Dan Thompson's

Mystery Gallery

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Important instructions follow!

The Mystery Gallery contains many, never released, drawings by Dan Thompson.  Many were created years ago, shortly after Dan's tour in Vietnam.   Within the Gallery, there are 90 drawings on display.

Why 'Mystery Gallery'?

When you scroll to the bottom of the instruction frames below, you will have two choices to make.  You can take the easy, worn, path called the 'Quick Navigation Path', or you can take the more challenging path, called the 'Adventurer's Path.'  The 'Adventurer's Path' is certainly less traveled; however, the rewards are greater.  As the saying goes, "I took the path less traveled; and that has made all the difference!"

Each path will take you to a floor plan of the Mystery Gallery; however, the two floor plans are quite different.

*  The floor plan for the 'Quick Navigation Path' has links to all main rooms in the gallery.

*  The floor plan for the 'Adventure's Path' has only one link, Enter.

Quick Navigation Path

Adventurer's Path

At the end of these instructions, you will link to a floor plan of the Mystery Gallery.

Each room, hall, alcove, and stairway, shown on the floor plan, will have a link to that particular room or location.  You will be instantly  transported to a room where you will be able to view many of Dan Thompson's drawings.  Click the pictures on the walls to view the different drawings.

Many of the rooms lead to other 'hidden rooms', by clicking on the compass points.  This is explained in more detail in the 'Adventurer's Path.', to the right.

Anytime you want to venture into another room, you can click on the 'Map' link, which will take you back to the main floor plan.  Some rooms may be missed unless you do a little bit of adventuring on your own. Although the floor plan shows 15 rooms, there are a total of 46 rooms to explore.  To get to these rooms, you will have to use the compass links.

Have fun...

To the "Quick Navigation Path"

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First,
the floor plan for the 'Adventurer's Path' needs to be studied.  You see, this path will lead you on an adventure (
game) where you will wind your way through the many halls, alcoves, rooms, secret passages, and  stairways of the Mystery Gallery.   The floor plan has only one link 'ENTER.'  Once you click on ENTER, you are on your own.

For those of you who remember playing the text adventure games in the 1980s, the gallery will bring back fond memories.

Each room or location will have a compass.  With this compass, you will be able to click on many directions: N, S, E, W, NW, NE, SW, SE, Up, Down, Open, Map and Home.  You have the option of clicking on the 'Map' link, if you really get stuck, and/or lost.  You can also exit the Mystery Gallery at any time by clicking on 'Home.'

Click on the drawings, on the walls, to view a detailed image of that drawing.

If you have what it takes,  there are ten special drawings to find. They will be labeled "Drawing A" through "Drawing J."  If you find all ten drawings, you win the game.

When you have discovered all ten drawings, you will have traveled through the complete gallery.  As an added bonus, you will have seen many exquisite masterpieces, created by Dan Thompson.

If you do locate all ten hidden drawings, feel free to send an email to us, with your name and home address, informing us of the the special code for each of the ten drawings. When we receive your Email, and you have correctly identified the ten hidden drawings, we will gladly (while quantities last) send to you  a certificate with the title of:

Thompson Fine Arts
'Grande Adventurer'

Please be advised dear adventurer, even though there are 15 rooms shown on the floor plan, don't let that mislead you.  These 15 rooms lead to other rooms not shown on the floor plan.  There are 46 separate locations to explore and many beautiful drawings to behold.

The best method to find your way around the gallery is to draw a map as you explore.  Without a map, you will easily become lost.  Start with a rectangle and label it 'BEGIN.'   Move your pointer around the compass to determine which directions you can go, in that particular room.  Then, if you decide to go North, for instance, then draw a line on your map indicating that direction and an arrow.  Then draw the next rectangle and label it for that particular room.  See the example below.

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The gallery will take quite a while to wander through.  If you need to log off the Internet then jot down the last major room you entered.   Later, when you return, you can choose the 'Quick Navigation Path', then go to it's floor plan and click instantly to the last major room you visited.

By the way, there is a maze.  In the last room of the maze, you will find one of the ten hidden drawings.  The only way to get to this room is by traveling through the maze.   There is no quick link to this last room.  Warning!  The maze is tough.

If you enjoy adventure games and would like to see what the old adventure games were really like, click on the following link.

http://www.activision.com

This will take you to the Activision Web site.  This company now owns the rights to the old INFOCOM titles.  Look for a software title called "Classic Text Adventure Masterpieces"  The game's CD-ROM contains 30 text adventure games, manuals, maps, and hints.  When I purchased the CD-ROM it cost $16.95.   This was in November, 1997.  Each adventure game will take approximately 30 to 80 hours to complete.

We hope you enjoy your visit and your oncoming adventure...

butt_g.gif (1158 bytes)To the "Adventure's Path"