Normal Map image being used for texturing Here's a link to my files and texture images

For some reason certain parts of my mesh are using their normal maps for texturing/color instead of the texture images I have selected for color with their respective blender materials. The result is shown below:



You can see that the hair and fins on the arm are affected. Their colors should be closer to this:
Than multitexture setting enabled, faces displays last assigned texture in UV-image editor.

Switch to GLSL mode, in this mode faces tries to display close to material settings:




  However, when it is set to "solid" I still see the normal map as
  opposed to the proper texture.


If you have textures in solid mode, uncheck textures solid: