Go to the Q&A section if you have any questions about the game that isn't answered anywhere else in this manual, or if you actually want to know something about me.
Introduction to Heaven & Earth
The Legend of Shambhala
Tales of a fabulous ancient kingdom have long echoed in the temples of Tibet and other Asian countries. Countless generations have heard the legend of a prosperous, golden land called Shambhala - a remarkable place bathed in peace, harmony, and communal good will. The legend speaks of wise, compassionate rulers governing a popuilace of highly developed people. From the tapestried halls of its royal palace to the tiniest hamlets at its furthest borders, Shambhala is said to have bveen a model society.
How did such a land come to exist? The stories tell us that Buddha himself handed down advanced tantric teachings to the first rulers of Shambhala, Dawa Sangpo. The benvolent king openly shared these teachings with his people. Soon, all of Shambhala began to study, meditate, and follow what the tantra call "the path of the spiritual warrior."
Many Tibetians believe that the kingdom of Shambhala still exists, hidden deep in the pure, uncharted valleys of the Humalayas. Other legens suggest that the enlightened society literally transcended into a more celstial realm many centuries ago. Inded, true believers insist that the Rigden kings of the Shambhala continue to watch over human affairs, and will one day return to show mankind the path.
Heaven & Earth - The Computer Experience
Heavent & Earth is a computer experience inspired by the Shambhala legend. As you use the program, you are invited to open your mind, to approach the product as a strategic challenge, as a relaxation tool, or as a vehicle of pure entertainment - whatever your current frame of mind whats it to be. Heaven & Earth does not have a specific path that needs to be followed, nor does it define what is success.
Entertainment software falls into one of three categories, toys, puzzles, or games. Toys are played in a freeform manner; there is no scoring or time limit. Puzzles provide visual challenges, requiring the components to be manipulated in a specific way in order to be solved. Games have a specific goal, but players may successfully complete the game and have different scores or results based on their particular strategic approach.
Heaven & Earth transcends the three categories, bringing all three together with an animated toy called the Pendulum, and original strategy game called the Card Game, and a set of optical puzzles called the Illusions. You have the option to focus on one, to become an expert in two, or to master all three. Heaven & Earth is also designed to be played holistically, with all three components merged into one entertainment experience in a spiritual journey called the Pilgrimage.
Installing Heaven & Earth
Heaven & Earth comes with an install program that guides you through the install process. Type Install and the installation program will load. If you can't figure out what to do next, well, I'm sorry, this whole program will be too much for you. Try checkers.
System Requirements
IBM or 100% compatible IBM compatible computer (10MHz 286 or faster)
640K of total RAM; need 534K of free RAM (If you don't meet these first two requirements, you'd better re-evaluate why in the hell you even bother having a computer so pathetic.)
VGA, VGA-gray scale, MCGA, EGA, or Tandy 16-color graphics adapter
PC-DOS/MS-DOS (supports 3.3 to 5.0 - I'm assuming 5.0 was the highest available at the time this game was created; it should work with 6.22 - I run it under Windows98, so Windows95 will probably be compatible, but I've been told that it has problems under Windows3.1)
Hard disk drive (requires approximately 5.9 MB of hard disk space for a complete installation)
The following equipment is optional:
Mouse with Microsoft-compatible mouse driver software (recommended - you'll be hating this game without one, though it's technically still playable)
The Sound Source, Sound Blaster, Thunderboard, Tandy Sound (DAC), or PS/1 Audio Card (these options produce the same type of sound)
Tandy 3-voice or PC speaker (these options produce the same type of sound)
AdLib
Changing the Setup
The Setup program should be in the same directory as the Heaven.exe file. Run it and fiddle away!
Starting Heaven & Earth
Go to the appropriate directory and type Heaven or click on the Heaven.exe icon. You might be asked by the program to enter a word that can be found in this manual. Just check the appropriate section, and viol�! If your screen goes blank, reboot the computer and run the Setup program, making sure to select the correction graphics mode and sound option for your computer setup. If you still have problems loading the program, please see Appendix B: Troubleshooting Guide, provided I feel like typing it in.
How to Play Heaven & Earth
Heaven & Earth is composed of four parts: the Card Game, the Pendulum, the Illusions, and the Pilgrimage. You can play any of these parts in any order. You are not required to finish one part to be able to go on to another.
The Pendulum is a toy. You control the swing of a pendulum to "capture" positive vortices.
The Card Game is an original card game. Reminiscent of gin rummy or mah-jongg, your goal is to create tricks and get the highest score you can.
The Illusions are a collection of optical brainteasers.
The Pilgrimage is a combination of all three. It also contains inspirational messages for your enjoyment.
The Gateway
The gateway is your entry into Heaven & Earth. It contains portals that take you to the different pa4rts of the program. To pass through the Gateway to the Pendulum, Card Game, or Illusions, move the cursor onto its Gateway icon and then left click the left mouse button or press Enter. To Embark on a Pilgrimage, select the palace nestled in the mountains near the top of the screen.
Controlling the Game
You can use either a mouse or the keyboard to play Heaven & Earth, although a mouse is highly recommended.
Using the Keyboard
You can activate options by pressing the arrow keys to position the cursor over an option and then pressing the Enter key to select that option (this is the same as clicking the left mouse button).
Keyboard Hot Keys
Heaven & Earth contains special keys that let you quickly execute a command. These keys - called "hot keys" - are listed in the individual game sections.
Menu Bars
Menu options are available through the menu bar at the top of the screen.
The menu bar does not show when you're playing the Pendulum. You need to click the left or right mouse button, or press Enter or Esc to make the menu bar appear in the Pendulum.
There are no menu bars for the Gateway or Illusions Gateway screens.
When you select a menu option, a full menu appears beneath it. Ghosted options (options which are faded) are currently unavailable.
Some options on a menu have submenus. Options with submenus are distinguished by an arrow to the right of that option. Select one of these options and then move the cursor over to the submenu and select an option.
Toggles
Toggles let you enable or disable an option (turn it on or off). Simply click on the square or diamond-shaped toggle button to turn an option on or off. A filled or colored toggle is on. (In gray scale graphics, an option that it turned on appears as a lighter color than the standard color of the menu bar.)
The Pendulum
Synchonizing mind and body is
not a concept or a random
technique someone thought up
for self-improvement. Rather, it
is a basic principle of how to be
a human being and how to use
your sense perceptions.
From Shambhala: The Sacred Path of the Warrior
The Pendulum is an animated toy that simulates an actual pendulum. A pointed weight is suspended at the end of a "string" over a concave, bowl-shaped playing field. This playing field is strewn with one or more gravity wells - each called an energy vortex - which exert a gravitational pull on the pendulum as it swings over or near them. Your goal in the Pendulum is to control the pendulum's swing to capture positive vortices.
There is no scoring in the Pendulum.
Positive Vortices
One type of energy vortex is the positive vortex. You want to control the pendulum so that the point of the pendulum comes to rest directly over a positive vortex, thus capturing that vortex and making it disappear. This is called "mastering a vortex" and is your goal in each scenario.
Positive vortices differ in appearance from level to leve. For example, in the Ocean level they look like blue pearls, while in the Sky level they are multicolored starbursts. In some levels, they are invisible.
Each new configuration of vortices on the playing field is called a scenario. There are six different scenarios in each of the Penduluym's four levels of Ocean, Desert, Mountain, and Sky.
Negative Vortices
The more challenging scenarios have negative vortices in addition to the positive ones. Like a positive vortex, a negative vortex exerts a gravitational pull on the pendulum. The important difference is that you do not want your pendulum to be captured by a negative vortex. If this happens, you pendulum weight is "thrown to the heavens" - wildly tossed about - and you must start the scenario over again (i.e., if you've mastered two of three positive vortices and then you hit a negative vortex, you'll have to start the mastering process for all three vortices all over again.)
Negative vortices vary slightly in appearance from level to level. In some scenarios they are invisible.
How to Play the Pendulum
1. Start the game.
Select the Pendulum icon from the Gateway screen. The game starts with the bowl, the pendulum, and the vortex (or vortices) on the screen.
2. Control the pendulum.
The Pendulum is played from a perspective that looks down from approximately a 60-degree angle on the bowl of the playing field. Use your mouse or the arrow keys to affect the movement of the pendulum.
Most computer action games demand a high degree of hand-eye coordinationa dn lightning-fast reflexes. This is not how the Pendulum was designed to be played. The pendulum's swing is controlled - through "influenced" would be a better word - by moving the mouse or pressing the arrow keys on the keyboard.
You can envision controlling the pendulum in this way: Imagine that the pendulum is swinging freely, and that you are able to control it by directing a breeze on it, or by gently "blowing" on it. Simply move the mouse or press the arrow key in the direction that you want the breeze to blow.
To make the pendulum swing faster, blow in the direction it's moving; in effect, you give the pendulum a tail wind to increase its speed. If you want to slow it down, blow in the opposite direction of the pendulum's movement.
