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- Guide to Rise of the Triad
-
- by
-
- Tman
-
- 74404,3455 on Compuserve
-
-
-
- NOTICE: This guide is FREEWARE. Give it out to anyone you want. Don't
- give it out to people you want to impress when you show them
- how good you are!
-
-
- Welcome! This is a comprehensive guide to help you in your search
- through the mazes in Apogee's "Rise of the Triad" or ROTT!
-
-
- The idea of the game is obviously to solve the puzzle of the maze
- yourself, but if you find yourself hopelessly lost, you can use this
- guide to help guide you through to the exit. In the case of the
- secret doors, you can ask yourself "why didn't I push that", or
- "why didn't I think of that". AND, if you find something I haven't
- listed, you can gloat!
-
- I think I've pushed every wall in every section (took quite a while),
- and have collected just about every item you can find, but I might
- have missed a few. If you find areas that I don't mention, please mail
- me on Compuserve at 74404,3455 and I'll add it to the list.
-
- There are a few areas that I just couldn't get to visible booty. If
- you have figured it out (without cheat codes), let me know.
-
- Some areas require agility to get to (running & jumping at just the
- right point), and I'll give you some hints as to what helped me.
-
- I'm not giving any pointers on avoiding getting killed by the bad
- guys, as I figure you can figure that out on your own. Also, if
- something is plainly visible, I don't bother going into it.
-
- BASIC STRATEGY:
-
- Most levels involve finding hidden touchplates and switches which
- will open doors walls. You may have to revisit an area 2 or 3 times
- before you're all through with it.
-
- A couple of notes:
-
- 1. Most exits have 2 or 3 doors. I haven't discerned any difference
- when they are all next to each other.
-
- 2. Firebombs and Firewalls should be fired at a distance, as they can
- kill you if you fire when you're close to a wall or enemy. Other-
- wise a very good weapon indeed!
-
- 3. To eat all the food, you must injure yourself before taking
- additional food.
-
- 4. At some points, it is impossible to go backwards, so save often.
-
- 5. Some walls can't be reached (firepit, lamp, tree in the way), so
- clear a path and push the wall behind it. (It will actually move
- about once every 619 times)
-
- 6. God mode is cool and you don't have to use cheat modes to get to it
- on many of the levels.
-
- 7. Discolored walls are a good sign, but sometimes pushing on non-
- discolored side of it works. Several non-discolored push-walls are
- usually within easy reach of a door.
-
- 8. Look up and down in places with high walls. If you can see
- something, you can usually get to it.
-
- 9. Trampolines are there for a reason.
-
- 10. If you get to close to a bad guy, he will take your #4 weapon (if
- you have one), so try not to get too close to them. There's
- nothing worse than running off to a distance and turning around
- and then realizing you got it taken away from you.
-
- 11. When riding disks that go all over the place, you'll stay on if
- you face the same direction that the disks are going.
-
-
-
- INSTRUCTIONS FOR FOLLOWING THIS GUIDE:
-
- ROTT is such an overwhelming area! There is so much square footage
- that a printout of the map would be beneficial, but would require
- reams of paper! I will reference all hallways and doors from the
- perspective of where you last were, unless I don't feel like it, in
- which case, it will be from/to a specific point that can be easily
- identified.
-
- Also, I don't give hints on hallways or holes if something can be seen
- without shooting/moving something. The exception is those fiendeshly
- cubby holes that look just like a cubby hole, but they branch off
- (very clever graphics Apogee!) once you walk down them. Otherwise, I
- figure you know how to walk and can look around yourself.
-
- I will divide each level into four different topics:
-
- At the beginning of each section, I will give a brief description of
- the level, describing each section within in. Normally each section
- is clearly divisible by either a door or an obstruction. However, in
- those cases where a switch opens a wall that wasn't there before, I'll
- describe the new area as you just cross the threshold.
-
- The second section will give hints for each level. It's up to you to
- figure out if they are for push walls or for touchplates or for
- exits. Indented items indicate multiple things once you get past the
- first hint (the indented hint is after the main hint - More than one
- hidden treasure may be hidden behind a door)
-
- The third section covers the walk through necessary to get through the
- level the quickest way possible. This means no detours to secret areas
- or other hallways with goodies.
-
- The fourth section tells all the secret doors/areas in each level and
- also gives some hints on how to get the more difficult booty (you can
- see it, but maybe can't figure out how to get to it).
-
- To Jump to a specific area in this document, locate text strings using
- the following convention (Where # is the level number - duh):
-
- To get to the summary of the level: LEVEL # SYNOPSIS:
- To get to the hint section of the level: LEVEL # HINTS:
- To get to the Walkthrough section of the level: LEVEL # Walkthrough
- To get to the Secrets section of the level: LEVEL # Secrets
-
-
- Let the Games Begin!
