Jake “Lucky” Masters
An American pilot and the player character, drawn into the search for Kate Lomax.
How it plays
The game is a third-person, mouse-driven adventure viewed through illustrated screen scenes. Players travel between locations in China and other parts of East Asia, examine objects, talk to characters, collect items, and solve situational puzzles.
Progression follows a cinematic route through chapters and set pieces. Certain scenes use timed or reflex-based interactions, so observation and quick responses are sometimes as important as conventional inventory problem solving. Dialogue choices and the correct use of objects advance the story.
Plan your run
Examine every new scene and speak with characters before attempting to leave. Keep useful objects in mind and try them on clearly relevant scenery or people rather than using items randomly.
Save before major travel, conversations, and action sequences. In timed scenes, watch for visual cues and respond promptly; repeated experimentation is often safer after restoring a saved game.
Meet the cast
An American pilot and the player character, drawn into the search for Kate Lomax.
The kidnapped woman whose disappearance drives the central adventure.
Before you begin
Save frequently, especially before action-oriented sequences.
Revisit locations when a new item or piece of information changes the situation.
Read dialogue carefully because it often indicates the next useful destination or object.
Heart of China is a cinematic graphic adventure developed by Dynamix and published by Sierra On-Line for DOS in 1991. Set in the turbulent 1930s, it follows American pilot Jake “Lucky” Masters as he becomes involved in the search for Kate Lomax, the daughter of a wealthy industrialist who has been kidnapped in China. The game combines exploration, dialogue, inventory puzzles, and action-oriented sequences. Its presentation uses detailed VGA artwork, period-inspired locations, and substantial character animation for its time. Reception highlighted the ambitious production values and atmosphere, although some players found the interface and occasional action scenes less consistent than the game’s visual storytelling.
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