3. Master the scenario.
Capture all the positive vortices in the scenario to master that scenario. Every time you capture a positive or negative vortex, you will hear a sound (as long as the Sound option is on). The sounds for positive and negative vortices are different. When you've mastered a scenario, the pendulum color cycles. Color cycling is an effect in which a variety of colors are quickly flashed, giving the appearance of motion. (Turn off the Cycling from the menu does not affect cycling when you master a scenario; it only affects the vortices.)
4. Select a different Pendulum at any time.
You can select a different scenario at any time. Please note that scenarios cannot be saved. If you've mastered a positive vortex in a scenario that has more than one positive vortex and you exit the scenario, when you restart that scenario you will start from the beginning.
New scenarios are available from the menu bar. To select a new scenario, choose Level on the menu bar, and then select from Ocean, Desert, Mountain, or Sky. A submenu appears, listing the six individual scenarios in that level. You can also press the P key to start a previous scenario, or the N key to start the next scenario.
Keyboard Hot Keys
The following keys can be used at any time during the Pendulum game:
N: Starts next scenario
P: Starts previous scenario
R: Restarts current scenario
G: Goes to Gateway
Q: Quits program and returns to DOS (or whatever operating system you've been running it out of)
Esc: Toggles menu bar on or off
Enter: Acts as the select button
Spacebar: Toggles pause on or off
Menu Bar
To show the menu bar, click the left or right mouse button, press Enter, or press Esc. The following options appear on the menu bar: File, Level, Options, and Help. There are also four buttons at the far right of the bar. Select them for these results:
(From left to right)
Restarts current scenario
Starts previous scenario
Starts next scenario
Returns to Gateway screen
File
Selecting File gives you the following options:
Gateway
Exits the Pendulum and returns to the Gateway
Quit
Quits the program and returns to operating system
Level
Selecting Level gives you the following options:
Ocean, Desert, Mountain, or Sky
These are the four levels of the Pendulum. Select a level and a submenu listing the six scenarios in that level appear. Select the scenario you want to master and it appears.
Restart
Restarts the current scenario.
Previous
Ends the current scenario and starts the previous scenario.
Next
Ends the current scenario and starts the next scenario.
Options
Selecting Options gives you the following options:
Animations
Opens a submenu which lets you choose from a set of animation features that include:
Shading
Activates a subtle shading of the pendulum itself. Recommended for fast machines only. (Not available in EGA.)
Cycling
Lets you turn the color cycling effects on or off. (This option unavailable in EGA and Tandy graphics mode.) The color cycling effect occurs in the vortices. Whether this option is on or off, the Pendulum always cycles when you master a scenario.
Transparent
Activating this option turns the pendulum into a transparent, "wire-frame" object. Recommended for faster movement of the pendulum on slow machines. (This option overrides the Shading and Cycling options if either of those are toggled on.)
Info Bar
Toggles the Information Bar at the bottom of the screen on or off. The Information Bar lists the current level and the scenario. The Information Bar appears only when it is toggled on and when the menu bar is showing.
Sounds
Toggles the sound effects on or off.
Help
Selecting Help gives you the following options:
About Heaven & Earth
Displays credit information on Heaven & Earth
How to Play
Gives information on how the Pendulum works and your goal.
Hot Keys
Lists the Pendulum hot keys and their functions.
Levels
There are four levels of difficulty. From easiest to most difficult they are Ocean, Desert, Mountain, and Sky. Early scenarios in a level may have only one positive vortex, and no negative vortices at all. Later scenarios, however, will feature many positive and negative vortices at the beginning, while additional vortices may appear as others are mastered.
On any given level, you must master all positive vortices efore that level is successfully completed. Visual and sound cues inform you when a specific vortex or scenario has been mastered.
Playing Hints
You may discover that it is difficult to have a very immeditate and dramatic effect on the pendulum's swing. Here are tips for better control:
The Pendulum requires some patience to master. Carefully consider the swing's current characteristics, and then calculate what subtle changes you can add or subtract that will cumulatively change the direction and power of the swing.
You will find that control is easier if your movements are kept subtle and precise.
The Card Game
Healing our society goes hand
in hand with healing our
personal, elemental
connection with the
phenomenal world.
Experiencing the sacred world
is recognizing the existence of
its vast and primordial
wisdom...
From Shambhala: The Sacred Path of the Warrior
The Card Game in Heaven & Earth is an original computer card game. It is inspired by the traditional Japanese flower card game "Hanafuda," a popular family pastime of the country. Basically a rummy-type game like mah-jongg or gin rummy, it uses picture cards composed of painted landscapes and border. Each card features elements of the natural world - shapes, seasons, and celestial phenomena.
How to Play The Card Game
The object of the Card Game is to choose cards from the currect deal, and then arrange them into tricks that produce the highest score. It requires strategy, skill, and a little bit of luck.
1. Start the game.
Select the Card Game icon from the Gateway screen. When the Card Game screen appears select the Game option on the menu bar, and then select the Start New Game option. The Playing Board will be empty except for a deck of cards facing down.
2. Deal the cards.
Heaven & Earth is played in four rounds. In the first round, cards are dealt off the 48-card deck four at a time. Select the card desk to deal the first four cards. They automatically flip face up in the Selection Area on the upper right side of the screen. You can also deal cards by pressing the spacebar.
3. Choose a card.
Choose one of the four cards for your hand. To do this:
Mouse users: Move the cursor over the card you want and then click the left mouse button once to autmatically move the card onto the Playing Field. You can also click and hold the left mouse button and roll the mouse to manually move the card onto the playing field.
Keyboard users: Use the arrow keys to position the cursor on the card you want. Press Enter to pick up the card and then press Enter again to move it onto the Playing Field. (To undo a card selection, press Esc. You can also finish the deal and then select Undo Last Move or the Undo icon to undo the deal.)
After you choose a card from a deal, the other three dealt cards are placed into a holding pile in the Discard Area at the lowest right corner of the screen.
4. Complete the first hand.
Repeat steps 2 and 3 until the 48-card deck is exhausted - 12 deals in all. You should now have 12 cards on the playing field. This is your first hand.
Arrange your hand into the highest possible scoring tricks. (See "Creative Tricks" later in this section for complete details on tricks.) Make a trick by placing cards on top of each other. To do this:
Mouse users: Click on a card and drag it until you've positioned it on top of another card. Then release the mouse button.
Keyboard users: Use the arrows keys to position the cursor onto the card you want to move. Press Enter to pick up the card and then use the arrow keys to move the card on top of another card. Press Enter to put down the card on top of another.
The Information Bar at the bottom of the screen shows you everything you need to know about individual cards and tricks. (If you don't see this information and want to, make sure the toggle box next to Info Bar under the Options menu is selected.) If you place the cursor on a single card, the Information Bar gives the complete details on that card. If you place the cursor on a trick (two or more overlapping cards), you've told what type of trick it is and its point value. Other information - the current Hand Score, which Hand and which Deal you are currently playing, and the Game Score - also appear at the bottom of the screen.
Important: Make sure cards do not touch each other at all if they do not belong in the same trick. Even the tiniest overlap will cause the program to assume that you're combining cards into a trick.
6. Undo tricks if necessary.
To undo a trick, simply reverse the process of creating a trick. Drag the top card off of the car it's laying on. Just because you're created a trick does not mean you are bound to it. Tricks are not final untl the end of the hand.
7. Complete the first hand.
Before you commit to a hand, you might want to play around with the tricks. Take some apart and rearrange them into new tricks to see if you can get even more points. You can always return the cards to their previous trick formation if you're not successful in getting more points.
When you've satisfied with your first hand, move the cursor to the Discard Pile and press Enter or click the left mouse button. This completes the first hand. The tricks are tallied and all the cards from that hand are cleared from the Playing Area.
For complete details on forming tricks, see "Creating Tricks," late in this section.
8. Complete the second hand.
For the second hand, repeat steps 2 through 5 with the remaining 36-card deck (those discarded durning the first hand). In the second hand, the cards are dealt off the deck three at a time. Choose one card from each 3-card deal until the deck is exhausted - again, 12 deals in all - then arrange your second hand into tricks. Seelct the Discard Pile when you're done with the second hand.
9. Complete the third hand.
A third round is played with the remaining 24-card deck. Again, repeat steps 2 through 5, choosing from one of two dealt cards in each of the 12 deals. Select the Discard Pile when you're done with the third hand.
10. Complete the fourth and final hand.
The remaining 12 cards are automatically dealt to the Playing Field, and constitue your fourth and final hand.
Select the Discard Pile when you're done with the final hand. A game is completed after the fourth, and last, hand is played. The final score is tallied.
11. Enter high score (if applicable)/End game.
If you have a high score, a new screen will appear, prompting you to enter your name. The scores from the first twelve games are automatically recorded as high scores. After you enter your name and press Enter, you will see a list of the top scorers. When the High Score screen is full, you will only be prompted to add you name if your score exceeds the lowest score listed.
You can leave the card game at any time by selecting Gateway under the File menu. You will be asked to confirm your selection (in case you want to save a game) before you go on to another part of the program.