-
- LEVEL 1 SYNOPSIS:
-
- Area
- A Open area with four column-walls with rising disks
- B Hallway with moving Plasma Column-walls
- C Arched coins
- D Glass wall
- E Skinny hallway with thrusting spear
- F Moving Walls and trampolines
- G 3 thrusting spears with coins in high places
- H Boring! Large area with high metal gates on either side
- I Moving plasma walls with shooting flame
-
-
- LEVEL 1 HINTS:
-
- Area
- A Bullets work just as well as chainsaws
- Push ANOTHER wall
- Wait about three minutes and then come back
- After the elevator ride, push a wall to get out.
- B Just what are those plasma walls banging into?
- Go left (both up and down) before you go right.
- C Why push something when you can jump over it?
- D *Nada*
- E Get right to the point.
- F Push before getting squished
- Look up. Be nimble, but not quick.
- G When going around something, you might as well push a few walls
- When near, run. When far, straffe
- H Boring!
- I The asbestos suit is there for a reason.
- Why not push after getting the coin?
- Fire pits aren't just for decorating.
-
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 1 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
-
- Level 1 is pretty simple. You just go through every door you see,
- except for area B, which require a trampoline jump to the right.
- Other than that, just a walk through the park.
-
-
-
- Shhhhh!!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 1 Secrets Ahead!
-
- Shhhhh!!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
-
- Area
- A Blow away the tree to your right. Touchplate is behind it. Go
- into room. Push wall behind last coin. Whoa! a door. Amazing. Go
- out and waste about 3 minutes (shooting worked for me). Come back.
- Wow! Door is now open. Go through to elevator. There's a machine
- gun, food and an extra life down there. When you come back up the
- elevator, push the dark wall.
- B 2nd from last cubby hole on the right. Give it a push.
- Go behind the trampoline. Bazooka. And this aint no kids gum!
- C Jump over the column to your left (don't push it!). Ride disk up
- to top to get "floating coin"
- D *Nada*
- E Push the panel to the RIGHT of the thrusting spear.
- F 2nd hole to right can be pushed.
- Items at top of wall can be got by walking very slowly over
- trampoline and once you hear the "clink" to go backwards very fast
- G Just to right of the 3 thrusting spears, push the wall.
- On the near side, run over the tramp to get to the top of the wall
- On the far side, face the wall and straffe for the 1st cubby hole,
- run & straffe for the 2nd and just run for the 3rd.
- H *BORING* (*NADA*)
- I Use asbestos suit to get behind plasma walls. Hand of god. Cool!
- The 1st cubby hole to the left of the trampoline can be pushed.
- Once inside, shoot the firepit & push. Full energy!
- Other cubby holes are best reached by running & jumping using the
- trampoline on the opposite wall.
- I tried & tried to get on that floating platform and just gave up.
- If you can figure out how to get there, let me know.
- (*Cheat code for Mercury comes in handy though*)
-
-
-
-
- LEVEL 2 SYNOPSIS:
-
- Area
- A Elevator disks (up and down and side to side)
- B Long hall with moving column wall
- C The switch staring you in the face
- D Shooting flame down hallway
- E Long hall with moving column wall
- F "Land of floating disks"
- G Square area with two columns on either end
- H Silver key on a platter
- I Iron Key on a platter
- J More barrels than you can shake a stick at
- K Stationary spinning blades
-
-
-
- LEVEL 2 HINTS:
-
- Area
- A Push a plate for hotdogs (sing it with me!)
- The Gold key is easier to get with bullet proof armour.
- What gives behind the platter?
- Lights aren't necessary outdoors
- B *Nothing* (but be quick about it)
- C Don't throw that switch until your prepared or you'll get mustard
- D Jump to high places or you'll get burned
- General McCarther did this
- E Same as B
- F Aim high
- The shortest distance to a switch is not a strait line
- One is not enough.
- Beezlebub beware!
- It's better to look where you are going
- G When push comes to shove, the greeks win hands down
- If you can't see that black dot on the ground, get a new monitor!
- H Those glowing orbs aren't being reflected off the light
- I Go in with guns a blazin
- You can't get the iron key without taking a few tips
- Is that painting staring at you?
- Why wait till later when you can do it now?
- J Three leads the way!
- K An accurate jump can throw the switch
- An even better jump and you can go for a ride
-
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 2 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
- Level 2 involves going back and forth and back and forth. Where once
- was wall, now it's open. Seems like every door you go through you have
- to come back out of.
-
- Ok, Ok, here it is:
-
- AREA "A" Go left all the way to the fence. To your right will be four
- disks rising up and down. The gold door is behind these disks.
- Halfway between you and the disks (and to your right) is a
- long hallway, which at the end has the gold key.
-
- AREA "B" Run while keeping to the right. The door is at the end.
- AREA "C" To the right of the switch is some food. Push the wall behind
- the food and get the gas mask. Now throw the switch. Collect
- as many coins as you can, but make sure you're on the right
- side where the extra gas mask is when the old one wears out.
- Go through the door when the screen isn't green.
- AREA "D" Run straight at the trampoline, keeping next to the wall on
- the right. At the top is a switch which will turn off the
- shooting flame. Sucker all the bad guys by going to the door,
- and then reversing. They will follow you down the hallway.
- When you're a good distance away, and they are all bunched up
- kill them with a single shot from your bazooka, firebomb or
- firewall. Throw switch behind the doors and go back to the
- beginning of Area "D". A new area is to your left (as you
- approach the door)
- AREA "E" Run and you won't get squished.
- AREA "F" Learn how to shoot up or just go in and then back out. The
- bad guys will jump down and they are easier to get on the
- ground. Take the rising disk to the top and go over to the
- other side. Swicth is on the left. When you're coming back,
- it's easier if you jump down and take the trampoline (on the
- right) over the wall. Push the devils face at the top. Now
- look to the right. This switch can be reached by running
- diagonally when you're about 3 disks away from the wall. Now,
- go back to the switch in Area "D". Its a new area.
- AREA "G" Go to the left side of the right column. You'll run over a
- touchplate which will cause the wall in front of you to slide
- back. Take the first door on the right.
- AREA "H" Get the key and go back out and go in the 2nd door.
- AREA "I" Get on trampoline behind thrusting spear. Up on top is a
- crooked hallway, which will drop down to a doorway, which
- opens to a switch. Throw it. Go back the way you came. The
- wall to the right of the iron key is now gone. Get the
- iron key and go back out and go in the 3rd door.
- AREA "J" Go either right or left (it doesn't matter) to a hallway
- diagonally across from where you came in. Keep walking to
- right once you get to the hallway.
- AREA "K" Jump over spinning blades and then run like hell (bad guys
- in alcoves) to exit.
-
- Really no big deal. Just wait till the next level!
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 2 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
-
-
- Area
- A Go all the way to the right when you first get in. Touchplate next
- to fence on right hand side. See the moving disks above you? To
- the left of where they go on the opposite side a wall has moved
- revealing armour. (hotdogs, get it?).
- Shoot three lamps in front of wall. Push plate is under them. New
- hallway leads to Health Basin, Heatseaker and coins.
- After getting gold key, blow up health basin & push wall to the
- left. Food and drunk missle await you.
- B *Nada*
- C See walkthrough
- D *Nada*
- E *Nada*
- F Extra life in far right corner after you get on the other side of
- the wall. Getting on the disks is not too difficult (look down to
- see them get close to you), but keep turning your body the same
- way the disks are going, otherwise you'll fall off. Run to the
- extra life. Take the single floating disk over the wall to coins.
- To get back, it's easier to just run instead of waiting for the
- disk to come and get you.
- G The column on the left can be pushed for porridge
- H After getting the silver key, shoot the lamp to your right and
- push the wall behind it.
- I after throwing switch, push wall with devils head to get armour.
- Shoot through glass door and kill a few bad guys.
- J Shoot three barrels. Behind them is a health basin and a coin.
- K *Nada*
-
- LEVEL 3 SYNOPSIS: "The Fourth Door"
-
- Area
- A Spinning blades behind glass wall
- B Shroom room
- C Central area
- D Dynamite
- E Moving spinning blades
- F Clapping column-walls
- G Arched coins
- H Glass cages off to the left
- I Marching wall of Plasma
- J Moving engine wall
- K Open area with lots of moving disks
- L Secret hall for warping to level 8
-
-
-
- LEVEL 3 HINTS:
-
- Area
- A Watch & wait, then shoot
- The big door is not the way out, but it doesn't hurt
- Shoot and ash questions later
- B What a trip!
- C Central command. All four doors are here, but you got to get to
- a few touchplates first. (So keep coming back)
- If you can't see it, clear a path
- Only one door leads to a touchplate
- D Now that's what I call a cigarrete lighter!
- E Only if you're in your right mind
- F A switch will lead the way to another
- Which will elevate you to new heights
- Might as well stick AROUND for a while
- Try all sides and get a cool drink
- Why go back the way you came?
- G Go both ways
- H Where were those guys hiding?
- I Hut, Hut, Hut (we're in the army now)
- J Where there's a coin there's a way.
- K The exit is clearly marked. Question is, can you find the
- other one?
- Pushing won't help you here
- Hint: It's a touchplate that doesn't require a push to get to
- Why ride when you can bounce?
- Your gun will get in the way if you don't keep it straight.
-
- Authors Note: There are some coins up to the left from where you
- come in and I just couldn't figure out how to get up
- to them. Drop me a line if you figure out a way.
