WeiRd
(Global Star Software/Electric Sheep,
1997)

By Alexander Tait
January 21, 2001
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More of an educational program than an adventure game, this game did hold my interest for a few days of casual play and contains five or so traditional puzzles to give a little impression of playing an adventure game like Myst. The movement in the game is a slide-show type displayed in Myst. However, the game makes good use of multimedia to educate the player of numerous "weird" phenomena from around the world. Having an amateur interest in the paranormal, I was fascinated by many of the articles, most of which were presented in a straightforward manner. There were, however, a number of articles based on questionable sources which tended to justify the phenomena with claims of the esoteric rather than a more rational explanation. So, provided you don't take the articles as gospel, this game may influence you to learn a little about the strange, inexplicable (dare I say "WeiRd"!), world around us.
Hints: Check under navigation to see which articles you still have to find. Use the map to retrace your steps if you missed something. Make sure you click on all the pictures and other multimedia with each article.
Note: You can pretty much do things in any order. Try not to follow this walkthrough. The nature of a walkthrough can make it limiting to your enjoyment!
After watching the introductory video of a flying probe entering the WeiRd building and then inexplicably crashing to the floor, you are given a message telling you the probe has malfunctioned and you should investigate yourself. You start in an entry hall called "The Corridor."
The Corridor
This entry hall has six doors, three on each wall. They are labeled (from left to right, top row first) with Greek letters: omega, sigma, psi, eta, beta, alpha. Sorry if I'm wrong, I haven't checked the accuracy of my recollection of Greek letters.
The first door (marked omega) leads to a ladder leading upwards. The ladder eventually ends in an unusually shaped room called "Here Be Monsters."
Here Be Monsters
This three-leaf clover shaped room contains six articles to find:
Beast of Bala Lake
Flesh eating sponges
Sea Serpents
Strange
Rains
The Kraken
Thresher Submarine
Make sure you see all the mysterious rains on the mobile at the center of the room. Use the crank at the bottom to turn the mobile. When complete, it will spin. Take the other hatch door that leads to another ladder returning to the level you were at before. This will take you into a corridor called "The Tube."
The Tube
This narrow corridor contains two articles:
Fortean Times
Oak Island
When completed, follow the passageway up a ladder to "The Arena of the Gods."
The Arena of the Gods
Sneak through the pea soup fog to examine ten more mysteries:
Barbados Vault
Electric People (Note: You need to click on the
lightning as it strikes!)
Giant Rocks of Costa Rica
Jersey
Devil
Moving Stones of Death Valley
Silvercliff
Graveyard
StoneEater
The Woman with X-ray Eyes
The Yeti
The
Yowie
When complete, click on the Egyptian figure sitting on the throne. This will trigger a video and an exit. The exit leads to another corridor that returns to "The Corridor" (this is door eta). Choose the second door (sigma). This is the "Windowed Corridor."
Windowed Corridor
This has unprecedented seventeen articles to be fascinated by.
Aberfan
Amherst (Note: On the door behind you as you
enter!)
Andreas Rill's Letter
Beast of
Barriesdale
Bigfoot
Champ
Fish in the Tree
Flixborough
Blast
Grateful Dead
Lincoln (Note: The chain in the middle of the
corridor is easily missed!)
Many Fingers
Mermaids
Mrs.
Paquet
Remora
Shiva
Uri Geller
Zeuglodon Fraud
The opposite door leads to a chamber with five colored simple symbols.
This is a game of "Simon," and it is different every time the game is played. The best way to win this puzzle is to write down the colors as they come up. You need to get a sequence of eleven correct to win. When complete, the puzzle changes to a glowing green indentation of a hand. Click it to be transported to "Cryogenic Chamber."
Cryogenic Chamber
Alec Guinness' Premonition
Alien Abduction
Cattle
Mutilation
Loch Ness Monster
Minnesota Iceman
Mr. Potter's Museum
of Curiosities
Shrunken Heads
The Alma
When all are complete, head to the other teleporter. It will transport you to "The Maze."
The Maze
Everyone's favorite part of adventure gaming now comes with a bonus: any incorrect choices result in "death," and you must start at the beginning of the maze again! Who would have though mazes could be so frustrating? The only consolation is once you've completed the maze, you don't have to (and can't) access it again.
There is at least one way to get through the maze safely. I have listed the choices you must take when you come to a junction. These directions are only for when you have a choice. At other times, just follow the path.
Right-Left-Right-Straight-Straight-Straight-Straight-Straight-Straight
Good luck! Hopefully, once you've followed these, you see a corridor being lowered. This has displays of the following ten topics:
El Indio Guerrero
Mothman
Mystery Kangaroos
Norwegian UFO
case
Reincarnation 1
Reincarnation 2
Rendelsham
Forest
Rennes-le-Chateau
UFOs
What is Reincarnation?
