Inherit the Earth: Quest for the Orb Solution Inherit the Earth: Quest for the Orb Solution #2 Inherit the Earth: Quest for the Orb Solution #3 Inherit the Earth: Quest for the Orb Cheat-code

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Solution for Inherit the Earth: Quest for the Orb


After you see the great intro, exit the tent. Go around the village, ask any
questions you want, it doesn't matter. The only thing you must do is go to the
money changers tent and sell your silver medal to him. To find his tent,
simply leave the tent you start the game in and travel NW, stay on the road,
it's on the left hand side. After your sale, exit the tent and continue along
the road until you exit the fair. Travel to the sanctuary. Open the gates and
make your way towards the back. All doors to houses are locked so don't
bother. Open the gate in the back and you will see the temple.

Enter the temple and speak to Elera, give her your word of honor. She will
tell you that she needs a symbol from the Forest King. Leave the sanctuary and
travel to the Forest. You will be graunted an audience with the King, explain
to him your problem and he will give you the golden apple. Travel to the
Ferret village. It's hard to describe where the buildings are, but it's not a
big town, you will be able to find everything. Find the general store, it's
right across from the Glassmaster's shop. Enter in and purchase a bag of
plaster. Travel back to the sanctuary and visit Elera again. Give her the
apple, and she will go and unlock a previously off-limits section of the
sanctuary for you. Exit from the temple and travel along the west end of the
sanctuary until you see the open door.

Go through and follow the path to the left until it ends by the water
fountain. There will be two mini-gardens in front of you, and in the one
furthest from you there is a bucket. Take the bucket and fill it up in the
fountain, then head to the NW corner of the sanctuary section. Pick up the
sourberries, mix the water and the plaster, and pour the mixed plaster into
the footprint. Take the plaster cast. Travel to the Boar King's castle. Talk
to the sentry, trick them into opening the gate.

Follow the path to the throne room, and agree to go in the mud to talk to the
King. After your discussion you leave and notice the wolf's head ring hidden
in the mud caught in your fur. Travel to the Rat Caves. Talk to the
doorkeeper, ask him any questions, then ask to see the leader. Choose to
confuse him, and Eeah and Okk pull the Abbott and Costello routine on him, and
you are allowed to go to the tunnels. Follow the passage NE, then SE, and NE
again, through the rings and make a right at the fork. Keep SE, then NE, and
cross the book room, through the rings, travel NE and stay on that path up
through the 2 rings and past a book case until you reach the end. Make a right
and go through the door, where you will encounter the game's only copy
protection. (PS thanks to the Gecko of Nexus.)

After answering the question, cross the screen and exit to the right. Travel
SW to the candles and then go SE past a bookcase, then SW, NW past three
bookcases (don't turn) till you get to the end of the corridor to Sist's room.
Talk to Sist, when he asks for clues to aid you you show him what you have. He
will inform you that the footprints belong to a raccoon. Trace your steps back
out of the caves. Travel to the house of Tycho Northpaw. Ask him questions,
then get him to agree to trade a map for repairing of his lightcatcher lens.
Travel to the Ferret village and show the broken lens to the glassmaster.
Agree to meet him for a session with the Orb of Hand at the lodge, and go
there. Talk to Sakka. The Ferrets make you take a test before you may speak to
the orb. It is a puzzle.

After the puzzle, they bring out the Orb. After speaking with it, you realize
that it needs more data to know how to construct a new lens. Sakka suggest you
consult the rats because they keep the best record. Go to the rat caves again
and make your way to Sist's room. He will give you the information that you
need about the lens and telescope. Return to the Ferret village. The unit will
give instructions, and a new lens is made, however, it must be polished with
red clay, and the only place to get that is the Boar King's mud bath.

Go to the castle, fool the stupid guards again, get some red clay, and return
the the Ferret village. Give the clay the the glassmaster. Now you have a new
shiny lens. Take it and go to Northpaw's house, complete the bargain and take
your map of the Unknown Lands. Now you are able to travel beyond known lands,
and the map may be used as a guide, however, it is a map of only a small part
of the unknown lands, so you will have to explore on your own later. As you
leave the house, you are greeted by one of Elara's servants, who has a letter
for Elara's sister if you happen to run into her.

