Weirdways are an uncommonly used method of transport within the House.
Information[]
Weirdways exploit veins of Nothing within the House. A user is able to go through Nothing via a dark corridor, with soft jellylike walls, floor and ceilings. Weirdways are often disguised as innocous objects within a room, Like a painting, coin on the floor or a clock. Weirdways cannot be moved. Weirdways have to be created by a Key, and can only be closed by the Key that made them (Although, it is asumed that the Seventh Key being paramount could probably close most).
Weirdways Seen Within Series[]
Weirdways used or seen within the series;
- Weirdway that leads from Mondays Dayroom to Monday's Villa Style Headquaters.
- Weirdway in Tuesday's Pyramid that leads from within The Mariner's rooms to the outside enterance. This Weirdway is closed by Arthur.
- During Sir Thursday there are a multitude of Weirdways leading to the Wash Rooms.
- Weirdways spread across the Great Maze as a means for tactical combat.
Ur Weird