NORMALITY - Part 2 Solution by Alison Dunbar @~Continued from Issue 44 Talk to the man behind the desk (Conrad Smulch) and he will tell you to go to processing to get another prisoner. At this point you have a choice of paths - you can go immediately to processing, or you can decide instead to destroy the evidence against you - the choice you make will determine which fork the story takes later. If you decide to DESTROY THE EVIDENCE Enter the lab via the broken window. Pick up the duster from the floor. Look at the extinguisher then use the duster on it. Pick up the spanner from the bench. Use the puppy on the grinder to find out that the grinder is broken; look at the side panel to find out that two cogs are missing. Leave the lab, then leave the building via the broken window in the external wall. Take the ladder, then use the pulley which is beneath the platform. Go to Plush Rest. Go around to the rear of the building and use the ladder on the red container. Use the spanner on the engine atop the container to remove a small cog. Pick up the other cog from the ground near the container. Use the map to return to the Ordinary Outpost. Use code 1572 again to return to the lab. Use both cogs on the side panel of the grinder. Use the paint samples, the puppy, and the glider on the grinder. Whether or not you destroy the evidence, you now need to :- GO TO PROCESSING Return to the lobby (use 1572 in the elevator keypad). Behind the pillar to the left of the main door is a loose tile; step on this to start up the fountain. Talk to the norm behind the desk about the fountain. When he leaves you will be able to look at a notice which was previously out of sight behind him. Use the code from this notice (1312) on the other elevator to reach the processing area. Talk to the person behind the desk until he leaves. Use the big red button on the desk to open the door behind the desk. Go through this door then look at the tube, look at the screen, and look at the tube again. This should take you into a cut scene at the end of which you will find yourself in one of two places depending on whether you destroyed the evidence earlier or not. IF YOU DID NOT DESTROY THE EVIDENCE:- ON CORRIDOR DUTY Talk to the person with the camera to find out what is going on. Go to the end of the corridor and enter the Communal Room. Take a look at the ledger on the bureau. Open the bureau to find a piece of paper; look at it ("U-D-D-U- D-0 initiates prisoner evacuation"). Look down into the bin to find a ball of paper. Use it to straighten it out, then look at it ("D-U-U-U-D-2 Warning feature no longer operational") (There are other papers with similar messages in this room, but they are red herrings) Open the zoom control door and enter. Look at the Do Not Touch notice; there is a bump on the letter O - this is a bug - take it. Look at the shadow below the display screen - there is another bug here - take it. Beside the light in the left corner of the room is a third bug - take it. Return to the outer room. Open the food dispenser and put one of the bugs in the steam cleanser to destroy it. Repeat with the other two bugs. Go back into the zoom control room. If you try to enter the prisoner evacuation code at this point, you will find that you are still being watched. You need to use the code from the crumpled paper first:- D-U-U-U-D-2 means that the outer two pedals on the floor should be pressed down while the other three should be left up, then the lever on the front of the screen should be moved 2 spaces to the right before pressing the button. You receive an electric shock and land on the floor enabling you to see the fourth bug which is stuck under the control panel. (You also find another paper here but it is not needed). Destroy the last bug as you did with the others, then enter the U-D-D-U-D-0 code to initiate prisoner evacuation. Go out into the corridor and enter the elevator (there is no need to use the keypad this time) to initiate a cut scene - this is where the two paths converge again - see below. IF YOU DID DESTROY THE EVIDENCE IN THE CELLS In this path you will be transported in and out of the mind filter, going each time to one of three different cells. Don't worry if you don't succeed in following all the instructions below during one visit to a cell because you keep cycling round the three cells repeatedly. Cell 1: Look at the bench. Use the bench. Take the gizmo. Take the bracket from the wall. Mood Filter : Turn to the left to see a zoomtube with Saul in it. Look at the tube to read Saul's note. Cell 2 : Use the bench. Open the food dispenser. Use the fork and spoon with the gizmo. Cell 3 : Use the bracket (from cell 1) on the loose tap in the food dispenser. You will get sprayed with food and taken to the toilet. Open the cubicle door. Look down into the cistern and take the gizmo. Now wait till next session in the mind filter and you should enter a cut scene taking you to the roof of the outpost. At this point the two paths converge again. THE TWO PATHS CONVERGE You will now find yourself back with Heather and the gang. You can converse with Heather and Saul to find out some more of the background story and receive instructions for your next task - to break the data link at one of the booster stations. THE TV SHOP You find yourself in the street near your apartment. The TV shop is now open. Go around behind the shop and have a look at the broken grille and the door; notice the sound you hear. Go