                  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.