-
- L Timing is very critical
-
-
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 3 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
- This area is aptly named. Three doors are fairly easy, and most
- people's FIRST reaction to the mercury wings is to fly over the
- column in the far left hand side. WRONG! Their SECOND reaction is to
- try to jump up to the switch WRONG!, but it just doesn't work.
- Remember, these are FLYING wings. Keep pressing the space bar. Now you
- got it. The rest isn't too difficult (except the blades of death so
- you can warp to level 8)
-
-
- AREA "A" Go through the door straight ahead
- AREA "B" Far left corner is the door
- AREA "C" Topuchplate is behind column with 2 fire pits
- AREA "D" Don't bother, it doesn't get you anywhere
- AREA "E" The touchplate is behind the moving column-wall on the left.
- Go back out to Central command. New door is now there.
- AREA "F" Go left and up onto elevator disks. Follow elevated path to
- switch. Throw it. The wall next to the three spinning blades
- (to the left of the switch) is now open. Go around spinning
- blades and up onto other elevator disks. When you get to the
- top, go right. 1st cubby hole on left has a switch. Throw it.
- Facing the switch, go left and hang a right and keep on going.
- You'll fall down to the floor and off to your right and up
- high is the Mercury wings. Go get them and go back to the
- right side from where you came in. Fly up to switch (press
- space bar repeatedly)
- Go back out to Central Command. New door is now there.
- AREA "G" Keep to the left.
- AREA "H" Door is at the end of the hallway on the left in the 2nd
- cubby hole from the end.
- AREA "I" Keep to the left and run.
- AREA "J" The door is through the moving floor flames and to the right.
- AREA "K" The exit is way over to the left. Can't miss it.
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 3 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
-
-
- Area
- A Long wall behind spinning blades is chock full of coins
- The wall to the left of the leftmost urn can be pushed.
- B *Nada*
- C Touchplate is behind column with 2 fire pits
- D *Nada*
- E *Nada*
- F In the far left corner behind the elevated switch, you can push
- the column out of the way. Touchplate opens wall to right
- of elevated switch holding health basin & coins. After you get
- the touchlate, push the wall behind it for a faster exit.
- G Use the trampoline to jump over the column to the right of the
- coins.
- H 2nd cubby hole to the right (across from door) can be pushed
- I The hole to the left (where the horizontal plasma column goes)
- holds a huge, time consumming coin room.
- J Far right corner can be pushed (immediately across from bazooka)
- K The coins are easier to get if you just use the trampoline. The
- bazooka in the nook can be got, but you've got to keep facing the
- way you're going, otherwise you'll get knocked off. At the last
- moment, face the bazooka and run fast.
- A touchplate is in a corner behind several barrels.
- It opens a new door to the right of the original exit.
- L Just as the spinning blade goes by you (from right to left),
- run like hell.
-
-
-
- LEVEL 4 SYNOPSIS: "Dark Tunnels"
-
- Area
- A Four pillar entrance
- B Dead ahead hallway
- C Smashing pillar room
- D Moving floor flamers
- E Sliding engine wall
- F Coins behind glass wall
- G Jagged Hall
- H Expando room
- I Lighted hallway and I mean lighted
- J 2nd floor with elevator, main room
- K Alter room
- L Dead end hallway
- M The square maze
- N Gold room
- O Silver room
- P Hallway of floor flamers
- Q Exit hall
-
-
-
- LEVEL 4 HINTS:
-
- Area
- A Only one right way
- B *Nada*
- C Go left before going right
- D Left is for greed
- E The moving wall could go all the way & you still wouldn't get hurt
- F Get a life
- G You have to go here before you can go any further
- NOTE: This switch can be flipped many times, but I haven't figured
- out if this is a bug or not, I just didn't see anything
- happened the more I flipped it. If you did, let me know!
- H The pushplate opens more than the wall in front of you
- I *Nada*
- J Only one path does any good
- K Just what are they worshipping?
- Bounce after a drink
- L Nothing but grub
- M The gold key is in this room
- The touchplate opens the door to just about everything
- N The elevator will take you to what you cannot possess while on
- the main floor
- O A little push before you go won't hurt
- P Get rich by taking the shortest route
- Q Just gather, don't push because there's nothing revealing
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 4 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
- This level really warped me. It has so many rooms and hallways that
- it's just mind numbing. It is really easy to get lost in this one and
- more than once I ran in circles, trying to figure out where I came in
- so I could leave. Once you know how to get through this level, it's
- not too bad, considering half the rooms and hallways don't even help
- you in this endeavor (therefore you can skip them)
-
- Area "A" Go right through the hallway of moving flames and turn right
- (into Area "F")
- Area "F" Go right through the jagged hallway and throw the switch at
- the end. Return to where you started. New passageway is to
- the left of the jagged hallway that will trip touchplate,
- "creating" area "H"
- Area "H" Just go to the end and through the door
- Area "I" Go to the end and get in the elevator. You're now in Area "J"
- Area "J" Go straight, through the hallway with the smashing column,
- and take the door at the end.