Keyboard Hot Keys
The following keys can be used at any time during the Card Game:
E: Ends current game
G: Goes to the Gateway
H: Shows high scores
N: Starts a new game
Q: Quits program and returns to operating system
U: Undoes last card choice
Enter: Acts as the select button
Spacebar: Deals a new set of cards
Menu Bar
The following options appear on the Card Game menu bar: File, Game, Options, and Help. There are also three buttons at the far right of the bar. Select them to get these results:
(From left to right)
Undoes the last card choice (which restores the last deal)
Starts a new game
Returns to Gateway screen (The "G" will not appear in MCGA, EGA, or Tandy 16-color graphic modes)
File
Selecting File gives you these options:
Save Game
Saves the current game so you can resume play at any time. When you select this option, you see the save Game requester. At the bottom of the requester is the "Enter new file:" field. Enter a name to save this game uynder and then select Save. If you've saved the current game before, select its name in the Choose File window and then select Save.
Load Game
Loads a saved game. When you select Load Game, you see the Load Game requester. Highlight a name from the Choose File window and then select Load.
Gateway
Exits the Card Game and returns to the Gateway.
Quit
Exits Heaven & Earth and returns to the operating system.
Game
Selecting Game gives you these options:
Start New Game
Ends the current game and starts a new game.
Restart Current Game
Ends the current game and then starts the same game over (uses the same initial shuffle and assigns the same initial phenomena to the same cards.)
End Current Game
Ends the current game.
Options
Selecting Options gives you these options:
Undo Last Move
Undoes the most recent card selection.
Show High Scores
Lists the 12 highest Card Games scores. The Clear option resets all high scores to zero.
Fast Deal
When this is toggled on, cards are dealt at a faster rate.
Animations
Toggles animations for celestial phenomena on and off.
Sounds
Toggles sound effects on and off.
Info Bar
Toggles information about cards and tricks listed at the bottom of the screen on and off.
Change Board
Displays a submenu listing four possible sets of playing boards and card backs. This function is available at all times, even during a game. The program remembers which board you used last and automatically brings it up the next time you play the game. The board you use has no bearing on the game's score.
Help
Selecting Help gives you these options:
About Heaven & Earth
Shows credit information on Heaven & Earth.
How to Play
Gives a brief description on the Card Game and its scoring.
Hot Keys
Lists the Card Game hot keys and their functions.
Information bar
When you move the curosr over individual cards or tricks, information relating to them is shown on the Information Bar at the bottom of the screen. (If you don't see this information and want to, make sure the toggle box next to Info Bar under the Options menu is selected.) Other information - the current Hand Score, which Hand and which Deal you are currently playing, and the current Game Score - always appear at the bottom of the screen.
The Suits and Landscapes
The Card Game deck consists of 48 cards divided into 12 suits of four cards each - almost the exact inverse of standard wester playing card decks, which have four suits of 13 cards each. Each suit sumbolizes one of the 12 months of the year, and the four cards per suit each have a different value as portrayed by landscape images. From lowest to hightest in value, these landscape images are: Ocean, Desert, Mountain, and Sky.
The 12 suits (or months) are divided into seasons (winter, spring, summer, and autumn) and elements (earth, air, fire, and water). No two months have the same combination of season and element: January is a winter month and an earth sign, while December is also a winter month but a fire sign. August shares December's fire sign, but is a summer month instead of a winter month.
Seasons
A card's season is indicated by the top border of the playing card. (Forgive the lack of pictures.) A green, flowery indicator is Spring, the one with the sun is Summer, the leaves is Autumn, and the snowflakes is Winter.
The months in each season are:
Spring: March, April, May
Summer: June, July, August
Autumn: September, October, November
Winter: December, January, February
Elements
A card's element is indicated by the left border of the playing card. (Again, no pictures in here; sorry!) Earth is, well, the earthy-lookin' one, air is cloudy, fire is pretty simple to figure out, and water is even easier. Why the hell am I bothering to describe this stuff? Figure it out!
The months in each element are:
Earth: May, September, January
Air: June, October, February
Fire: April, August, December
Water: July, November, March
The unique combinations for each of the 12 suits are shown in this chart (mine doesn't look as nifty as the manuals, but hey - did you pay for this? No? Then quit complaining!):
Winter Spring Summer Autumn
Earth January May September
Air February June October
Fire December April August
Water March July November
Landscapes
These are the main backgrounds of the card. Each landscape has a particular value.
Sky - The highest landscape value.
Mountain - The second highest landscape value.
Desert - The third highest landscape value.
Ocean - The lowest landscape value.
You will notice that there are sometimes animations in a landscape. These are Celestial Phenomena, and will be discussed later in this section.
Creating Tricks
Your primary objective is to create tricks. Atrick is tow or more cards that are assigned a specific point value when grouped together. There are dozens of possible tricks, and all are based on relationships inspired by months, seasons, elements, astronomy, and meteorology.
At the simplest level, you can create tricks solely by matching borders and/or landscape pictures, without any understanding of the significance of the borders or landscapes represented by the cards. While the Card Game can be easily learned and quickly played, if you want to reach the expert level, you should become very familiar with the suits. Only by doing so will you be able to make the associations between the seasons, elements, and individual months that result in the highest scores.
All possible types of tricks are listed below:
4 of a Kind
a 4 of a Kind trick is created by stacking four cards of a specific month. Cards that have the same element (left border) and season (top border) are the same month. Refer to the chart on page 31 for the months created from the different border combinations.
3 of a Kind
A 3 of a Kind trick is created by stacking three cards with matching element (left border), season (top border) or landscape.
2 of a Kind
A 2 of a Kind trick is created by pairing two matching cards of a specific month; the element (left border) and season (top border) must match.
Opposite Month
An Opposite Month trick is created by pairing two opposing cards that represent the equinox, the solstice, or the different types of moons:
January + July: Snow/Heat Moon
February + August: Hungry/Hunting Moon
March + September: Equinox
April + October: Buds Appearing/Leaves Falling Moon
May + November: Planting/Harvest Moon
June + December: Solstice
Trick Scores
Here are some details on scoring:
Each trick has a score assigned to it, as listed below.
Scores can be increased or decreased when celestial phenomena are present when the trick is formed. Celestial phenomena are explained later in the "Celestial Phenomena" section.
Bonus points are earned if all cards are used in a specific hand.
The landscape on each card has a value. Scoring value is ranked as follows (from lowest to highest): mixed landscape, Ocean, Desert, Mountain, and Sky. For instance, if you create a 3 of a Kind trick consisting of one Ocean landscape and two Desert landscapes, that constitutes a mixed landscape. This mixed landscape is worth less than if all the landscapes were desert.
Celestial phenomena cannot be used to create a trick. Even if two or more cards have the same type of celestial phenomenon, that doesn't constitute a valid trick. Tricks are based on the combinations of the top borders, the left borders, and the landscapes - Ocean, Desert, Mountina, or Sky only.
The point values for each type of trick are as follows:
4 of a Kind (4 cards of the same month): 1000
3 Landscapes (3 cards with the same landscape):
Sky 300
Mountain 250
Desert 200
Ocean 150
3 of a Kind (3 cards with a matching border):
Sky 600
Mountain 500
Desert 400
Ocean 300
Mixed 150
2 of a Kind (2 cards of the same month): 100
Opposite Month (2 cards of the opposite month):
Sky 1000
Mountain 800
Desert 600
Ocean 400
Mixed 200
Bonus Points For Completed Hands
You can earn additional points by using all the cards in a hand. This means that every card in a specific hand was used in a valid trick.
1st time all cards used in a hand: 500
2nd time all cards used in a hand: 1000
3rd time all cards used in a hand: 1500
4th time all cards used in a hand: 3000
Celestial Phenomena
While every trick in the Card Game has a specific value, that value can increase or decrease when randomly generated celestial phenomena occur in one or more of the cards in that trick. Celestial phenomena are animations randomly assigned to cards in each hand and depict events such as rain, sunsets, lightning, rainbows, shooting stars, full or new moons, etc.
Celestial phenomena:
Occur randomly; a particular phenomena may not appear at all in a game.
Has a multiplier value which can be positive or negative.
Always appear in the card's landscape (the center of the card).
In many cases animate when the card is selected (the Animate option must be on in order for it to animate).
Are noted on the Information Bar (if toggled on) after the month.
With the presence of one or more celestial phenomena, a trick of low value can become far greater in value, and a high value trick can become one of extraordinary value. Occasionally, a trick can also decrease in value when a celestial phenomenon with a negative multiplier is used.
Frequency of Appearance
Not all celestial phenomena are distributed in the first hand; phenomena appear in all four hands. Thus, a card that did not have phenomena in the first hand could acquire a phenomena in a subsequent hand.
Once a celestial phenomena has been assigned to a card, it stays with that card throughout the game.
List of Phenomena and Their Values
There are 22 different celestial phenomena that can appear during each game. When a card with a phenomenon becomes part of a trick, the score for that trick increases or decreases by the value of the multiplier associated with the phenomenon.
For example, if a trick of three Sky landscapes (with mixed borders) contains a card bearing Lightning, the trick's value of 300 is multiplied by 2 (the multiplier value of Lightning; see table below) for a total value of 600 points.
