At the start of the game, each Gallery and Passageway is populated with a few active Items. As the Visitor continues to explore, get to the target Galleries and solve puzzles (called Hands On Displays or HODs), more Items become active. Therefore, every time a Visitor revisits a Gallery or Passageway, he is likely to discover new Items. Galleries are more packed with Items and Displays, activated by the Visitor. Passageways are more sparse and the Items in them are simple displays

This is an example of a Gallery. By the end of the game it should be heavily populated with Items in every direction. Notice that from the navigation view, the image is in 2:1 widescreen format.


This is an example of a Passageway. Some Passageways may be similar, but no two are alike.
The two icons at the top of the screen are not visible until the cursor is placed over each area respectively. In this instance, the current Passageway is on the second floor. Clicking on the Exit icon allows you to quit and save the game. Clicking on the FloorPlan icon takes you to the FloorPlan strategy game and signifies the end of your turn.

When the cursor is moved to the upper right hand corner of the screen, the FloorPlan icon appears which shows the current floor of the Main Strategy Board. The Visitor position is indicated by the red token. Clicking on the icon takes the Visitor to the FloorPlan strategy game and ends the turn.

Visitor controls movement with the mouse and/or cursor keys, left, right and forward. When an active Item is centered on screen, the Item is highlighted. Perhaps it takes on a blue glow as if lit by the Blue Angel.

In Navigation Mode, the Visitor experiences the museum from 1st person POV, traveling in a virtual 3D environment. Galleries are well furnished and populated with a variety of Items, especially after they become target Galleries. Doors on all four walls indicate the available directions of entrance and egress.

Passageways, are a bit more sparsely furnished, but they also contain Items. They often more resemble hallways and corridors more than they do Galleries. There are four doors to any Passageway or Gallery, one on each wall. However some of the doors will be closed and locked, depending upon these conditions:

  • The direction of travel allowed for that Space
  • If there is a connecting passage beyond the door or not
  • The shifting of the maze

Note: There will always be at least one door that is open which is the one used to enter the Gallery. Note also that although the Spaces on the FloorPlan are square, in POV mode they are of any shape and size. In other words, the FloorPlan is only an abstract, Euclidean representation of the actual environment as seen from POV.

Clicking the Strategy Board icon returns the Visitor to Strategy mode by summoning the FloorPlan Strategy Boad from the icon in the corner to full 3D representation in the middle of the current environment. This effectively ends that particular turn of the Visitor.

The Visitor will often be lead into apparent sub-environments (rooms or spaces within the Galleries) whether it be a life-size Gallery or scale model, but he will not be allowed to navigate through them. Getting in and out is automatic, just as with any other Display. (Explanation: This rule is mostly a development budget-saving consideration. Otherwise, there could be a plethora of sub-environments requiring extra programming for navigation and discovery, not to mention populating them with Items and Displays. It's not much good to have an environment unless there are things to see and do there, making it worth visiting and re-visiting. For instance, the Visitor will learn upon re-visitation of a Gallery that there are new Displays that weren't there the last time. He would expect the same from sub-environments if allowed to navigate.)


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