round to the front door of the shop and enter. Look at the hatch in the ceiling. Try to pick up the micro TV from the counter and you will be given permission to try it out. Use the TV to find out that you need a remote. Talk to the person and ask for a remote. When he leaves, go behind the counter, pick up the key and use it to lock the back door so he can't come back through. Pick up the cardboard box and you enter a brief cut scene in which you go up through the hatch. There is a mallet just visible behind the green crate - take it. Use the mallet with the wooden slats in the wall. Walk through the new opening into the next room and walk across the floor until you fall through into the room below. Take the hanging teddy and you will automatically get the wire it was hanging from while dropping the teddy itself. Take the teddy a second time to get its eyes. Pick up the little wire which is lying on the other side of the room. Look at the cylinder. Open the control box which is in the central part of the room. Look at the circuit board. Use the little wire with the circuit board. Use the coil of wire with the circuit board. In the lower part of the room, remove the light bulb from the stanchion adjacent to the steps. Use the coil of wire with the bulb pins inside the stanchion :- the circuit board now has power. In front of the cylinder there is a panel with a slot and a button: use the teddy eyes in the slot and use the button adjacent to the slot. This completes the task. FREEING DAI In the wreckage of the TV shop, locate and take the rubber pipe. Look at the norm truck. Go around to the far side of the truck and look at the air vent in the side of the adjacent building. Look at the air intake in the side of the truck. Use the hose pipe with the air intake and you will connect the pipe to both the intake and the building's vent. Open the rear doors of the truck to release Dai and you will be transported back to the dumpster again. Go through all the conversation options to find out what is going on, and you find out that your next task is to gather items needed by Heather to make a missile with which she will be able to destroy the Pollutatron. Use the map to leave and return to :- THE MALL Pick up the matchbook lying outside the mall. Inside the mall take the firecracker, the three planks, and the rope from around the statue. Now go to :- PLUSH REST Walk around to the rear of the factory. Pick up the oxyacetylene torch adjacent to the furnace. Walk behind the red container and use the planks with the paint drums to make a raft, then use the raft with the river. Walk to where the torch landed adjacent to the front of the red container. Use the matchbook on the torch, then use the torch on the container doors. Look at the gas cylinders revealed inside the container. The gas cylinder is too heavy to pick up, but you can use the cylinder to roll it onto the raft. Use the raft to return to Heather and witness the manufacture of the missile. THE FINAL TASK - AT THE STADIUM Walk towards the guards then turn around to face the doorway: you should be able to see switches beside the doorway. Use the switches and the guards will depart. Look at the shaft then walk through the tunnel to the main stadium area. Talk to Heather and Saul. Pick up the goggles from the top of the crates, then go back out to the tunnel and use the shaft. Walk down the shaft and turn right at the junction. Pick up the brick in the tunnel and continue on. When you come to a lighter part in the tunnel, you should be able to look up and see an energy cell above you. Locate the hole in the lower part of the wall and use the brick in the hole to create a step; use this step to retrieve the energy cells. Use the energy cells with the goggles, then use the goggles on Kent. Walk back the way you came until you come to a set of bars which are not in water. Use the guitar on the bars to break them open. You now need to locate sections of wall which look different from the surrounding areas and break each one open with the guitar. You will find one section which will refuse to break - leave it for now and carry on with the others until you find a roof brace (when you take the roof brace, a crate will fall down - you will need to come back to this later). Take the roof brace and head back to the area of wall which would not break: near by it you will find a ledge with a loose slab on it or you will find a sign on a wall which says "access" - use the brace on either the slab or the sign to open up the wall to reveal the lab. In the lab, look at the norm badge on the floor. Pick up the poster to open a way into the blocked room: use the hole (you may need to place the cursor just below the hole to get the word "hole" to come up) to go through. Pick up the axe. Look at the microwave machine. Use the hole again to leave and return to the crate you found earlier. Smash the crate with the axe, then use the crate to get a PVC suit. Return to the lab. Open the microwave and then use the suit with the microwave. Leave the lab, go back out to the corridor, then retrieve the roof brace. The route you came in by is now blocked by rubble so you need to leave via the elevator - if you haven't already found the elevator, break down any remaining sections of wall which appear different to their surroundings until you locate it. Use the roof brace on the elevator doors, then use the elevator doors and you enter the final cut scene. THE END - o -