- Area "M" Keep the the wall on the right and keep following it. You'll
- come to a smashing column-wall with the Gold key behind it. Get
- the key and keep to the wall on the right hand side to the
- Gold Door. Go through it.
- Area "N" The elevator is the the left. Take it. It will deposit you
- in the room on the main floor with the silver key (behind a
- lot of smashing column-walls). Get the key and go back up the
- elevator. When you get out, keep to the left and take the
- silver door.
- Area "O" Just go to through the door on the opposite end.
- Area "P" Keep to the right all the way to the end. Door is on the
- right.
- Area "Q" When you enter the room, switch to hidden wall (to your
- right) is straight ahead. Throw switch and go out the exit.
-
- Now that wasn't so bad, was it?
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 4 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- Area
- A Push the wall to the left of the column on your right hand side.
- B *Nada*
- C Switch to left throws column to your right, hiding asbestos armor
- D *Nada*
- E The wall to the left of the bazooka can be pushed.
- F The wall behind the first smashing column-wall on the right can be
- pushed.
- G *Nada* (except for switch)
- H Go back out after touchplate is touched. Wall just a few
- steps behind and to the left is now gone. Coin room.
- I *Nada*
- J *Nada*
- K Wall just to left of where you came in can be pushed.
- L *Nada*
- M Touchplate near gold key opens areas straight ahead and to the
- left of where you came in. Coins, Extra life & Drunk Missle.
- N *Nada*
- O Push wall (from the side) in far left corner.
- P Wall can be pushed in the far right hand hallway (or flameway)
- for Health Basin & Coins
- Q No pushing did anything for me. Darn it!
-
-
- LEVEL 5 SYNOPSIS: "Metal Threat"
-
- Area
- A Moving Spinning blades
- B Dual thrusting spears
- C Gold Key
- D Shooting flamers w/stairs to either side
- E Hallway of spinning blades
- F Long, Long corridor
- G Elevator disks with hard to get "Hand of God"
- H Short hallway
- I Elevator Room
- J Fenced in Maze (solve to get back out)
- K In the middle of shooting flamers
- L Short hallway
- M Moving plasma walls, moving columns, spinning blades (you name it)
- N Exit room
-
-
-
- LEVEL 5 HINTS:
-
- Area
- A If you go left first, you don't have to go back out to go right
- B You can save time by taking a few pointers
- C Get the key (that was hard, huh?) <sg>
- D Flamethrowers and Firebombs don't work
- E Money and Armor if you know where to push
- F Go right only if you need weapons & food
- G A right push is better than a left push (map view shows you what
- you missed if you push from the left)
- A side-step is better than a head on approach
- H *Nada*
- I The disk ride is the only way if you don't have a heetseeker
- or a bazooka.
- Take a ride before going straight
- J If you don't have the silver key, don't bother leaving
- 3 touchplates and a switch will solve the maze
- The # of glowing eyes is the key
- K Go right if you want a heatseaker
- Shooting will only waste money you can get later
- L Don't forget to push before going onward
- M Don't jump before pushing for more money
- Custer did it, so why don't you
- N Nothing here but the exit
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 5 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
- This was a letdown after level 4, as I thought it was pretty easy
- (except for top-of-world-maze), The hand of God in area "G" was
- tough, but not necessary. Again, there are a lot of hallways that
- don't help you towards the exit, but will provide food, wealth and
- weapons.
-
- An interesting note on the "top-of-the-world-maze" with all the
- touchplates: Whichever step you are on, the column near the
- touchplate/switch has that number of glowing embers.
-
-
-
- Area "A" Go through the door on the right and get the gold key. Go
- back out and go through the "3 doors" on the opposite end.
- Area "D" Go through the Gold door in the far right hand corner.
- Area "F" Take the hallway that branches off to the left
- Area "G" Go to the far left corner & throw switch that moves column
- out of way of iron door. Go to cubby hole that's straight
- across & to the right of where you came in to get the iron
- key and go through the iron door.
- Area "H" Just go through the door at the end
- Area "I" Take the elevator down. When you come back up, go through
- the doors at the end.
- Area "J" Blow up firepits off to your left. Touchplate is in center of
- them. Go to right corner (from where you came in). Touchplate
- in cubby to the left of the column with the glowing dot will
- open wall to elevator. Go to four columns in a row that are
- to the right of where you are now. Standing in front of
- columns, face fence. When moving column comes around (left to
- right), go to the left, keeping in between fence and columns.