Travel up towards the unknown lands until you reach the dog castle. Agree to
tell the Prince a few stories as toll. Unfortunately, the Prince has heard
them all already and locks you in his dungeon. Pick up the bowl and bang it
against the bars so that the jailer comes out. Ask him for food and a spoon,
and he obliges. Use the spoon with the bowl to eat the dog food, it makes you
stronger. Use the spoon with the loose stone and remove some of the mortar.
Pick up the loose stone and it will reveal a tunnel. Use the tunnel, and crawl
to the right until you fall down into the dragon maze. Save the game here, if
you get caught by a lizard you will come out of the water in a different place
and my solve will be useless.

Here's how to pass the dragon maze: When you finish climbing the wall, head NW
under the rings and onto the grey bridge, make a right and turn the corner,
now moving SE. Before the next grey bridge, make a left and go NE, then SE,
then make another left and cross the next grey bridge. Make a left and go SE,
around the corner (do not cross grey bridge) and make a left, continuing NW.
Follow that path until you come to the rotten bridge, and cross it. Make a
right and travel NE. When you see the four path intersection continue straight
and then cross left over the bridge. Now head SW and follow the path until you
reach the exit. You cannot yet rescue your friends, so exit south.

Using your map as a guide, make your way to the tents. You make peace with the
Chieftess, and spend the night. You learn about the condition of her daughter,
and vow to try to save her. Leave and go to the forest clearing just up a bit,
and meet Kylas Honeyfoot. Trade him your wolf crest ring for a needle and
thread. Again useing your map as a guide, go to the house to the north. This
is Elara's sister's house. She refuses to open the door at first, try putting
the letter under the door and then in the peephole twice until she opens up.
Elara's sister will tell you what you need for a remedy, catnip and honey.
Leave her house, and walk north to the mountain stream.

Here you will find Catnip. Then travel down, past the house, past the closest
forest clearing, NW over the bridge and up between the forest edges to the oak
tree. Bees and honey are there, but you cannot yet get them. Pick up the dry
twigs and arrange them like a fire would be made. Exit, go back down all he
way and cross the bridge, head east. Go up when you see the lake and cross
bridge. Continue east to the quarry. Grab the flint chip, this is needed for
the fire. Travel back to the oak tree, and use the flint chip with the spoon
to start a fire. Get some honey. Now you have both ingredients, return to
Elara's sister. Give her the goods and she makes you a remedy. Now return to
the chieftess' hut and give her the remedy, she will be saved. The chieftess
will pay you back but organizing an attack to drug all the food in the dog
castle, knocking them all out. Go to the dog castle again, and enter inside.
                                        
This was the HARDEST part of the game, it took forever, and i still don't know
exactly how it is laid out. SAVE THE GAME, because if you make a wrong turn
you will be lost. It's very possible that in my travels I made too many steps,
but my steps work.

From right inside the castle: N,L,R,N,N,R,N,L,N and you will be in a fancy
room. You come out the left doorway, exit through the right. From room:
L,N,R,R,N,N,L,L,R and you will be in the prince's chambers. From when you just
enter, walk right over two planks of wood, then all the way straight up to the
dresser, then right to the bed and down around and take the jail key. Leave
the prince's room. From prince's room: L,R,R,N,N,L,L,N,R and you will again be
in the fancy room. Exit to the left doorway.

From room: L,R,N,N,R,L and you will enter a room of dogs playing cards. Cross
the screen and exit to the right. From outside the room with the dogs go
L,L,R,R,N and you will be at the jail. Unlock the door and free your friends.
Now to get out. From the jai: N,L,L,R,R,L,L,N,L,L,R,N. You're out and
reunited, now exit to the south to the path. Return to the quarry and take the
rope. Enter inside and type three times to pick up the fragment of green rock,
on the third try Okk does it easily. Leave the quarry and search several
forest clearings until you find Honeyfoot again. Trade him the green crystal
for the wolf head ring. Travel back to where the oak tree was and head NW up
to the gorge. Eeah jumps across, now use the rope and Rif and Okk climb
across.

Once across, travel NW to the dock and talk to the old wolf. Give him the wolf
ring and he will take you across, and provide you with information. On the
other side, travel to the waterfall and talk to Shiala. Leave and go north to
the dam. You will be captured by wolves and taken to their camp, where you get
visited by the raccoon you are searching for. What an dude! The next morning
Shiala comes to rescue you. Exit the cage and the room to outside, then enter
the hut on the left of the screen, grab the trophy, and leave the camp. From
the camp, head west, then travel all the way down and around to the ancient
ruins.