If there is more than one multiplier in a trick, the multipliers are added together to arrive at the final multiplier. For instance, if a celestial phenomenon with a value of 2 and a celestial phenomenon with a value of 3 appear in the same trick, the basic value of that trick will be multiplied by 5.
Phenomenon Multiplier
Moons
Crescent Moon 2
Halo Moon 2
New Moon 2
Full Moon 3
Suns
2 Suns -2
Apex Sun 2
Rising Sun 2
Setting Sun 2
3 Suns 10
Eclipses
Lunar Eclipse 3
Solar Eclipse 4
Stars
Betelgeux Star 2
Double Star 2
Evening Star 2
North Star 2
Shooting Star 3
Supernova 5
Atmospheric
Earth Shine 2
Aurora Borealis 3
Rainbow 4
Weather
Tornado -3
Rain -2
Snow -2
Lightning 2
Weather Combinations
Snow + Lightning -2
Tornado + Snow -2
Rain + Snow 2
Rain + Lightning 3
Rain + Tornado 5
Tornado + Lightning 5
Rain, Lightning + Tornado 10
Playing Hints
The Card Game is easy to play, but challenging to fully master. It will take patience and skill to reach the higher scoring levels (30,000 to 50,000 points) in a game.
Use the Information Bar along the bottom of the screen to learn about specific cards and tricks.
When you begin, concentrate on the basic tricks where you are matching either one or both borders and/or landscape. As you become more familiar with the game, learn the values of each of the tricks so that you can make the best possible decisions when you have to choose between two desirable cards.
Don't be in a hurry to play phenomena-bearing cards. If you wait until the later rounds, there is a greater chance of combining higher value tricks, thereby attaining a higher final score for the game.
Become familiar with the months that the cards repesent and how they relate to each other. While the Opposite Month tricks are harder to make, they can be worth a lot.
Although it may be tempting to leave celestial phenomenon with a negative value out of a trick, the bonus you get from using all the tricks in a hand may outweigh the value of a negative trick.
The Illusions
The process of freeing yourself
from arrogance and cutting off
your habitual tendencies is a
very drastic measure, but it is
necessary.... Once we
overcome habitual patterns, the
vividness of the drala principle,
or magic, will descend, and we
will begin to be individual
masters of our world.
From Shambhala: The Sacred Path of the Warrior
The Illusions portion of Heaven & Earth challenges your ability to imagine spatial relationships between two- and three-dimensional objects. It consists of hundreds of visual puzzles, optical illusions, and graphic brain teasers.
There are twelve types of Illusions. Each type has four different levels - Ocean, Desert, Mountain, and Sky - and each level contains 12 different scenarios for a grand total of 576 different scenarios to master.
Each Illusion exercises a basic spatial perception skill. For instance, certain scenarios in the Identity Maze have two cursors that move symmetrically. In some of these scenarios, moving one cursor up and to the left moves the other cursor down and to the right! When either cursor runs into a wall, both stop. To master the maze, you must continually think about two things at once.
How to Play the Illusions
1. Start the game.
Select the Illusions icon from the Gateway screen, this will bring you to the Illusions Gateway.
2. Choose the type of Illusions you want to play.
To go to an Illusion, select it on the Illusions Gateway.
3. Choose the scenario you want to play.
When you initially select a type of Illusion, the first scenario in the first level appears. You will see a bar across the center of the screen that says "Welcome Player 1" with the options of OK or Choose Player. You will see the Illusions Records screen with the diamond next to Player 1 selected. Select Change Name and a bar containing "Clear Record" will appear. Above that is an empty field; type your name and select OK. Your name will appear in a place of Player 1. Be sure to click on OK to record your name; otherwise, when you return to this screen, your name will be gone adn Player 1 will be in its place.
If you want to be one of the players numbered 2 through 6, then select a Player number on the list. Again, you can change the name with the Change Name option.
4. Master the scenario.
The scenarios in the different type of Illusions have different goals. For example, in Cursor Warping, your goal is to deactivate colored targets, while in Figure Ground, your goal is to move blocks so they match a goal configuration. Details on the goals for each Illusion are in "The Twelve Illusions" section.
Don't hesitate to try anything to master the Scenario. There is no penalty for failure. If you get stuck, you can restart the Scenario.
Mouse tips: To move an object in an Illusion, click and hold on it, drag it to a new position, and then release the mouse button.
Keyboard tips: To move an object, position the cursor on it press Enter or the spacebar to pick it up, use the arrow keys to move it, then press Enter or the spacebar again to put it down.
5. Change the scenario whenever you want.
To work on a different scenario:
Select Level from the menu bar at the top of the screen.
Selevt the level you want and a submenu appears, listing each of the 12 scenarios in that level.
Select the scenario you want to do. You're free to do the scenarios in any order.
6. Change the Illusion type whenever you want.
To switch to a new Illusion type, select the Illusions Gateway icon in the upper right corner of the screen to return to the Illusions Gateway screen and then select a new Illusion type.
7. Exit the Illusions when you're done.
Select the Illusions Gateway icon to return to the Illusions Gateway screen. Then select the Exit icon to exit the program or choose the Gateway icon to return to the Heaven & Earth Gateway.
Keyboard Hot Keys
The following keys can be used at any time in the Illusions section:
I: Goes to the Illusions Gateway
N: Goes to next scenario
P: Goes to previous scenario
R: Restarts the current scenario
G: Goes to Heaven & Earth Gateway
Q: Quits program and returns to DOS
Enter: Acts as the select button
Spacebar: Activates or deactivates puzzle cursor(s)
Note: Some keyboards are more sensitive then others. In some cases, pressing the N or P key may cause several puzzles to flip by instead of one. A gentle tap on the N or P key is all that is needed to switch to the next puzzle.
Menu Bar
The following options appear on the menu bar in each Illusions: File, Level, Options, and Help. There are also four buttons at the far right of the menu bar. Select them to get these results:
(From left to right)
Restarts current scenario
Starts previous scenario
Starts next scenario
Returns to Illusions Gateway screen (The "G" will not appear in MCGA, EGA, or Tandy 16-color graphic modes)
File
Selcting File gives you the following options:
Illusions Gateway
Exits the scenario and returns to the Illusions Gateway.
Gateway
Exits the scenario and returns to the Heaven & Earth Gateway.
Quit
Exits the scenario and returns to DOS.
Level
Selecting Level gives you the following options:
Ocean, Desert, Mountain, or Sky
Displays a submenu listing all twelve scenarios for that level. Each scenario has a toggle button next to it. The toggle button for the scenario you're currently in is highlighted. To start a new scenario, select the toggle button next to the scenario you want.
Restart
Restart the current scenario (returns the puzzle to its original state).
Previous
Ends the current scenario and starts the previous scenario.
Next
Ends the current scenario and starts the next scenario.
Options
Selecting Options gives you the following options:
Undo Last Move
Undoes the previous move. (Not available in some Illusions types).
Show Records
Keeps a record of the 48 scnearios you solved under each type. Tracks up to six players.
Sounds
Turns sound effect on or off.
Cycling
Turns color cycling animation effect on or off. (Not available in EGA or Tandy 16- color graphics mode)
Help
Selecting Help gives you the following options:
About Heaven & Earth
Displays credit information on Heaven & Earth.
How to Play
Gives a brief summary of how this particular Illusion type works, including a description of the goal.
Hot Keys
Lists the Illusion hot keys and their functions.
General Guidelines
The scenarios tend to get more complex as you progress in a level. In each level, the first one or two scenarios exist to illustrate the rules that apply in that level, and are easy to master. The last few scenarios in a level are often the most difficult to master.
Don't get too hung up on the rules! You may find that you do better if you just jump right in and let yourself intuit a solution. There is no penalty for failure, so experiment and get a feel for each level.
Every scenario takes place on a single screen. Some scenarios include a wraparound feature, which is indicated by a light-colored border around the puzzle. In these Illusions, the cursor can move through that border, re-entering the scenario at a corresponding point on the opposite border.
In some scenarios, your cursor actually becomes one of the pieces of the puzzle. In this case, you must activate the puzzle by moving the cursor onto the puzzle area, and then clicking the mouse button once or pressing the spacebar on the keyboard.
You always hear a musical tone when you master an Illusion when the Sound option is on.
You can restart a puzzle at any time.
Illusions Records Table
Heaven & Earth keeps track of the individual scenarios you've solved. The program can record the progress of up to six players. Under each of the 12 types of Illusions, each player can access a records table. This table lists all 48 individual scenarios and puts checkmarks by the ones the player has mastered.
To access the Illusion Records screen, select Show Records from Options on the menu bar. A dialog box appears with spaces for sx names.
To add your name to the list:
1. Select one of the six spaces by selecting the diamond next to the space or name you want.
2. Select the Change Name button at the bottom.
3. Type your name in the window that appears.
4. If you would like to clear the old records for this name and start over, select the Clear Records button to erase the current record for the name you selected.