- To your left will be a touchplate next to the column with two
- glowing dots On the other side of the columns where you are
- now standing to is a switch. Throw it. Now go over to the
- columns that are between the firepits and the corner. A wall
- has moved, creating a cubby hole that is next to the column
- with the 3 glowing dots. Touchplate is in cubby. Go back
- to where the four columns are. To the right of them, the
- Silver key is in the open. Get it and go back down elevator
- and through doors at the end (not the ones you came through)
- Area "K" Shoot glass wall and go through door in far right hand corner
- (you really don't have to kill the robot to do this, but if
- you try, make sure you either have a heatseaker or bazooka
- in your hand - Drunk missles are kind of weak and firebombs
- and firewalls are completely worthless)
- Area "L" Go through door at end of hallway
- Area "M" Stand on the four columns to the right to kill robot. Jump down
- and make your way to the door in the far left corner. Go
- through it.
- Area "N" You made it! Go through exit.
-
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 5 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- Area
- A *Nada*
- B *Nada* (Ok, firebomb behind two thrusting spears and also a
- touch plate that opens wall between the two doors)
- C *Nada*
- D The switch to shut off the shooting flamers is in between the two
- gold doors (not really a secret, but what the heck)
- E When facing the health basin, go left. When you come down, first
- cubby hole to the right can be pushed (armor & food)
- F *Nada* (Ok, flamethrower & food is behind spinning blades at end
- of hall to the right, but they are pretty easy to see and get to)
- G Hand of god can be yours if you go up the elevator disks and face
- the wall and then side-step to the left and at the last moment,
- go forward (if you don't do this exactly right, you go over the
- edge and die)
- Between the 2nd & 3rd light on the left hand side from where you
- come in is a push wall that can be pushed. However, push it from
- the right side and you'll gain access to coins. If you push from
- the left, you can't get to the coins.
- I *Nada*
- J Just getting the silver key is enough
- K To the right of the shooting flamers, a wall can be pushed for a
- heatseaker and food
- L Wall immediately across from exit can be pushed for the coins you
- saw when you got the heatseaker.
- M Go to the wall to the right and follow it back. Behind bad guys is
- a wall that can be pushed for coins.
- The armor can be yours if you just follow the moving plasma wall,
- but get out quick after you get it.
- N *Nada*
-
-
-
- LEVEL 6 SYNOPSIS: "Ride 'em Cowboy"
-
- Area
- A Disk steps to elevator disk
- B Area after jump from wall
- C Disks circling open cross with trampolines (look at it in Map mode
- to see cross)
- D Facing square with glass front
- E Just jumped over columns to right of Area "D"
- F Stairway to Gold
- G Patio with fence to the left
- H Inclining steps/point of no return
- I Glass walls/bars on either side
- J Elevator room
- K Just off elevator facing doors
- L Open area with lots of nooks and crannies
- M Area "L" AFTER you press the touchplate
- N Wooden spool area
- O Shooting flamers with single file of bad guys (Hand of God)
- P Open patio with Silver Key
- Q Stairway to disk ride
- R Exit
- S Secret Silver room that's not required, but worth it
-
-
- LEVEL 6 HINTS:
-
- The one hint I'll give you is don't be intimidated by the number of
- rooms shown above. A lot are really small, many have absolutely
- nothing of value in them and You can skip areas O,P and S altogether
- and still finish the level. This level does require a little of
- agility to finish and I was extremely dissapointed in the limited
- amount of secret areas I found. The one new thing about this level
- is the number of places where you can't return from where you just
- came. Jeesh! <g>
-
- Area
- A Don't go up until you've thrown the switch
- To push is worthless unless you actually need another pistol
- B Shoot something and step in order to get out
- Climb the steps for something you'll need later
- Don't leave until you've found BOTH Touchplates
- C Don't shoot straight.
- D Step, watch & listen (squish, squash)
- E This one will set you free
- F But this one will let you continue
- Take your time climbing. You've got to reach the top
- G Pointless. Waste of energy (*Nada*)
- H Pointless. Waste of energy (*Nada*)
- I Get in between and let them finish themselves off
- J There are two hallways in this tiny room with the elevator.
- K Pointless. Just go through the stupid door. (*Nada*)
- L Run or you're trapped
- M Whoa! this is a little different huh?
- You can come out of the door to the left if you really look hard.
- (It's an illusion -> and it's NOT a dead end)
- Once you get the hand of God, the square near the back will
- reveal itself
- The doors to the right are the way to the egress
- N You won't find the way to open the push walls in here.
- O Stand and deliver
- Run and turn around then fire. Whoa! Much better!
- P If you haven't found the silver door, don't bother with the
- silver key.
- If you don't have an extra 15 minutes, don't bother with the
- silver key.
- If you want to continue NOW, make like George Washington, but
- use weapons instead of an Axe.
