Inherit the Earth: Quest for the Orb

No gamepads detected. Plug in and press a button to use it.

Press Keyboard right side: Alt+Enter keys to switch to full screen game play, and Alt+Enter keys to return.

Rate it

How to play Inherit the Earth: Quest for the Orb

Each game uses different controls, most DOS games use the keyboard arrows. Some will use the mouse.

Inherit the Earth: Quest for the Orb Description

In a far future, mankind is extinct and Earth is populated by several tribes of anthropomorphic animals – collectively referred to as the Morph – who have achieved a level of technology and societal sophistication roughly equivalent to European civilization in the High Middle Ages. The humans are enshrined in legends as having been the ones who gave the Morph prehensile hands, mouths capable of speech, and the ability to think, but the Morph have very little understanding of their long-lost forebears, who exist now only in stories, ruins and a few technological relics.

The game begins with the protagonist, Rif of the Fox Tribe, being falsely accused of having stolen the Orb of Storms (a technological relic of humankind which is able to predict the weather), primarily based on the fact that he was one of only two foxes in the area at the time of the theft. Rif volunteers to look for the Orb himself, and is given aid (and guards) in the form of Eeah of the Elk Guard and Okk of the Boar Tribe. As added insurance, the Boar King takes Rif's girlfriend Rhene hostage.

The trio circulate throughout the Known Lands over the course of their investigation; along the way, they discover the idiosyncrasies and strengths of the various Tribes under the protection of the Forest King (the Elk Tribe ruler who exerts hegemonic control over the whole region), some of which have other Orbs containing other knowledge left behind by the humans. With the assistance of Sist, the leader of the Rats, they eventually discover that the Orb of Storms was stolen by a Racoon, an animal rarely, if ever, seen in the Known Lands. More worryingly, Sist reveals that the Boar King has formed an alliance with the Wolves who live far to the north; the two incidents are unlikely to be unrelated.

Riff, Okk, and Eeah attempt to pass into the Wild Lands, the untamed regions to the north, but are apprehended by Prince, the selfish, spoiled ruler of the castle that the Dogs have sequestered themselves in. Rif manages to escape, and eventually enlists the aid of Alama, a Cat hermit, and a whole tribe of wildcats in freeing his friends.

The trio then secure passage further north, to the isolated island the Wolves have claimed for themselves. Once there, they learn that the Racoon, Chota, has manipulated the Wolves' politics and stolen the Orb to take over the Known Lands, as the Orb of Storms is apparently the key to some sort of system left behind by the humans to control the weather. Deep inside Chota's fortress, a human hydroelectric dam, Rif, Okk and Eeah are able to outwit their enemies, and Chota and the Orb are presumed lost. The trio return to the Known Lands, where Rif makes an impassioned plea for the Tribes to work together, and that by combining their strengths, they won't need the Orbs to make their lives better. The Forest King take his advice, promotes Okk and Eeah, and release Rhene.

Unknown to all, however, the Orb of Storms was not destroyed, and is preparing to initiate Chota's final command to begin a long drought...

Inherit the Earth: Quest for the Orb - additional information

Platform
DOS
Game year
Cover Art
Inherit the Earth: Quest for the Orb - Cover Art DOS