Rise of the Triad: Ludicrous Edition

Rise of the Triad: Ludicrous Edition

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RotT: THB / DW - Secret Exits and Collectibles
Von erc
Screenshot assisted guide for getting all the crucials in the debut campaigns.
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Foreword
Rise of the Triad originally appeared as shareware for BBS distribution in December '94, featuring an all-original 8-level prequel campaign titled The HUNT Begins. The CD version of this release that saw distribution by LaserSoft later in '95 (dubbed 'Deluxe Edition') came packed with three more original levels. Meanwhile, the full-featured retail version of the game, Rise of the Triad: Dark War, hit the stores with its own campaign of 34 levels in February '95. Finally, Extreme Rise of the Triad, featuring another campaign of 40 levels by Tom Hall and Joe Siegler had its retail release in November '95. For singleplayer purposes, all these past releases by Apogee results in a whopping number of 85 levels (extras excluded). The '23 remaster covers *all* these and adds its own campaign of 24 levels (The HUNT Continues) on top.
This guide for The HUNT Begins and Dark War offers: a) an overview of each episode, pointing to the secret exits and collectibles in case you want to search for them on your own; b) reference shots coupled with step by step instructions for locating each of them if further help is needed.
If you are new, you should start here. The following may be of help further down the rabbit hole:
  • Sister guide for The HUNT Continues, following the same format: HERE-
  • emjeeman's guide for Extreme RotT with walkthroughs for each map: -CATCH-
  • Ryan Armstrong's custom isometric maps covering all the Apogee stuff: THIS![www.zerker.ca]
On another note, Brandon Blume's Roland SC-55 Music Pack for the game makes an already awesome soundtrack even better, so why not give it a go?[sc55.duke4.net]
Now that the introductions are over, it is time to get... LUDICROUS!
The Real Story
The text below is copied over from the Dark War manual. For those interested, a scan of it can be found over at 3D Realms' legacy website.[legacy.3drealms.com]Aside from being a good read in itself, it also provides valuable insight into the various quirks of the game.
You are a member of the HUNT, the top secret High-risk United Nations Taskforce, sent on extremely covert operations to possible trouble spots outside the three-mile boundary waters of member countries. You are on a routine reconnaissance mission on San Nicolas Island, located in the Pacific twenty miles west of Los Angeles. Your team is investigating possible cult activity in an old monastery in the tall, rugged hills of the island, once used for the location of the film Prayers in the Dark. Dressed in black, you peer at the ramparts, looking for signs of life.
Ni spotted a man crawling away from the small mountain the monastery rests on. He ran desperately towards the team and fell to his knees.
'They're crazy,' said the man hurriedly, 'They don't know what they're messing with. Darian, Krist—they've hooked up with those wackos, and they have these impossible plans but they're really serious. They're manufacturing ammo. They're performing these rituals. They've planted bombs everywhere. Some of them are already scheduled to go off. They're not going to warn anyone, they're just going to—'
'Barrett, I've been listening to the radio,' Wendt said. 'Bombs have gone off in the shipyards. The harbor's in flames. There's been explosions of major downtown buildings. And—damnit. Heavy static. The radio's being jammed.'
'They have a mobile band jamming system,' said the man. 'They're signalling the bombs on their private, moving band while jamming all the others.'
Barrett grimaced at the bizarrely informative guy, then turned to the team. 'All right, Cassatt, Wendt, get back to the boat, try the WB radio, and get to—'
A volley of gunfire hit the rocks next to them, and the HUNT opened fire on the two sentinels that spotted them. The HUNT ran to the sentinel's post at the top of the hill.
Freeley kicked over the dead soldier. 'What's with the uniforms? These are, what, Korea? And the triangle, that looks like the logo of Triad Pic—'
A huge explosion came from the island shote. The HUNT looked up to see their boat raining down upon the ocean. A dozen or so soldiers were making their way up the rocky path towards them.
'Looks like we missed our ride,' Barrett said, taking a breath. 'Okay, they know we're here. The only way out is the way we came, and they're coming from that way. No way to contact anyone, and we're the only ones who know what's going on. It's my call. Let's go for the keep. If we can get to their transmitter, we've got a chance at stopping it. And maybe we can take down the big boys while we're at it.'
(*) Check Joe Siegler's fascinating retrospective[joesiegler.blog]for a look back on the days.
The HUNT Begins
The prequel campaign contains a secret level as well as the hidden deluxe episode:
Area Title Author Notes E1A1 The HUNT Begins Tom Hall Secret exit (to deluxe episode) E1A2 Foggy Mountain Tom Hall - E1A3 The Fourth Door Tom Hall Secret exit (to E1A8) E1A4 Dark Tunnels Tom Hall - E1A5 Metal Threat Tom Hall - E1A6 Ride 'em, Cowboy! Joe Siegler - E1A7 Boom Boom Boom Tom Hall - E1A8 Wall to Wall Joe Siegler Secret level E2A1 Prelude to a Kill Tom Hall Deluxe episode / exits to E2A2 E2A2 Jumpin' Jehoshaphat Tom Hall Deluxe episode / exits to E2A3 E2A3 GADZOOKS! Tom Hall Deluxe episode / exits to E1A2
It also has two warp-only levels - i.e. independent levels not accessible in a regular playthrough, yet can be checked out by cheating:
Area Title Author Notes E3A1 Too Tall Tom Hall Warp-only E3A2 Play Room Tom Hall Warp-only
(*) If not earned, enter the code DIPSTICK followed by GOTO in the relevant menu to unlock the warping feature. After that, open 'Cheat Menu' while playing through THB and browse to the level of your choice via 'Go to Level' option.