Enter the second building on the left and grab the cable. Leave the ruins, and
travel all the way back up past the camp and head east to the seaside cliff.
Use the cable to lower Rif and get the metallic card. Return to the dock and
talk to Honeyfoot, trade him the trophy for the lamp. Go back to the ruins and
open the third building on the left as much as you can, then use the oil lamp
to grease the door, which can then be fully opened. Inside, take the
screwdriver and exit. Travel towards the exit of the ruins, when you come to
the fence before the exit travel SE all the way down until you see a door.
Open it and go inside. Use the metallic card in the slot and enter the maze.

This part was hard as well, and I'm SURE i made too many steps, especially on
the way out. But who gives a stuff, if you want to figure it out yourself go
ahead. Again, save the game.

From the beginning of the maze: N,L,R,L,R,N,R,N,R,R and you will be right
outside a computer room. Go in and take the strange triangular device. Exit
the room and go south back into the maze. From just outside the computer room:
N,N,R,N,R,N,N,R,L,R,N,R,N,R,L,N,R,N,R, N,N,R,L,R,N,R,N,R,N,N,N,N,N. Whew,
finally out. Exit the buildng and the ruins. Return to the dam. Follow the
path up to the top of the hill. Use the screwdriver to open the door of the
white building. Inside, pick up the clock, open it, take out the battery and
put it in the triangular device. Exit off the cliff and go to the waterfall.

At the waterfall, walk behind the water and through the passage to Shiala's
home. Talk to Shiala. Place the strange triangular device in the iron hatch,
amazing, it opens up. Go through the hatch and walk north. Aparantly you are
inside part of the dam. Walk right across the screen (skip the ladder). Then
climb the ladder in the next screen, then go up another level. Cross to the
right and take the stairs to the raccoon's quarters. Take the ladder up to the
next room and walk towards the raccoon. Sit back and watch the ending.

I don't know which was more of a pain in the ass, beating the game or typing
this walkthru. There were lots of puzzles and many of them were very
difficult, hopefully this will help out a lot of people who are stuck in this
cool adventure. Enjoy.



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Solution #2 for Inherit the Earth: Quest for the Orb


Quest for the Orb

A complete walk-thru'

(Edited for Cheet Sheets by Simon "LuDeCk" Burrows)

  1.  Leave the tent.

  2.  Walk around the village, and ask whatever questions you
      want.

  3.  Leave the tent you begin in, go NW on the road to the money
      changer's tent and sell your silver medal to him.

  4.  Exit his and keep going on the road until you exit the fair.

  5.  Head to the sanctuary.

  6.  Open the gates and go towards the back.

  7.  Open the gate in the back.

  8.  Go into the temple and speak with Elera, and give her your
      word of honor.

  9.  Exit the sanctuary and head to the Forest.

 10.  Tell the king your problem.

 11.  Head to the Ferret village.

 12.  Locate the general store across from the Glassmaster's
      shop.

 13.  Go in and buy a bag of plaster.

 14.  Return to the sanctuary and visit Elera.

 15.  Give her the apple.

 16.  Leave the temple and go along the west end of the
      sanctuary until you see the open door.

 17.  Enter the door and follow the path to the left to where it
      ends by the water fountain.

 18.  Get the bucket and fill it up in the fountain.

 19.  Go to the NW corner of the sanctuary section.

 20.  Take some sourberries, mix the water and the plaster, and
      pour the mixed plaster into the footprint.

 21.  Take the plaster cast.

 22.  Head to the Boar King's castle.

 23.  Speak with the sentry, and trick them into opening the
      gate.

 24.  Use the path to the throne room, and go in the mud to
      speak with the King.

 25.  Head to the Rat Caves.

 26.  Speak with the doorkeeper, and ask questions, then ask to
      see the leader.

 27.  Choose to confuse him.

 28.  Follow the tunnel passage NE, then SE, and NE again,
      through the rings and take a right at the fork.

 29.  Keep SE, then NE, and cross the book room, through the
      rings, head NE and stay on that path up through the 2 rings
      and past a book case until you reach the end.

