Normal map radiosity with Beast

Is it possible to implement normal map radiosity using Beast in a similar fashion to what Half Life and Mirror's Edge do? Is it about writing a shader? Or what else?

I also haven't quite got how Beast lightmapping interact with normal maps in Unity. Looks to me like normal maps interact only with real time lights and never get "baked".

It is, and one guy in particular has been working on this. Check out this forum post:

http://forum.unity3d.com/threads/59077-Geenz-s-Shader-Stuff-Now-with-more-lightmap-shaders!

and Geenz's blog, here:

http://snowcatdesign.org/