5. Select the OK button to accept the name.
6. Select OK again to return to the current scenario.
You cannot clear all of the illusions records simultaneously; records must be cleared seperately for each player.
To view the records table:
1. Select you name. A menu listing all 48 scenarios under the current type appears. (The menu shows a few scenarios at a time; to see more, click on the scroll bar to the right.)
2. Checkmarks appear next to any scenario you have already solved. The program automatically scrolls to the first uncompoleted scenario in the list.
3. If you've completed all 48 scenarios, the program scrolls to the bottom of the list, where a checkmarked box next to "Mastered" indicates you've completed all the scenarios in this category type.
If you click on a scenario you haven't done yet - one without a checkmark next to it - you immediately go to that scenario.
The Twelve Illusions
The following section gives you rules and hints for each of the 12 types of Illusion.
Figure Ground
The screen displays two grids (labeled Puzzle and Goal) filled with different colored squares. The object is to rearrange squares or groups of squares in the Puzzle until you form a pattern that matches that of the Goal.
Mouse users: To move a square or group of squares in the Puzzle, you must select it, drag it to a new position, and then release it.
Keyboard users: Move the cursor over the piece you want to move and press the spacebar. The cursor will disappear. With the arrow keys, move the piece to its new position and then press the spacebar to set down the piece.
Selecting a square causes that square and all same-colored squared connected to it by edges (not corners) to be listed off the plane as a single connected piece (called a region). The squares revealed underneath will be a different color thatn the moved piece.
In versions with more than two colors, colors uncover each other in a cyclical order. Once a region has been dragged into overlapping or edge-to-edge contact with another region of the same color, the two regions fuse permanently into one piece.
Levels
Ocean - "White Center" The board has squares of two colors (white and another color), but only the non-white squares can be dragged. When a non-white region is moved, it leaves white squares underneath. (Note: In two scenarios, a black region is added, which also uncovers white squares when moved.)
Desert - "Three Colors" The board has squares of three different colors. A specific color always uncovers another specific color. For example, if the three colors are black, white, and gray, black always uncovers white, white always uncovers gray, and gray always uncovers black.
Mountain - "Four Colors" The board has squares of four different colors. As in the previous level, a specific color always uncovers another specific color. For example, blue can uncover purple, purple can uncover black, black can uncover white, and white can uncover blue. In the final scenario, the colors change slightly - two colors will uncover one color. For example, both white and blue can uncover black, while both black and purple can uncover white.
Sky - "Two Colors" The board has squares of two different colors, but now both colors can be dragged.
Cursor Warping
The object is to deactive colored targets by hitting them with the cursor. When an appropriate target is deativated, it turns gray. Targets must be deactivated in a specific color order for each puzzle.
Your goal is to deactivate all targets of the same color in a given scenario before you can hit targets of the next color. VGA gray scale users: Your goal is to deactivate targets with the same number before going to the next higher number targets.
Example: You deactivated all but one of the red targets in a scenario. The cursor then hits an orange (or any other color) target next. What happens? All targets of the previous color - in this case, all the red targets - reactivate.
To start, select any point on the puzzle. The cursor will begin its movement from the point where you selected. In som levels, however, you cannot select in certain areas. If the cursor flashes or you can't move it, that means you tried to start in an invalid location.
During play, pressing the mouse button, the spacebar or the Enter key on the keyboard causes the scenario to restart. This keeps you from being able to place your cursor a second time. When you start the level, you can place your cursor anywhere you want with the first select; any additional selects before you master the illusion will start the scenario over.
Levels
Ocean - "Velocity" Moving the mouse or pressing keyboard arrows keys affect the veolicty of the curosr as well as the position. If you do nothing, the cursor continues traveling in a particular direction, bouncing off the edges of the screen.
Desert - "Symmetries" The cursor velocity functions the same as in the Ocean level, but the cursor moves in unusual response to the mouse movement or keyboard arrow key. Sometimes the cursor moves opposite to the mouse or arrow key; sometimes at a 90-degree angle; sometimes in a "mirror" relationship (up/down movement is the same, while left/right movement is opposite, or vice versa).
Mountain - "Walls & Ice" Same as the Ocean level, but now you are challenged by patches of "ice" where you have no control over the cursor, and solid walls.
Sky - "Slopes & Troughs" Same as the Mountain level, but now slopes and troughs affect cursor movement.
Slope is indicated by the direction that an arrow points; the arrow shows the direction in which the cursor will gain momentum.
Troughs are neutral areas that the cursor flows towards as a result of the following slopes.
Sliding Graphics
You're given a collection of blocks that slide around within a playing field. Blacks cannot overlap one another or cross beyond the boundary of the playing field. The object is to rearrange the blocks to match the configuration in the goal square to the right.
Some goal boxes only show some of the pieces available in the puzzle square. If this is the case, you only need to get those pieces to match the key goal positions; the other piece positions are irrelevant.
Note that you can push pieces with other pieces.
Leves
Ocean - "Single-Square Pieces" All pieces are single squares. Some squares are frozen and cannot be moved. Some pieces may be two-colored.
Desert - "Rectangular Pieces" Same as the Ocean level, except some pieces are bigger than a single square.
Mountain - "Concave Pieces" Pieces appear in a variety of shapes like square, rectangles, L's and crosses. Some pieces are frozen and cannot be moved. Pieces may also be two-colored.
Sky - "Disconnected Pieces" Some pieces appear to be disconnected; however, if you moev one part of such a piece, the other part moves as well.
Multiple Cursors
The playing field consists of groups of cells which contain squares, cursors (in the shape of either pointers or small jagged bars), and in some levels, patters (like a diamond) within squares. Whenever you activate the select option, all cursors will pick up or drop whatever object they are touching. The goal is to use our cursors to pick up objects and move them into particular positions.
You control the entire array of cursors, but different cursors may move in different symmetrical relationships to the mouse movements or keyboard arrow keys. For instance, when the mouse moves left and up, some of the cursors may match that movement, but others may move right and down, while still others may move right and up!
There is another challenge as well: Each cursor can move only within its rectangular cell. In order to move an object from cell to cell, you have to place the object over the edge of one cell into the next, where that neighboring vell's cursor can then pick it up.
Important: Activating the select option can result in dropping one object with one cursor while simultaneously picking up another object with a different cursor.
Levels
Ocean - "Unity" Your goal is to unite objects by moving them with the cursors until they touch each other.
Desert - "Match" Same as the Ocean level, except you must unite objects of the same color with each other.
Mountain - "Touch Base" Manipulate objects until they touch the goal objects.
Sky - "Multi-Color" Same as the Mountain level, but now goals and objects are more than one color. You must move objects to goals of the same color.
Identity Maze
The playing field is a maxe in which one or more cursor squares move in various symmetrical relationships. For instance, controlling two cursors in a maze may result in the cursors moving in opposite directions. The object is to guide your cursors to one or more goals.
Whenever either of the cursors runs into an obstacle, both are blocked. Cursors may not need to capture goals at the same time. Wraparound borders exist in various scenarios at all levels.
If there is more than one cursor in a scenario, at least one will match the movements of the mouse or keyboar. All the cursors are linked and will move together but not all cursors will move in the same direction as the one controlled by the mouse or keyboard.
Levels
Ocean - "Parallel" Cursors move in the same direction as the mouse or arrow key.
Desert - "180 Rotation" Multiple cursors move in opposite directions. For example, if you have two cursors, moving the mouse up and left (or pressing the up arrow and then the left arrow) causes one cursor to move up and left and the other cursor to move down and right.
Mountain - "Mirror" Groups of cursors move as if mirroring others in an imaginary vertical mirror. Think of twin cursors paired on either side of a vertical mirror. Move one up and the other moves up, but move one left and its twin moves right.
Sky - "90 Rotation" Two cursors move in a perpendicular relationship; if one cursor moves right and then up, the other moves up, then left.
Changing Bodies
You control one or two active cursor squares as you wander through a maze of impassable walls ad frozen cursor squares. Active cursors can, in effect, "pass through" frozen cursors - when this happens, the active cursor square becomes a wall, while the frozen cursor unfreezes and becomes an active cursor, moving along with the other cursor. Control is transferred from one cursor to another in this manner, like a "migration of souls."
The cursor can travel only horizontally or vertically. The direction you approach a frozen cursor is very important. Because you create new walls by unfreezing cursors, be careful not to block yourself in. The maze may or may not wrap around.
Levels
Ocean - "Standard" The active cursor is a single square that unfreezes frozen cursors that then become walls. the object is to reach the goal square(s). There may be more than one goal.
Desert - "Frozen Goal" Same as the Ocean level, but now you must unfreeze all frozen cursors before reaching the goal.
Mountain - "Aggregate Cursor" You control two cursor squares. Goals may be normal or frozen.
Sky - "Free Partner" Normally, if one of your two cursors is blocked by a wall, the other cursor stops. In Sky if one active cursor is adjacent to a frozen cursor, it can unfreeze that cursor even if the other cursor is blocked, but its relationship to the other curso will change.