 30.  Take a right and enter the door.

 31.  Answer the question, cross the screen, and leave to the
      right.

 32.  Head SW to the candles and then head SE past a bookcase,
      then SW, NW past three bookcases, until you get to the end of
      the corridor to Sist's room.

 33.  Speak with Sist, and show him what you have.

 34.  Retrace your steps out of the caves.

 35.  Head to Tycho Northpaw's house.

 36.  Ask him questions, then ask him to agree to trade a map
      for repairing of his lightcatcher lens.

 37.  Head to the Ferret village and show the broken lens to the
      glassmaster.

 38.  Agree to meet him for a session with the Orb of Hand at
      the lodge.

 39.  Go there.

 40.  Speak with Sakka.

 41.  The solution to the Ferrets puzzle is in the Extras.

 42.  Talk to the Orb.

 43.  Head to the rat caves.

 44.  Go to Sist's room.

 45.  Go back to the Ferret village.

 46.  Head to the Boar King's castle, fool guards again, get
      some red clay, and return the Ferret village.

 47.  Hand the clay the glassmaster.

 48.  Take the lens and head to Northpaw's house, complete the
      bargain and take your map of the Unknown Lands.

 49.  Head up towards the unknown lands until you come upon the
      dog castle.

 50.  Agree to tell the Prince a few stories as toll.
                                        
 51.  In the dungeon, take the bowl and bang it against the bars
      until the jailer comes.

 52.  Ask him for food and a spoon.

 53.  Use the spoon with the bowl to eat the dog food.

 54.  Use the spoon with the loose stone.

 55.  Take the loose stone.

 56.  Use the tunnel, and go to the right until you fall down
      into the dragon maze.

 57.  Save the game.

 58.  To pass the dragon maze, climb the wall, go NW under the
      rings and onto the gray bridge.

 59.  Take a right and turn the corner, to be moving SE.

 60.  Prior to the next gray bridge, take a left and head NE,
      then SE, then take another left and cross the next gray
      bridge.

 61.  Go left and head SE, around the corner, not crossing gray
      bridge, and take a left, heading NW.

 62.  Take that path until you come to the rotten bridge, and
      cross it.

 63.  Go right and head NE.

 64.  After you see the four path intersection continue straight
      and then go left over the bridge.

 65.  Continue SW and take the path until you reach the exit.

 66.  Leave south.

 67.  Using your map, work your way to the tents.

 68.  Leave the Chieftess and head to the forest clearing up a
      bit, and meet Kylas Honeyfoot.

 69.  Trade him your wolf crest ring for a needle and thread.

 70.  Use your map to head to the house to the north.

 71.  Put the letter under the door and then look in the
      peephole two times until she opens up.

 72.  Exit her house, and head north to the mountain stream.

 73.  Take the Catnip.

 74.  Head down, go past the house, past the closest forest
      clearing, NW over the bridge and up between the forest edges
      to the oak tree.