- Keep going
- Q Jump ship when you're clear and you'll also be rich
- Stand and deliver
- R A push will deliver more ammo
- What a shame. Hand of God and no one to kill.
- S It took me about 10 minutes to get all these blasted things. I
- got sick of those trampolines. However, I did notice that if
- you can shoot the barrels WITHOUT setting off the dynamite,
- you get something better.
-
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 6 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
-
-
- Area
- A Go all the way to the left near the fence. Switch is to your left.
- Go back to the elevator and go to the top. Step off VERY SLOWLY.
- Turn right, VERY SLOWLY. Cool! A rampart. Go all the way to end
- and step to the RIGHT.
- B Just go through the door
- C Go around cross and shoot glass door. Go to the right.
- D Take elevator ride up. Get on moving disks. Right before the disks
- hang a left, jump straight ahead.
- E Blow away firepit. Step on push plate. Go through door to your
- left.
- F Go BEHIND where the stairs go up and step on the push plate. Go up
- stairs and retrieve Gold Key. Leave the way you came out and go
- all the way to the left (in area D) and out the gold door.
- G Go through door at end
- H Go up stairs and to the right
- I Go through door at end of hallway
- J Get in elevator
- K Go through doors.
- L Ok, tricky part. When you enter this area, there is a column right
- in front of you. On the other side is a push plate. Push it and
- run like the dickens, otherwise you're trapped for life.
- M Go through ANY of the three doors on your right
- P Don't bother with the silver key. Shoot the tree that's in front
- of the hallway and go in. When you hit the push plate, go back out
- Doors are to the right (a wall used to be here)
- Q Take stairs to top. With your back against the wall and facing the
- way the disks are moving, angle slightly to the left. When the
- first disk passes, step off VERY SLOWLY. Turn around (Backspace is
- best). When the disks clear the columns, jump off. Go up stairs
- and stand on the column. Point your gun down and fire. Keep on
- firing until all bad guys are dead.
- R Get hand of God. Finish off last two or three bad guys and go
- through the exit. (You really don't need the Hand of God, but
- what the heck!)
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 6 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
-
-
- Area
- A Push wall just to the left of when you come in. Pistol. Big deal.
- B *Nada*
- C *Nada*
- I could never jump from the trampolines and make it up on the
- circling disks, but from where I stood and looked up, I didn't
- spy any booty or any nooks that would make it worth my while,
- so I gave up eventually. (if you CAN make it up on the circling
- disks and DO find something, let me know!)
- If you shoot diagonally to break glass, you can watch guys behind
- other glass walls get squished later
- D Hit touchplate just after you go through the glass doors from
- area C and listen to them get squished!
- E *Nada* (Push plate to get out is in walkthrough)
- F See walkthrough
- G *Nada*
- H *Nada*
- I *Nada*
- J With your back to the elevator, push walls are to the LEFT -AND-
- the RIGHT. The one to the left has 2 health basins. The one to
- the right has a monk crystal and the Silver door.
- K *Nada*
- L *Nada*
- M Go into the third nook from the end on the left hand side. Follow
- it to the end, keeping to the right. Push the wall. To your right
- is a touchplate that opens a wall to the left of where you came
- into the area. (Area "O")
- N *Nada*
- O If you stand on the column and point your gun up and down, you can
- kill all the bad guys in this column. When you turn the corner,
- just shoot them all in the back. For some reason, they don't turn
- around. Once you get the hand of God, go through the door and race
- down the hallway. Turn around. A bunch of bad guys will have
- jumped down from all the nooks. Fire!
- Push plate is next to porridge that opens a wall so you can get
- out into the main area without back tracking.
- Go to where the "square" was (to your left when you come out
- into the main area) Extra life is there now.
- P Get silver key and go back down the elevator and go to the right
- to the elevator that will take you to a massive coin room
- (Area "S")
- Q You have to go forward, (don't run), just as the disks make a
- right turn after you go over the columns to get the floating coin.
- R Push wall in nook to the right of the exit holds a bazooka.
- S Aren't you glad you returned?
-
-
-
- LEVEL 7 SYNOPSIS: "Boom Boom"
-
- Area
- A Open area with 2 firepits on each wall
- B Open area with 3 doors and two column-walls at either end
- C Disk steps on patio
- D Small room with glass wall at end
- E Four fenced squares with lots of floating coins
- F Jagged corridor
- G Area with fenced in extra life in the middle
- H Patio with dual switches
- I Moving plasma walls
- J Shooting flamers with more Shooting flamers behind & to the right
- K Hallway to circle of disk-steps with floor flamers
- L Long hall with spinning blades
- M Hallway leading to outdoor patio
- N Exit area
-
- LEVEL 7 STRATEGY:
-
- I'm including this because I played around with this level quite a bit
- it was the first area that actually had some guys that are tough to
- kill and one or two weapons just aren't enough.