Gaining Losing
You control a fleet of active cursor squares navigating a field filled with frozen cursor squares and holes. Whenever an active cursor touches a frozen cursor, the frozen cursor unfreezes and is added to your fleet of active cursors. Whenever any of your cursors drops into a hole, the cursor is lost. Your cursor may sometimes consist of disconnected parts that move in unison.
The object is to move your fleet of cursors onto a goal of marked squares. The configuration of your cursor fleet must match the goal configuration exactly.
Cursors can move horizontally or vertically, but impassable walls that can block cursor movement appear throughout all levels. If any cursor in the fleet hits a wall, the entire fleet halts. Since slow, precise movement is sometimes important in Gaining Losing, it might be easier to tap the keyboard's arrow keys than using the mouse.
Levels
Ocean - "Losing Only" There are holes, but no frozen cursors. The object is to move through the maze, losing cursors until the fleet of cursors exactly matches the patter of goal squares.
Desert - "Gaining Only" There are many frozen cursors. The goal is to unfreeze and gain cursor squares until your fleet is the same as the patter of goal squares.
Mountain - "Gaining/Losing" Combines the rules from the Desert and Ocean levels, with both holes and frozen squares.
Sky - "Wraparound" Same rules as the Mountain level, but adds the ability to wrap the cursor around to the opposite border.
Antimaze
The cursor is a single square that you will try to navigate through what appears to be an ordinary maze of walls. But as you navigate the maze, it behaves in a surprising way. What appears to be a solid wall is actually a passable area, and what appears to be a passable area is actually blocked!
Select inside the maze area to begin each scenario.
Levels
Ocean - "Antimaze" You set out after a single goal. Walled areas allow passage, clear areas do not.
Desert - "Multiple Goals" Same as the Ocean level, but with more than one goal.
Mountain - "No Return" Combines the Ocean and Desert levels, but adds wraparound and one-time walls (light-colored walls that disappear once you cross them).
Sky - "Flip-Flop"" Rules from all previous levels apply, but the multiple goals trigger another phenomenon - each time you collect a goal, the puzzle flip-flops, changing from antimaze to standard maze, or vice versa.
Flip Turn
The goal is to stack and flip transparent sheets with squares "painted" on them, until their composite (the pattern of squares they make when stacked) matches the design pictured in the goal sheet at the far right.
The individual sheets (in groups of four or six) are pictured at the left. Their composite sheet - what they currently look like stacked - is next to the goal sheet.
To flip or turn an idividual sheet, select the sheet and then select and arrow icon (at the far left) to turn the sheet left 90-degree, right 90-degree, or to flip it vertically or horizontally. Whichever sheet you select "pops" to the top of the stack on the composite square.
In advanced levels you must choose the sheets to be stacked from several available sheets.
Levels
Ocean - "Single Colors" There are four sheets of squares. Each square in any sheet is a solid color.
Desert - "Diagonal Split" Same as the Ocean level, except some of the individual squares in this level are split diagonally into two colors.
Mountain - "Six Sheets" Now you're stacking six sheets of squares. Squares can be one or two colors.
Sky - "Four of Six" Six sheets are available, but you can only use from two to five of the sheets to stack in the composite. Squares can be one or two colors. A border around a sheet indicates that it's currently active. The width of the border indicates its placement in the composite stack; the narrower the border, the farther down in the stack it is.
Regrouping
The playing field is a configuration of lines drawn on a square grid. Selecting certain places picks up some configuration of lines surrounding the cursor. You can then move the configuration to another position on the grid and drop it. The object is to match the goal configuration and its position in the goal box.
Tip: If you have any problems picking up a square, try different corners.
Levels
Ocean - "Lines" Drag any set of connected lines until they overlap or touch to make that goal figure. If you drop a set on top of another set, they permanently merge.
Desert - "1x1 Squares" Arrange small squares in a grid to match the goal figure. To pick up a square, click anywhere inside the square. Only the squares are moveable.
Mountain - "Biggest Square" Clicking in any corner picks up the biggest possible square going out from that corner.
Sky - "L's" When you click in a corner, you pick up the biggest possible L-shape going out from that corner. The horizontal and vertical lines of the "L" need not be the same length.
Fit Fall
At its simplest level, this is a straightforward jigsaw puzzle, fitting pieces into a well. Pieces are made up of squares arranged in various shapes. Select a piece to pick it up, drag it to where you want to place it in the well, and then drop it. Well size will vary in depth, width, and length.
Dropping a piece over the well causes each square within the piece to fall to the lowest level it can. Thus, if the ground a piece falls on is uneven, the individual squares of the piece seperate to match the terrain. The goal is to fill the well to ground level.
Pieces dropped into the well can also be pulled out, as long as there is no other piece completely hiding it from view. If you pull out a piece, any pieces on top of it will fall to the lowest possible level.
In some scenarios there are arrow icons at the far left that you can use to flip pieces in the direction that arrow curves. To flip a piece, select that piece and then select and arrow icon.
Levels
Ocean - "One Level Deep" Fill a well that is one layer deep.
Desert - "Multiple Depths" Fill a well that is two or more layers deep.
Mountain - "Infinite Pieces" One color of pieces will be single use; the pieces can only be used once. The other color is infinite; it leaves copies of itself behind, providing an unlimited supply. Some puzzles can only have infinite pieces.
Sky - "Disconnected Pieces" Like the Mountain level, there may be both single use pieces and infinite use pieces. Some puzzles only have one type of piece. The configurations are not always as they first seem; some can be pulled apart in subconfigurations.
Convex Concave
This is a true set of optican illusions. The object is to contruct the goal configuration from a number of pieces.
Move the cursor onto a piece and then click the mouse button, press the spacebar, or press the Enter key to select it. Then roll the mouse or use the arrow keys to drag pieces where you want them. Release the mouse button, press the spacebar, or press the Enter key to drop the piece. With overlapping pieces, the piece most recently selected moves to the top. There is a snap-to-grid feature for easier placement - pieces placed slightly out of line snap in place. Some larger pieces must be broken down into smaller pieces.
When you combine pieces, they do not sitck together. If you want to descontruct a block you've built, you must do it one piece at a time. You cannot flip or turn pieces in this illusion.
Tip: It helps to build figures from back to front.
Levels
Ocean - "2D" Shapes are basically two-dimensional arrangements. The exact structure of pieces is not always the best. Pull pieces apart to see the components.
Desert - "3D" Shapes appear to be three-dimensional, but remember to think in two dimensions.
Mountain - "Convex/Concave" These optical illusions are inspired by Escher's famous "Convex and Concave" lithograph. A question you're sure to ask yourself: "Is it sticking out, or sticking in?" The answer is "neither."
Sky - "Up/Down" These optical illusions are inspired by the Penrose Triangle (featured in Escher's lithograph "Waterfall") in which water tumbles over a cascade, drops down a series of aqueducts, only to end up at the top of the falls again!
The Pilgrimage
Shambhala is about the path of
warriorship, or the path of bravery,
that is open to any human being
who seeks a genuine and fearless
existence .... Warriorship is a
continual journey. When the
warrior has unwavering discipline,
he takes joy in the journey ... every
step of the way.
From Shambhala: The Sacred Path of the Warrior
The Pilgrimage is designed to be the culminating experience of Heaven & Earth.
A Pilgrimage is a randomly ordered series of 108 steps that must be taken in the order presented to you, one at a time. The steps consist of brand new Illusions and Pendulum scenarios, single hands of the Card Game, and a number of inspirational poems known as the Tantras.
Each aspect of Heaven & Earth is an entertainment - whether the Card Game, the Illusions or the Pendulum. But they are also practices - mental practices that require understanding, insight, discipline, and perserverance to master.
Your progress in a Pilgrimage is represented by the number of colored squares filled in on the Pilgrimage screen. there is one color square that needs to be filled for each of the 108 steps of the Pilgrimage.
How to Embark on a Pilgrimage
To embark on a Pilgrimage, you need not have mastered all three practices, but you will be better prepared for what you will encounter on a Pilgrimage if you have experience.
Select the Palace near the top of the Gateway screen and you will see the Welcome Pilgrim requester.
If just beginning: Select the Pilgrim number you want to use. If you want to enter a personalized name, select Replace and enter a new name. This is your only chance to enter a personalized name; if you use the Replace option later, you're returned to the first step of the Pilgrimage. When you exit the Pilgrimage at any time, Heaven & Earth automatically saves your current place under the name that you entered. Up to six seperate pilgrimages can be taken.
If already en route: Choose your name from the list of Pilgrims currently en route and then click on Continue.
Replacing a name: To replace a name, select an existing name on the list. Then type a new name and select the Replace option. Be careful when using this option because it resets this pilgrim's journey to the first step of the Pilgrimage. You cannot replace a name in the middle of a Pilgrimage and then resume the Pilgrimage from that point; it will be reset to the stat.
Returning to the Gateway: Select Gateway to return to the Heaven & Earth Gateway. You can also select Gateway at any time to cancel any selections that you just made on this screen and return to the Gateway screen.
Menu Bar
The following options appear on the menu bar: File, Options, and About.