 75.  Take the dry twigs and arrange them as if you were going
      to make a fire.

 76.  Leave, return down all the way and cross the bridge, then
      go east.

 77.  When you see the lake and cross bridge, go up.

 78.  Go east to the quarry.

 79.  Take the flint chip.

 80.  Return to the oak tree, and use the flint chip with the
      spoon and light a fire.

 81.  Take some honey.

 82.  Go back to Elara's sister house.

 83.  Give her the ingredients.

 84.  Go back to the Chieftess' hut and give her the remedy.

 85.  Head to the dog castle and go in.

 86.  Save the Game.

 87.  From just in the castle go: N,L,R,N,N,R,N,L,N and arrive
      in a room from the left doorway.

 88.  Leave the room from the right doorway.

 89.  From the room go: L,N,R,R,N,N,L,L,R to arrive in the
      prince's chambers.

 90.  Go over two planks of wood from where you enter and then
      to the dresser, then to the bed and down around.

 91.  Get the jail key.

 92.  Exit the prince's room.

 93.  Now head, L,R,R,N,N,L,L,N,R to go to the first room.

 94.  Leave from the left doorway.

 95.  From the room go, L,R,N,N,R,L and arrive at a room of card
      playing dogs.

 96.  Leave the screen on the right after crossing the screen.

 97.  From outside the of room with the dogs head L,L,R,R,N to
      go to the jail.

 98.  Unlock the door and free your friends.

 99.  Exit.

100.  From the jail, head N,L,L,R,R,L,L,N,L,L,R,N.

101.  Leave to the south on the path.

102.  Go back to the quarry and get the rope.

103.  Go inside and type three times to take the fragment of
      green rock.

104.  Exit the quarry and look through a few forest clearings
      until you find Honeyfoot again.

105.  Exchange the green crystal for the wolf head ring with
      him.

106.  Return to where the oak tree was and go NW up to the
      gorge.

107.  Have each member jump across,

108.  Use the rope and have Rif and Okk climb across.

109.  Head NW to the dock and speak with the old wolf.

110.  Give him the wolf ring.

111.  After the wolf takes you across, head to the waterfall
      and speak with Shiala.

112.  Exit and head north to the dam.

113.  After Shiala comes to rescue you, leave the cage and the
      room and go outside.

114.  Go into the hut on the left of the screen, take the
      trophy, and leave the camp.

115.  Go west from the camp, and head all the way down and
      around to the ancient ruins.

116.  Go into the second building on the left and take the
      cable.

117.  Exit the ruins, and head all the way back up past the
      camp and head east to the seaside cliff.

118.  Use the cable to lower Rif and take the metallic card.

119.  Go back to the dock and speak with Honeyfoot.

120.  Exchange the trophy for the lamp with him.

121.  Return to the ruins and open the third building on the
      left as much as you can.

122.  Use the oil lamp to grease the door, and open the door
      all the way.

123.  From inside, get the screwdriver and leave.

124.  Head for the exit of the ruins.

125.  When you arrive at the fence before the exit, head SE all
      the way down until you see a door.

126.  Enter it.

127.  Use the metallic card in the slot and go into the maze.

128.  Save the game.

129.  From the maze's beginning go, N,L,R,L,R,N,R,N,R,R and you
      will be outside a computer room.

130.  Enter and get the triangular device.

131.  Leave the room and head south into the maze.

132.  From outside the computer room go,
      N,N,R,N,R,N,N,R,L,R,N,R,N,R,L,N,R,N,R,  (continued...)
      N,N,R,L,R,N,R,N,R,N,N,N,N,N.

133.  Leave the building and the ruins.

134.  Go back to the dam.

135.  Head to the top of the hill following the path.

136.  Use the screwdriver to open the door of the white
      building.

137.  Enter, take the clock, open it, get the battery and place
      it in the triangular device.

138.  Leave off the cliff and head to the waterfall.

139.  At the waterfall, walk behind the water and through the
      passage to arrive at Shiala's home.

140.  Speak with Shiala.

141.  Put the triangular device in the iron hatch.

142.  Enter the hatch and head north.

143.  Head right across the screen, skipping the ladder.

144.  Climb the ladder in the next screen.

145.  Head up another level.

146.  Cross to the right and use the stairs to the raccoon's
      quarters.

147.  Use the ladder to go up to the next room and go towards
      the raccoon.

Congratulations, you have completed Quest for the Orb!!



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Solution #3 for Inherit the Earth: Quest for the Orb


FOREWORD:
                                        
N is in the top right hand corner of your screen, E in the bottom
right hand corner, S in the bottom left hand corner and W in the top
left hand corner.

Solution
--------

Watch the beginning of the game, and, as soon as you have control
go left.  Walk around the fair talking to various people and tent
owners, but particularly to the fortune teller (who will suggest
what to do next) and to the moneychanger - first sell him your
medallion, then ask him about the orb.

Leave the fair (go to the center path and head W) and go to the
Sanctuary.  If one of the servants asks about a cup, you'll find it
by a bench on the path which leads W.  Continue N and go through the
door to the temple.  Talk to Elara, who wants a token from the
king.  Leave the Sanctuary and go to the Forest.

Talk to the king (isn't he a deer?) and he will give you a golden
apple as a token.  Go back to Elara and give her the token.  She
allows you to search the grounds and opens the door to the garden.
Go to the Sanctuary grounds and then follow the path W till you go
into the garden.

Go to the NE corner of the garden.  You will see a patch of mud,
pick up the sourberries and look at the footprint.  Leave the
Sanctuary and go to the Cave.