-
- I found that you can stockpile weapons in front of the door right
- before you get into Area "G". When you finally kill one of the tough
- guys, go ahead and waste the rest of your shots if you've only got
- two or three shots left (I hate leaving a gun hanging around that
- only has a few rounds in it)
-
- In the exit room, you run into more than a few of these baddies
- and if you dodge back and forth until they start coming after you,
- you can leave and go back out through the shooting flamers. They
- will follow you and get roasted.
-
-
- LEVEL 7 HINTS:
-
- Area
- A After a refreshing drink, get dressed.
- B Get prepared for later
- C Only throw it if you still have someone waiting outside
- D Whats on display isn't the only thing in the glass case
- E A urn is blocking your path to height
- Don't stop
- Save one for later if you value life
- Stockpile by Jumping in and out and dropping
- F Go back after a flip for even more
- A good place to stash your booty
- G One leads to two more
- H One is for continuing. One should be saved for last
- I You'll be back
- J Get protection before entering.
- Be Quick
- Get high
- Retrace your steps after you flip
- K To the left is a good viewing point
- Flip at the opposite end
- Get a good suit and you don't have to be so careful returning
- L For the 2nd time, give it the 'ole heave ho.
- A flip will open doors you can't see until you throw another for
- dessert (unless you were greedy and flipped it before)
- M What looks like an exit is not
- N Go right if you want to draw them out for a roast
- Lean against a wall before you leave and you can be rich
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- LEVEL 7 Walkthrough ahead
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
- Continue only if you want to spoil the fun!
-
- Warning! Warning! Warning! Warning! Warning! Warning! Warning!
-
-
-
- Area "A" Go through doors at end
- Area "B" Go through doors at end
- Area "E" Go through either door at end
- Area "F" Just keep to the left and go through the door at the end
- Area "G" Throw switch on wall behind fenced in area. Turn around so
- you're facing fenced in area, go to the right of the fenced
- in area into area "H"
- Area "H" Throw both switches. Go back to the first switch you threw. A
- new hallway is the the right of the switch (Area "I")
- Area "I" Go all the way to the end and up the elevator disks and
- throw switch. Go back out to where you first came in
- (standing in front of fenced in area near doors). Get
- asbestos suit and go through shooting flamers, keeping to
- the right. (Area "J")
- Area "J" Go up elevator disk and throw switch. Return to Area "I".
- Halfway down on the right side a column-wall has moved. Go
- behind it (Area "K")
- Area "K" Go to the back of the circles. Throw switch behind asbestos
- armor and leave. Just as you clear the last moving plasma
- wall in Area "I", a new wall is to your right. Go into this
- (Area "L")
- Area "L" Go to the end and throw the switch. Return to where you
- first came in (standing in front of fenced in area near
- doors) and get other suit of asbestos armor. Go through
- shooting flamers, keeping to the left this time. (Area "M")
- Area "M" Go around corner to the left and go through the door at the
- end.
- Area "N" Go through the exit door at the end (to the left and back)
-
-
- That's it! You have now successfully completed Rise of the Triad! Pat
- yourself on the back!
-
-
-
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
- LEVEL 7 Secrets Ahead!
-
- Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!! Shhhhh!!!!
-
-
- Area
- A Shoot drinking basin and push wall behind it. Bulletproof armor.
- B *Nada* (Nothing hidden, but go through all the doors)
- C Throwing switch turns on shooting flamers outside. It's really
- only useful if you haven't wasted the bad guy out there. Other-
- wise, don't bother.
- Heatseaker behind floor flamers
- D After getting Drunk missle, push wall behind it to get asbestos
- armor, drinking basin and firebomb.
- E The wall behind the urn to the left can be pushed for Mercury
- wings. Push again on the same wall for another set.
- I found that you can use the wings to jump into each fence,
- grab a weapon, jump out, drop it (DEL key), jump back in and
- so forth. If you time it right, you can fly up to the floating
- disks that are circling the compound just before you lose mercury
- and ride them around for the coins. Otherwise, the 2nd set can
- be used to get more before you run to the extra life in Area "G".
- F Switch behind urn (to the right when you see the fence to the
- left) will open square area that's between the two doors
- (one of which you came through to get into this area) that hold
- several firebombs and drinking basins.
- G You can only get the extra life if you save one of the mercury
- wings from Area "F"
- H *Nada* (except for the switches)
- I *Nada*
- J *Nada*
- K If you go left when you reach the disks, you can watch the bad
- guy on the other side jump down into the floor flamers and burn.
- No shooting is necessary.
- L 2nd nook to the right (of the spinning blades) can be pushed.
- M *Nada*
- N The last panel on the left before you go through the exit can be
- pushed for lots of coins.
-
-
-