File
Selecting File displays the following:
Gateway
Exits the Pilgrimage and returns to the Gateway screen.
Quit
Exits Heaven & Earth and returns to DOS.
Options
The options available for the Pendulum, the Card Game, and the Illusions in the Pilgrimage section are the same as the option available in each of their individual games.
About
Selecting About displays the following:
Pilgrimage
Gives brief information on the Pilgrimage.
Heaven & Earth
Displays credit information on Heaven & Earth.
The Steps of a Pilgrimage
The 108 steps occurr in a random order each time someone takes a Pilgrimage; thus, every pilgrim takes a different path. Steps within any given Pilgrimage must be taken one at a time, and in the order they appear. You cannot bypass a step - you must complete the current step before moving on to the next one.
Each step will be one of the following four types:
Heaven & Earth Cards (Total of 30 steps). The Pilgrimage version features a single 12-card hand, rather than the full four-hand card game. The goal is to create tricks that earn the highest possible point total from one 12-card hand.
The Illusions (Total of 48 steps). The Illusions scenarios that you encounter in a Pilgrimage represent each of the 48 levels (12 types, 4 levels each) in the Illusions portion of Heaven & Earth. However, these are 48 brand new scenarios, created especially for the Pilgrimage.
The Pendulum (Total of 12 steps). You get 12 entirely new Pendulum scenarios to master in the same manner as the Pendulum section of Heaven & Earth. Each takes place in a Heaven & Earth bowl created especially for the Pilgrimage.
The Tantra (Total of 18 steps). The Tantra are poems of inspirational grace and wisdom. A Tantra is for you to enjoy; it does not require mastering. After you read a Tantra, press Enter or click the mouse button to go to the Shambhala screen. Reading the Tantra is regarded as completing a step in the Pilgrimage.
The Cards, Illusions, Pendulum, and Tantra appear in an order created especially for your Pilgrimage. You might start with several Card hands, solve two Illusions, completely a Pendulum and then receive a Tantra. Another pilgrim might start with one Illusion, solve a Pendulum, play three Card hands, and then receive a Tantra - the Pilgrimage stepas are completely unique to the pilgrim.
After you solve each step, a section of the final screen is enhanced. A dialog box appears asking you if you would like to Continue or View. View clears the Dialog box so you can look at the screen without obstructions. Continue takes you to the next step in the Pilgrimage.
When you've completed the 108th - and final - step of your Pilgrimage, you will see your visual reward in its entirety.
Take your time on the Pilgrimage. If you've started a Pilgrimage, you are not required to stay on it. You can turn to the main part of Heaven & Earth and continue to work on any Illusion, Pendulum, or Card Game you may not have mastered. you can then pick up where you left off on your Pilgrimage whenever you feel comfortable with your skills and understanding.
Appendix A: DOS Tips
Okay, this section is for people who know little or nothing about DOS, so don't laugh at how boneheaded some of these tips sound. From how things seem to be going at the time this was typed in by me, it seems that DOS is being phased out in favor of graphical user interfaces (GUIs) such as Windows3.1, Windows95, Windows98, and WindowsNT, as well as other lesser known GUIs. Frankly, I like GUIs, but they do lack the ability to fully manipulate and understand what's going on in your computer as its happening sometimes.
What is a "C Prompt"?
The C prompt is your window into your computer system. A C prompt is how DOS tells you it is ready to accept commands to start a program. The term C prompt is actually a bit misleading, since it can also be an "A prompt" or a "Z prompt" depnding on how your computer is set up. The C prompt refers to the drive that you are currently logged into. If your computer has a hard drive, you will usually see a C prompt that looks like one of the following:
C:
C>
C:>
C:\>
Understanding a C prompt will help you understand the next section.
Boot Disk - Why You Might Need To Make One.
Starting your computer with a specially formatted boot disk could help solve loading problems involving memory. for instance, if you don't have enough memory because your hard drive automatically loads terminate and stay resident programs (TSRs), you could start the computer from a boot disk that loads only the essential things needed to run the computer. Examples of TSRs are DOSSHELL, Tandy's DeskMate, Norton Utilities Erase Protect and AntiVirus utilities, Fast Open, Borland's SideKick, Quarterdeck's QEMM386 memory manager, and calculators. If any programs are being loaded by your CONFIG.SYS and AUTOEXEC.BAT files, they are most likey TSRs.
How to Format a Boot Disk:
Warning: Because the FORMAT command wipes out information on the disk that you're formatting, be sure to use this command with extreme care. A new, unused disk is highly recommended. Also, for you people who have never used DOS in favor of Windows, keep in mind that there is no recycle bin in DOS. Deleted or formatted data can be recovered SOME OF THE TIME, but don't count on it every time, especially if you aren't that familiar with DOS.
If your disk and floppy disk drive are the same density, here's how you format a boot disk:
1. Insert a blank disk in drive A:. You must use drive A: because in most caes IBM and IBM compatible computers can only boot up from the A: drive or C: drive.
2. At the C: prompt, type FORMAT A: /S and press Enter.
3. Follow the instructions that appear on the screen. For more information on the FORMAT command, please consult your DOS manual. The disk in drive A: will be formatted and the hidden DOS system files will be copied to drive A:.
If your disk and floppy disk drive are different densities, here's how you do it (Once again, we recommend using the same density, but if you ABSOLUTELY can't...):
To format a 5.25" low density disk in a 5.25" high density drive, replace the
FORMAT A: /S command in step 2 with the command FORMAT A: /S /4
To format a 3.5" low density disk in a 3.5" high density drive, replace the
FORMAT A: /S command in step 2 with the command
FORMAT A: /S /T:80 /N:9
High density disks cannot be formatted as high density disks in low density drives, but they can be formatted as low density disks using the FORMAT A: /S command perform without problems. However, we still recommend that you use comparable density disks and drives.
For more information on the FORMAT command, please consult your DOS manual.
Your boot disk is now ready to use. Insert it into the A: drive, and restart your computer. When the computer comes back up, you will be at an A: prompt. From there, change to the hard disk drive where you have stored Heaven & Earth and start the game. The command C: will switch from the A: prompt to the C: prompt. Any conflicts that existed when you booted from your normal setup on your hard drive should now be bypassed.
If the boot disk you just made did not work, you may need to copy some files onto the boot disk from your hard drive. there may be certain commands in your CONFIG.SYS and AUTOEXEC.BAT files on your hard drive that are required in order for your computer to boot up properly. To copy these files onto your boot disk, do the following:
1. Type C: and press enter to change to drive C:.
2. Type COPY C:\CONFIG.SYS A:\ and press Enter.
3. Type COPY C:\AUTOEXEC.BAT A:\ and press Enter.
4. Use a text editor to edit out any unnecessary commands in these two files. Leave only those commands that are required for your computer to boot up. For more information on editing files and the commands that may appear in the CONFIG.SYS and AUTOEXEC.BAT, please consult your DOS manuals.
Appendix B: Troubleshooting Guide
Problem: The program doesn't load or run properly.
Do you have the necessary equipment as listed under "Equipment Requirements"?
Is each component of your computer system (computer, monitor, etc.) plugged in and turned on?
Did you follow the installation instructions step-by-step? Making even one error in the installation instructions could cause the program not to load or "freeze" during play.
Do you have any peripheral devices (i.e. modems, scanners, CD-ROMs, digitizers, bus mouse, etc.) attached to your system? Some of these devices may be trying to use the same hardward interrupts (IRQs), keeping the program from loading, and could conflict with the program when you turn on your system. Try unhooking any unnecessary peripherals, rebooting the computer, and reloading the program. You might also try disabling these peripheral device drivers in your CONFIG.SYS and AUTOEXEC.BAT files by placing a REM command in fron of them to "remark out" the line. Then reboot your computer and restart Heaven & Earth to see if it runs properly. (I'd disable the peripherals through the CONFIG.SYS and AUTOEXEC.BAT files before trying to unhook the actual devices; if you do it the other way around, you might get lots of error messages.)
During installation, did you select any options that are not supported by the hardware in your computer? Selecting VGA graphics when you system only supports EGA graphics can cause problems. Selecting the Sound Blaster card can cause the computer to "freeze" if you don't have a Sound Blaster card. Souble check these settings by type SETUP at the DOS prompt in the subdirectory where Heaven & Earth resides. If you are not sure of your computer hardware, refer to the computer manuals that came with it, or contact the manufacturer for more information.
Do you have Terminate and Stay Resident (TSR) programs or memory resident programs that are being loaded by your CONFIG.SYS or AUTOEXEC.BAT files? TSRs can interfere with other programs since they are sharing the RAM memory in your computer. Examples of TSRs are DOSSHELL, Tandy's DeskMate, Norton Utilities Erase Protect and AntiVirus utilities, Fast Open, Microsoft Windows, Borland's SideKick, Quarterdeck's QEMM386 memory manager, and calculators. If any programs are being loaded by your CONFIG.SYS and AUTOEXEC.BAT files, they are most likely TSRs. Using a boot disk might be your best solution to freeing up the RAM of these TSRs. Boot disks are discussed in Appendix A: DOS Tips.
