to free Saul, but finding those
little bugs is a pain in the ass, especially the last one. Maybe
this brings a new twist in the game - try it.)
6. CELLS
--------
There are 3 cells in the area you're in: 1st is where you can see
Saul and a guard thru the door, 2nd is shut tight and 3rd is where
you can see Saul and no guard near. There are those mind-sucking
gizmos hidden inside benches in all of them - your goal is to find
them all. Periodically you get sucked into orifice in the floor of
your cell and then taken to next cell.
Inside first cell use bench, when it breaks, pick up gizmo, splint
and bracket. Then you go thru the Zoom Tube into next cell.
Use bench, then use bracket to extract gizmo from the remains of
bench. Take a plank that's left of bench. Pick up a piece of denim
near the orifice. Prepare for a trip.
In the third cell use bench, then use plank on bench. Use denim with
gravy dip (under the Food Mat) to write a message to Saul. Pin it up
on the splinter, then use splinter with the opposite cell door
(where Saul is).
While you're in the Zoom Toob look at the opposite tube - Saul has
got a message for you.
Now you appear in 1st cell again. It's useless to ask the guard to
get you to the toilet, so just wait until you get to 3rd cell again.
There open Food-Mat and use bracket with loose tap there.
Pick up wet gizmo in the toilet (not in the urinals). Now just wait
for another trip in Zoom Toobs.
Talk to Heather and say that you will continue your explorations.
7. OLD POWER STATION
--------------------
After you appear on the street near your house enter the TV shop
(it's now open). Look at the small telly, then ask shopkeeper about
the remote. When he gets out to get it, go behind counter and pick
up key, then use key on back door - the shopkeeper is trapped. Pick
up carton box and you can now go thru the hatch in the ceiling of
the shop.
Pick up hammer there (behind the crate) and use it on wooden planks
(left from the hatch). Enter the hole and approach the strange
lights.
Inside the station pick up short wire, long wire, teddy bear. Use
short wire on circuitry board in the lower power box, then unscrew
the light bulb and connect bulb pins and circuitry with long wire.
Use teddy bear's eyes on slot in console near the turbine, then hit
the button on same console. Hit the button above circuitry board too
and approach the turbine...
8. DAI
------
Pick up green rubber pipe there where a power station once standed.
Now approach Norm truck near your house's door - Dai is inside.
Connect air intake of the truck's cabin with air vent up there. Open
truck's back door.
9. ROCKET
---------
Exit the Den and visit MINT Mall again. Pick up matches near the
door, then enter it and get planks, firecracker and a piece of rope.
Return to Plush-Rest. Use one empty paint can on another (behind the
container), use raft on river. Use gas and off you sail!
10. STADIUM
-----------
Read the newspaper found near the parking. Enter the tunnel. Turn
180 and hit the switch there on the rear side of the entrance to
turn off the lights. Go ahead now.
Talk to your friends there about what you should do, then go down
and pick up nightvision goggles. Return to the tunnel leading to
stadium and go down the hatch.
11. SEWER
---------
Go all the way ahead thru the tunnel, pick up brick, then use brick
on hole in the wall just below one of the ceiling grates - you get
batteries for your goggles. You may use them, but they die soon and
not very useful.
Use guitar on bars near to the grate where you are (if you look at
those bars Kent says smth like "They're not very sturdy") - this
makes a hole. Go thru it, turn R and and use guitar on suspicious
wall ("Hollow as Paul's promises") - this opens you an exit to stage
elevator. Now proceed ahead and once again to the R - there's
another ceiling grate and a strange wall on the right of it. Smash
the wall with guitar again and pick up metal brace. Ignore the crate
for now.
Now search the sewer for the blue "ACCESS" sign. Use brace on it -
this opens a door just around the corner. Enter the Saul's secret
lab.
Remove the weird poster and climb inside (use hole). Pick up axe and
exit. Return to the crate and pick the lock with the axe. Use crate
to get the suit. Return to Saul's lab and use suit on microwave
device (inside hole). Now go to "ACCESS" sign ang get the metal
brace back. Return to elevator and use it on doors, then use
doors...
GAME SUCCESSFULLY OVER!
Enjoy the finishing animation.
===================================================================
Mucho thanx to Ady (ady@tbsa.com.au) and Heljar Grimstad
(grimstad@sn.no) for hints'n'tips on this adventure!
As usual kudos to my TRXNet buddies!
===================================================================
Done by BONeHeAD // tRX
(c) moral rights reserved
07-10.06.96