Details are as follows:
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E1A1: THE HUNT BEGINS / SECRET EXIT (TO DELUXE EPISODE)
After dropping down from the GADs you start on, turn right and get into the opening behind the 'tree' (the game calls it so). Touch the plate then push the wall at the opposite corner to reveal a hidden yet locked door. The door in question remains open only between 3 to 5 minutes into the level, so wait for it and hop into the elevator behind it when the time comes.
After clearing out the gang waiting on the other side, turn on the switch found under the catwalk to let a train of GADs free. Utilize them to reach the upper catwalk and turn on the second switch.
Doing so pushes two walls in the vicinity aside and reveals the secret exit to deluxe episode. Take it to play through Prelude to a Kill, Jumpin' Jehoshaphat and GADZOOKS! back-to-back and then be dropped to E1A2: Foggy Mountain to continue the campaign as per usual.
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E1A3: THE FOURTH DOOR / SECRET EXIT (TO E1A8)
Right before the exit, look for a touchplate next to the barrels on the corner and activate it.
Doing so pushes two walls aside in the vicinity to reveal a path full of assorted enemies and hazards that you need to blaze through to reach the secret exit.
DW: E1 - Approach
The first episode of Dark War contains a secret level yet no collectibles:
Area Title Author Notes E1A1 In the Thick of It Tom Hall - E1A2 Winding Way Tom Hall - E1A3 Burned and Amazed Tom Hall Secret exit E1A4 Too Much Room Tom Hall - E1A5 Two-Key Return Tom Hall - E1A6 Spring Surprise Tom Hall - E1A7 General Darian Tom Hall Boss: General Darian E1A8 Turn of the Screw Marianna Vayntrub Secret level
Details are as follows:
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E1A3: BURNED AND AMAZED / SECRET EXIT
It may be better to explore the rest of the level before going for the secret exit as to make things easier and not to be forced to make a firebomb-jump.
To the east of what may be called the atrium of the level lies gray-bricked halls. Once you go through the door that leads to them, explore the southern side.
You eventually come across a mercury mode power-up tucked away at a corner with a bunch of life items. Get it and fly over the pillar that is found behind the stabbers in the adjacent area.
Once over the pillar, push the wall behind the urn at the corner to reveal a hazard-ridden path. Simply fly over them to reach the secret exit found at the other end. As stated before, you can brute force into the path with help from a firebomb and overcome the hazards by taking it slow. Yet of course, the aforementioned way is the easier one.
DW: E2 - Monastery
This episode contains a secret level, the first Ball of Power and Scott's Mystical Head:
Area Title Author Notes E2A1 Into the Castle Tom Hall - E2A2 Great Halls of Fire Marianna Vayntrub - E2A3 The Room Tom Hall Scott's Mystical Head E2A4 Spiralling In Marianna Vayntrub - E2A5 Rocky Plateau Tom Hall Secret exit E2A6 The Four-Way Chamber Tom Hall Developer Ball E2A7 Sebastian Krist Tom Hall Boss: Sebastian 'Doyle' Krist E2A8 Elevator Trouble Tom Hall Secret level
Details are as follows:
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E2A3: THE ROOM / SCOTT'S MYSTICAL HEAD
The iron key is used for unlocking two doors in this level - one that leads to the exit itself and another that leads to a single cell with a touchplate on it. Activate the touchplate in question to reveal a path full of stabbers nearby the gold door and get in there.
Past the stabbers, turn on the switch around the corner while activating the adjacent touchplate at the same time. Continue onto the catwalk and look for an opening to the left as you cross it. Drop down there and follow the path to come across Scott Miller in his fiery throne room.
(*) Picking up Scott's Mystical Head grants a whopping 2,764,311 points right away.
The seemingly odd amount actually corresponds to the number of Apogee's support line from back then - i.e. 1-800-APOGEE1 > 1-800-(276-4331).
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E2A5: ROCKY PLATEAU / SECRET EXIT
Be on the lookout for a curious touchplate nearby the elevator GADs to the north and activate it.
Doing so pushes aside the two walls blocking the way to the secret exit located to the south.
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E2A6: THE FOUR-WAY CHAMBER / DEVELOPER BALL
From the starting point, go through the two doors straight ahead then take the one on the right. The pillar where both barrages of fireballs end up in this room is actually a pushwall. Activate it and take the newly-revealed path.
Of the three touchplates located on this path, the second one is crucial as it moves aside the pillar that bars entry to the room of goodies at the end of the hall. Make sure it is activated and continue into the room in question.