Do you have enough free RAM memory for the program to run? Run the DOS CHKDSK command to determine how much RAM you have available. Users of DOS 4.0 and later can use the MEM command or CHKDSK. If you have less than 546,816 bytes of RAM available for the program, you may need to use a boto disk to try to free up enough RAM to meet this minimum. Boot disks are discussed in Appendix A: DOS Tips.
Is your hard disk drive full? Switch to the drive where you installed Heaven & Earth. At the DOS prompt, type DIR and press Enter to check available disk space. Heaven & Earth requires 5,871,603 bytes of hard disk space. If you are out of disk space, reinstall the program to a drive that has sufficient disk space, or delete any files you are POSITIVE you don't need. As an added precaution, you may want to copy the files you will delete to a floppy disk; then you can copy them back to the hard drive if necessary.
Did you carefully answer the copy protection question? If you answer the copy protection question incorrectly, your returned to DOS. Try starting the program again, taking care to answer the copy protection question correctly.
Problem: The mouse isn't working.
Is the mouse plugged into your computer?
Is the mouse drive software installed properly? It should be installed before starting Heaven & Earth. See your mouse manual for install instructions.
Are you using a mouse driver that is a current Microsoft compatible cersion?
Problem: The sound warbles, breaks up, or is missing.
Are you running the program through a DOS shell or menu program? This may cause the sound to break up. Examples of shells or menu programs are Microsoft Windows, Norton Commander, Xtree, DOSSHELL, and Direct Access. Try quitting out of the DOS shell and running the program from the DOS prompt.
Are you using one of the sound devices listed under "Equipment Requirements"? You must have one of the listed sound devices to have sound output. (For you computer illiterate people, if you have an improved version of one of the boards listed (i.e. instead of just "Sound Blaster," it's labelled as a "Sound Blaster 16" or "Sound Blaster AWE64" or whatever), it's still a Sound Blaster, albeit a better one!)
Is your sound device properly installed? Refer to the sound device manuals for proper installation instructions.
Did you select the correct sound option during the install process? Use the "Changing the Setup" instructions to check and, if necessary, to change your sound option.
Are you using a machine that runs slower than 10 MHz? (Bwah-ha-ha-ha!!!! Get a real computer!!!!) This may distort sound since it would fall below the minimum requirements for this program.
Sound Source Owners
Did you select The Sound Source option on the Setup screen of the Install program?
Is The Sound Source properly connected? Check the instructions that came with The Sound Source.
Does The Sound Source have a fresh battery installed? If you're not sure, test it with a new 9-volt battery.
Is the volume turned up? Turn the volume knob clockwise to turn up the volume.
Do you have a headphone set plugged into The Sound Source? The speaker is shut off when a headphone set is used; unplug the headphones to head sound from the speaker.
Problem: Colors do not appear as expected.
Are your monitor's contrast, color, and tint controls properly adjusted?
Are your monitor cables securely attached?
Do you have the right graphics hardware for the software? For example, this program does not work in CGA mode.
Questions and Answers
Here are some questions you might ask and the answer to them:
Q. When I initially install Heaven & Earth, how many files are copied onto my hard drive?
A. Fourteen files will be copied to your hard drive.
Q. I started the program by typing PENDULUM at the DOS prompt. When I went to select the Gateway, the program froze. What went wrong?
A. The programs contains four different executable sections. However, the only one that allows the entire program to function is HEAVEN.EXE. Running any section other than HEAVEN will cause your system to freeze.
Q. Should there be a delay between the opening screen appearing and the thunderclap?
A. Yes, approximately 10 seconds.
Q. Excuse me, but are those Bugle Boy jeans?
A. Why, yes. Yes they are.
Q. It takes a long time for some of the graphics in the Illusions and the Pendulum to come up. Why?
A. Heaven & Earth contains large amounts of graphics. Slower machines may require a few seconds to load all of the graphics for a puzzle.
Q. I noticed there are data files in Heaven & Earth for graphics modes I don't use. Can I remove any of these files to save room on my hard drive?
A. All graphics data is included in three files; VGA_.DAT, GREY.DAT, and EGA_.DAT. Depending on which mode your computer uses, the other two files are unnecessary and can be removed. Tandy graphics and MCGA are part of the EGA_.DAT file. The sound files should not be removed even if you are not using sounds; this may cause problems with the program.
Q. I only have low density disk drives. Is there a low density disk version available?
A. No. Due to the size of certain files, it is impossible to offer Heaven & Earth in the low density format. If you have access to a computer that supports the disk format you purchased, you may want to install the program there, use the DOS BACKUP command to copy the files to low density disks, and then use the DOS RESTORE command to put them on your computer. Please delete the first installation you made with the high density disks before copying the game onto your hard drive.
Q. If I stand on the roof of my domicile and flap my arms as hard as I can, will I be able to fly?
A. Look, I'm sorry. Your brain is too far gone to get anything from this game. Wipe off that drool and get away from me.
Q. My disks are defective. What do I do?
A. You're screwed unless you can download this again. That's just one of the risks you run aquiring software in this manner. (What? Did you actually think you could call the company that made this and ask for replacements? I think the 90 days since purchase is LONG over!)
Q. Are you being cynical on purpose or were you dropped on your head as a child?
A. I attribute my personality to being thrust brutally into the real world after having a childhood of near isolation from it. It's a bit different than I thought it would be. Well, that's what overprotective parents will sometimes cause.
Q. Isn't copying this program illegal?
A. So is downloading it, you twit.
Q. Why would you cheat the people who worked so hard on this program by pirating it?
A. I don't want to cheat anyone, but yes, they might lose money because of this. Keep in mind, however, that this game was originally written many years ago (it is November, 1998 as I type this). The company is no longer pushing to sell it, and it very likely resides on the budget shelf in computer stores, if it resides in stores at all. Also, there are quite a few people who cannot afford to buy this program even if they can somehow manage to find it. Just looking around the city at the various people shows me that the average IQ seems to be dropping like a rock. This program is quite good for exercising the mind, for making you sit down, quit worrying about the irritants of everyday life, and just think for a while. This country needs to think more often, or it will end up being completely peopled with morons. Would you rather have leaders who can use rational, logical thought, or leaders interested more in watching the Jerry Springer show than governing the country? (Hey, look at the leaders we have now! There's proof enough that people need to think more often!)
Q. So who are you?
A. No one of consequence. I do not wish the credit for providing this program, as I would rather see people realizing their true mental potential than being called a "k00l dood". I am not known by anyone, and I plan on staying that way.
Q. Are you some hacker guy with an overdeveloped sense of melodrama?
A. Hackers are irrelevant. Melodrama is irrelevant. Stop asking me questions.
Q. But...
A. You must comply.
Appendix C: Buena Vista Software Customer Service
Getting Help
Well, I don't feel like copying a lot of stuff from the manual that will be utterly useless to you, so suffice to say, this is a game for exploring the limits of the human mind. Figure it out!
Appendix D: Microsoft Window Users
This seems to be for Windows 3.1. At the time of this copying, my controller card is having problems, so I can't use my mouse. It's really irritating to play this game without the mouse, so I'm not bothering right now. Hence, I can't tell you about its compatibility with Windows 95, 98, or NT.
Due to its memory requirements, we do not recommend running Heaven & Earth under Microsoft Windows. Although launchable from Microsoft Windows, this program was not designed for use with Microsoft Windows. During testing of this program, some problems occurred when Heaven & Earth was run under Windows. We recommend that you exit Windows before running Heaevn & Earth.
If you still plan to run Heaven & Earth under Windows, here are some things you should know:
This Windows Print Manager conflicts with the normal operation of The Sound Source. If you are using The Sound Source under Windows, try the following: If you are running in Standard mode, open the Control Panel, click on the Printers icon, and uncheck the Print Manager box at the bottom of the Printers screen. If you are running in Enhanced Mode, create a PIF file for Heaven & Earth. Make sure the Exclusive box is marked with an "X." This will allow the program full access to your computer's resources when run from Windows. For more information on creating PIF files, consult your Windows manuals.
Do not attempt to run Heaven & Earth when you are running other software (multi-tasking). Because Heaven & Earth was not designed to be compatible with Windows, multi-tasking could cause problems and/or loss of data. Run Heaven & Earth by itself and exit the program when you finish playing before you run any other programs.
Run Heaven & Earth in the same graphics mode as your Windows Setup. SVGA users should use VGA 16-color.
Try turning off Animations and Sounds in the program. These options take a lot of memory. Turning them off will help the program to run better under Windows.
Appendix E: How to Get Solutions
Because of the complexity and the tremendous number of puzzles in Heaven & Earth, Buena Vista Software's Customer Service will be unable to provide answers to these puzzles.
The solutions to all puzzles are available in a book called Heaven & Earth - The Official Strategy Guide published by Prima Publishing.
The quotes from the Shambhala: The Sacred Path of the Warrior, by Ch�gyam Trungpa, edited by Carolyn Rose Gimian, is a Bantam Book published by arrangement with Shambhala Publications, Inc. in 1986.