Talk to the doorkeeper and confuse him.  While he is talking with
your mates, walk to the passage - you automatically pick up a cloak
as a disguise.  When you enter the passage keep to the right till
you come to the last door.  Through it, you enter a room with a
sundial on the floor and there is a doc check here.  Leave through
the other door and go S, E, S, W.

Go through this door and you meet Sist.  Talk to him and explain
about the footprint.  Give him the sourberries.  He advises you to
make a cast of the print.  Leave the Cave and go to the village.

Advance E till you pick up the stony path.  Follow it until you see
another path going N.  Follow that and then another one E.  When you
go through the arch, go to the first shop to the S.  Talk to
shopkeeper and buy a bag of plaster with your cash.  Go back to the
garden.

There, find a bucket to the S, almost hidden by a white paling.
Fill the bucket at the fountain.  Go to the footprint, use the plaster
with the bucket and then the bucket with the footprint.  Pick up the
cast.  Take it to Sist.

The wants some information in return for his analysis of the clues
and sends you to the Boar King.  Go to the Castle.

When you enter it, trick the guards.  In the presence of the king
(he is a terrible bore), enter the mud bath.  Watch what happens.
When you leave the castle, you find a ring.  Take it to Sist, who
then tells you about a Raccoon and an island to the N.

Go to the house and talk to Tycho.  Eventually you'll make a deal;
you'll offer to mend the glass and he will give you a map.  Go to
the village.

Go through the arch and enter the house to the N.  Here you will
meet the Glassmaster, who cannot mend your glass but offers you help
if you will go to the Lodge.  Agree to it and leave.

Go E and go under the second arch; go S and immediately W - it is
the second door from the arch.  Here you get to talk to Sakka; you
have to solve a puzzle before you can get to use the orb.  Here is
the solution:  Touching the top, however little and in this order,
screwdriver, c-clamp, wood clamp, mallet, tape measure, hatchet,
saw.  Touching the bottom, however little and in this order, Pliers,
plane, hammer, scissors, ruler, brush.  In the middle, you will be
able to fit in quite easily the twine and the spirit level.

After all that, the orb cannot help because you don't have enough
info.  Back to the cave to consult Sist - armed with the right
information you can go back to the Lodge and talk again with the
orb.  This time it is able to help and the Glassmaster goes off to
try and mend the lens.  Wouldn't you know it, some clay is needed.
Consult everyone about the clay and the boar will tell you you'll
find it in the Boar King's mud pool.

Go to the castle - this time bribe the guards, get in and enter the
mud pool.  You get out again with plenty of mud on the fur.  Take
this mud to the Glassmaker at the Lodge and you get a new lens.

Now go to Tycho and swap him the lens for a map; the big bad raccoon
has been at it.  Leave and walk to Elara's servant, who gives you a
letter.  Say you'll try to deliver it.

Leave and use the new map.  Walk N along the valley to the W of
Tycho's house.

You will come to a castle, and you have to go through it in order to
reach the other lands.  A brief talk with the guards will end with
you in the throne room.  Attempts to tell funny stories fail
dismally (the story of my life) and it all ends in jail.  Boy, are
you lucky I'm here!  I'm an expert at getting out of computer game
gaols!  Note the loose stone to the right.  Pick up the bowl and use
it on the cell door.  When the jailer comes, ask for food and
afterwards, ask for a spoon.

Use the spoon on the loose stone and then try to open it.  Use the
food and try openning the stone again.  Only Rif can use the
tunnel.

You find yourself in a maze with a comodo dragon in hot pursuit.
Basically, you want to find your way to the W, find the perimeter
wall and follow it S to the exit.  Once out, head NW-ish to the
Village.

You are taken to Prrova, whose daughter is ill.  Offer to help.
Leave and go to the cottage roughly to the W of here.

This is where you have to deliver your letter.  Use it under the
door and then through the peep hole.  Eventually the door opens and
Alamma talks to you.  Ask all the questions.  Now for the
ingredients.

The catnip is by the Lake to the W of here; there is an oak to the
N, but first find the quarry to the NE.  Get the flint chip by the
mine door and the rope.  Go to the oak tree.  Pick up the twigs, and
then use the flint on the spoon to get a fire going.  When the bees
leave, use the empty bowl on the hive.

