Recent research on spatial cognition has used computer-simulated three dimensional environments to create appropriate laboratory settings when trying to examine processes of spatial orientation. One way to evaluate ''virtual environments'' is to replicate results of experiments which were originally conducted in traditional laboratory or in real world settings. The experiment which is reported here investigates the role of landmarks when acquiring route knowledge in a system of paths. The design follows an earlier experiment by Cohen and Schuepfer [Child development 31 (1980[Child development 31 ( ) 1065. It can be shown, that landmarks play an important role in the system of paths: landmarks which are combined with turns towards the destination are more likely to become strategic nodes in the network than those which are not connected. Beside these results, a software designed to build appropriate environments is shown and its usability is demonstrated. The use of virtual environments provides both economical and flexible design of realistic experimental settings, as well as a valide recording of behavior. # 2002 Published by Elsevier Science Ltd.Keywords: Spatial cognition; Landmark; Desktop virtual environment Humans acquire spatial knowledge in a more primary manner by traveling through environments and in a more secondary way by the use of maps, photographs, verbal descriptions and, more recently, virtual environments. Though virtual environments are used in many areas, including the fields of engineering, architecture, design, entertainment and education, the use of these environments plays a dominant role in the investigation of spatial processes. This technology allows the simulation of three-dimensional environments on a computer: humans can experience those environments by active exploration, VR conveys a strong impression of movement through space. These virtual spaces can be used to simulate any setting,