The door out leads to "Time and Space."
Time and Space
This circular room has:
Banshees (Note: Hidden at bottom right of handrail around center
display!)
Petit Triannon
Shuttle Mission STS-48
Spaceship
Moon
The Haunted Clock
UFOs
UFOs and Astronauts
When all have been read, exit the same door you entered from (!). You will return to "The Corridor" (door five (beta)). Take the third door (psi) to a small chamber with a red hand indentation. Touching this will transport you to the Pillars of Infinity.
Pillars of Infinity
The map below is also the solution to the puzzle directly behind you as you arrive. Using the switches, you must activate a pathway through the pillar maze model from the green pointer to the red one, which in turn will be applied to the pillars themselves. All pillars must be traversed.

Cross the pillars, being careful not to fall over the side. There are two articles to note:
Alien Abduction Case
Belgian UFO
When finished, at the other end is a green hand teleporter that will transport you to "HoloGraphix."
HoloGraphix
The HoloGraphix room contains yet more articles to take in, this time in the form of holographic images.
Crop Circles
Light Zappers
Ogopogo
Stonehenge
The
Chemosit
The Flower Smeller
Transparent Man
Twin Combustion
(Note: On one wall)
Wing Commander Potter
When complete open mechanical door to find a normal door behind it. Open this door to enter Pyramid Plain.
Pyramid Plain
This room contains the following articles to examine surrounding a small Aztec pyramid:
Easter Island
Magnetic People
The Girl Who Felt Colors
The
R101
The Titanic
When complete, climb the stairs to find a puzzle, which is a "Towers of Hanoi" type. The goal is to move the structure from the left to the right by moving one piece at a time. A larger piece may not be placed on a smaller one. I have explicit screens that demonstrate the procedure. Please contact me if you want them, and I can email them to you.
All of the pieces are at left to begin with; call this point A. The middle area is point B. The right area is point C. In the following pairs, the first letter is where the piece starts and the second is where you move it to. Do the following to win:
A-B
A-C
C-B
A-C
B-A
B-C
A-C
A-B
C-B
C-A
B-A
B-C
A-C
A-B
C-B
A-C
B-A
B-C
A-C
When solved, an armchair rises from the depths and you can read about:
Nathaniel Hawthorne
Click the chair to descend to a dungeon doorway. Open the door to the Ring Room.
Ring Room
In this room, you can examine the following behind individual doors labeled with Roman Numerals (except Spontaneous Human Combustion in the middle of the room):
Angels of Mons
Berbalangs of Cagayan Sulu
Credits (Note: Not
required)
Hai Ho Shang
Jeanne Dixon
Lake Storsjon
Morfa
Colliery
Rat Kings
Spontaneous Human Combustion
The Premonitions
Bureau
Winchester Mystery House
Door six (VI) leads back to the Corridor (by door six (alpha)). The fourth door (eta) leads to a mine shaft-like corridor which will lead back to the Arena of the Gods. Door five (beta) leads to Time and Space. Use your map to return to the Maze. From there, take a door at one end of the Maze to the Radio Chamber.
Radio Chamber
The Radio Chamber has more:
Cox Survey
Chicago Plane Crash
Goatsucker
Olympia Bomb
The
Devil's Microwave
Train 47216
Water Babies
When complete, try the puzzle. This has two parts to it. The first requires that you click on the flashing robotic train-like thing. You will see a short video and then access a simple keyboard. There are ten sequences of sounds that you have to listen to and spot the odd one out. The odd one out is the sequence that only has three sounds to it (the others have four). Make sure you know which order these three sounds are heard. Ignore the alarm bells going off.
Then go over the second part of the puzzle and arrange the three dials so that they match the three sounds in sequence.
The symbols light up yellow and a door opens to the Cloisters.
The Cloisters
The square corridor goes around a tomb. The following can be found:
Ageless Corpse
Faces of the Dead
Hope
Diamond
Levitation
Man in a Cape
The Mulhouse Poltergeist
They
Feel No Pain
Weeping Statues
When you've seen them all, return to the Faces of the Dead. Click it again and the tomb descends, revealing a cage elevator. Take the elevator down to the Old Hall.
The Old Hall
This room is actually four halls in the shape of an "X." In the four are:
Big Gray Man
Chinese Wildman
Different Folks
Lizard
Man
Lizard Man News Cuttings (Note: This one had me going for hours!
Face the tire, then click on it.)
Lough Fadda
Loy's American
Ape
Luminous Woman of Pirano
Morgawr
Psychic Photography
SS
Watertown
And that's it! No concluding video! Nothing! How disappointing!
I have returned to all of the places, but no reaction in the game! Oh well, it filled in some hours ...