To get the needle and thread, you have to spot the merchant in one
of the wood clearings.  I found him on the wood clearing by the
village.  Trade him the wolf crest ring for the needle and thread.
Now you can go to the cottage and give the honey to Alamma.  She
will give you a potion.  Take this to the village, go to the path
and the opening and then use the needle and thread on Mirrhp and
give her the potion.  Prrova now helps you by drugging the dogs at
the castle.

Go to it.  Save before you start.  Follow the corridor around the
first bend, take the first turn right, go straight on and around the
corner to the right, again straight on till you come to a
T-junction.  Turn right and you'll come to the throne room.  Take
the other door and, following this corridor through various twists
and turns, you'll reach Prince's bedroom.

He is fast asleep, and you must reach the key without waking him.
Move a step at a time and discover which boards squeak.  You should
be able to walk around avoiding the noisy ones and snatch the key.
Find your way back to the throne room and exit through the other
door.

Go straight on and take the first turning right.  Straight on and
round the corner to the left; take the first turning left and then
the first right.  Walk across the room with the gambling dogs and,
when you come out, keep to the corridor and take the first turning
right.  This should take you to the jail.  Use the key on the cell
door and free your friends.  All you have to do now is find your way
to the entrance.

Now you've got your friends with you, look for the oak tree; to the W
of it you will see a rocky gorge.  Go to it.  Move towards the chasm
and Eeah jumps across.  Use the rope.  Once through, go to the
dock.  Talk to the wolf in charge of the ferry - he wants gold.

Leave and go to the quarry.  Enter the mine and try to get the
fragment of green crystal twice.  Okk will wrench it off.  Now go to
a clearing S of the gorge and you'll find the merchant.  Swap him
the crystal for the wolf crest ring.

Take this to the ferrydog and he'll take you to the island.  On the
way, he'll answer your questions.  When you get to the island, start
going north and visit the waterfall first.  Talk to the shewolf and
then enter the gap and visit the cave behind the waterfall - you
might have to come back later to do this.  Inside, note the
hatchdoor.

Go out and follow the E coast of the island all the way N.  On the
way around, note the seaside cliff.  When you get to the NW tip,
enter the camp, walk into the hut to the right and pilfer the
trophy.  Go out and continue to follow the coast, this time S.  You
will come to some ruins.  Enter them and explore around.  In one of
the sheds, the one you can open, you will find and spool of cable.
Take it.  Once you've explored the whole area you will have spotted
the building to the S, which can be entered - evidently, you will
need a card.

Retrace your steps and go to the cliff.  Use the spool to reach the
nest and retrieve the card.  Go back to the ruins and the building
to the S and use the card to open the door.

Follow the corridors keeping right till you come to the computer
room.  On the console you will find a triangular gizmo.  Well, you
know where you've seen a triangular depression, so go to it.
Unfortunately, something appears to be missing.

Visit the dam upstream from the waterfall.  You fall into the
clutches, or rather paws, of the big bad wolves.  While in
confinement you get to meet the raccoon; you also get saved by the
she-wolf.

Leave now and go to the dock.  You meet with the merchant and palm
off the useless trophy in exchange for an oil lamp.

Go to the ancient ruins and to the shed door which opens only a
little.  Use the oil on it and you can open it all up.  Enter shed
and get screwdriver.  Now go to the dam and climb up the hill.  When
you get to the white building, use screwdriver on door.  This opens
it.  Inside, open the box with the flashing numbers and you will get
a battery.  Use that on the triangle.

Back to the waterfall, use the triangle on the door.  Go inside,
move right and go up the second ladder.  Keep going up ladders until
you confront the raccoon.  The game is now out of your hands and you
can relax and watch the finale.  Ta-raaaa....

THE END...



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Cheat-code for Inherit the Earth: Quest for the Orb


Ìîæíî ïàpîëü îáîéòè, åñëè êîãäà ñïpàøèâàþò áûñòpî ãåéì ñîõpàíèòü,
(êópñîp ìûøèíûé èñ÷åçàåò ñ ýêpàíà, íî ëîãè÷åñêè ñóùåñòâóåò è
ìîæíî ñîõpàíèòüñÿ) íó à ïîòîì çàãpóæàåøñÿ è ïàpîëü âpîäå êàê
óæå ïpîéäåí :)
                                        



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