Push the corner wall by the pillar to reveal an alcove that hides the Oscuro key and pick it up.
With the Oscuro key at hand, it becomes possible to get into the locked room by the center of the level and pick up the Developer Ball within.
DW: E3 - Caves Below
This episode contains a secret level and the second Ball of Power:
Area Title Author Notes E3A1 Robotricks Tom Hall - E3A2 Down & Over Marianna Vayntrub - E3A3 Dead in Five Seconds Tom Hall Incredible Ball E3A4 Clear&Present Dangers (sic) Tom Hall - E3A5 The Angry Quilt Tom Hall - E3A6 Movin' Walls Tom Hall Secret exit E3A7 Know Thine NME Tom Hall Boss: NME E3A8 Eight Ways to Hell Joe Siegler Secret level
Details are as follows:
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E3A3: DEAD IN FIVE SECONDS / INCREDIBLE BALL
The right path from the starting point takes you to a maze in which you get your first taste of ballistikraft rockets. The alcove where one of them is patrolling to the east of the maze has a pushwall at its nearest corner. Take the asbestos armor hidden behind another pushwall in the vicinity and then get into the fiery side area guarded by the ballistikraft to find the Incredible Ball.
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E3A6: MOVIN' WALLS / SECRET EXIT
Go through the whole level yet do not rush exiting as the very last cell before it has a touchplate.
Activating it pushes a nearby trio of walls aside to reveal another touchplate for you to step on.
With that second touchplate activated, the path to the secret exit is revealed around the corner. Be sure to get the god mode power-up hidden behind another pushwall just a step into the path in question to save yourself from the no man's land experience that Tom has in store for you.
DW: E4 - The Slow & the Dead
This episode contains a secret level and the third Ball of Power:
Area Title Author Notes E4A1 "Monky" Business Tom Hall - E4A2 Fire and Brimstone Tom Hall - E4A3 Crushing Defeat Tom Hall - E4A4 Diamonds & Rust Tom Hall Secret exit E4A5 Backfire Tom Hall - E4A6 Circles of Fire Tom Hall Power Ball E4A7 Lair of El Oscuro Tom Hall Boss: El Oscuro / 1st form E4A8 Switched Around Joe Selinske Secret level E4A9 Canyon Chase Tom Hall Chase level E4A10 In the Dark Nest Tom Hall Boss: El Oscuro / 2nd form
Dark War also has warp-only levels of its own - check them out at your leisure:
Area Title Author Notes E5A1 Dead in Two Seconds Tom Hall Warp-only E5A2 The Vomitorium Joe Siegler Warp-only E5A3 This Causes an Error! Tom Hall Warp-only / 'I'M FREE!'
Details are as follows:
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E4A4: DIAMONDS & RUST / SECRET EXIT
As long as you are thorough with your progression, once you come across the mercury mode power-ups in the eastern section of the level, alcoves on both sides of the northern section should also be open already. The lengthy and hazard-ridden path that can be reached through the one in the east leads to the secret exit - yet there is a blocker a few cells before it.
So, as with E1A3: Burned and Amazed, you can either get one of the mercury mode power-ups and fly over all the hassle, or pick up both the asbestos armor and the firebomb found in the vicinity of the path in question and brute force your way to the secret exit.
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E4A6: CIRCLES OF FIRE / POWER BALL
Shortly into the level, you are greeted by five blocks of firewalls right after opening a door. A certain touchplate next to the brazier in the middle both triggers the sequence of events for the circle you are in and opens up the way that leads to the Power Ball back at the initial one.
Yet it also bars you from the sole way of returning to that area by pushing the firewalls towards the door you come in. So... touch the plate, turn around and be quick on your toes so as to leave the room before being locked in.
Backtrack to the initial circle and explore the newly-revealed path to find the Power Ball. Now that the secret levels and collectibles are out of the way, it is time to take on Oscuro!
(*) Finding all three Balls of Power grants a 'DIP Bonus' of 10k points at the final tally.
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'The monastery burns. El Oscuro is dead. The world is safe. The HUNT is victorious... for now.'
6 Kommentare
erc  [Autor] 9. Apr. 2024 um 11:30 
Enforcer, I have yet to play Extreme RotT to completion. Even then, I am not interested in doing a similar guide for that one - I think Emjeeman's guide linked in the Foreword section is all there is needed as a companion for that campaign.
Wiggy 6. Apr. 2024 um 10:27 
Any chance there will be a guide for Extreme Rise of the Triad?
"kk" 24. Feb. 2024 um 6:25 
excellent guide for those of us who are going for 100%!
Take my award
erc  [Autor] 9. Aug. 2023 um 23:56 
LMH, you may be missing a touchplate trigger, check this thread out.
Crazy Steve 9. Aug. 2023 um 23:43 
update, i think it's glitched, im in the room where the pillars block the gold door and i've done everything i can do and still can't get any of them to move
Crazy Steve 9. Aug. 2023 um 23:35 
we need a more detailed guide for thb, i've been stuck on ride em cowboy for like 10 minutes. god i love this game but its so cryptic goddamn