Arocoun's RAMBO Map (V 1.01) _____ "Not until we are lost @\'NAM\ do we begin to understand ourselves." |#+*#| --Henry David Thoreau @/#*##/ ---Intro--- I was playing this game for the first time in years. No longer a little kid, I realized something important for the first time. You need a map to beat Rambo--it's simply a part of the game. Having a good map (mental or physical) is half the game! That, or you can wonder around aimlessly, losing health and ammo all the while. Anyways, I made a simple map for myself. When it was done, I decided to make it a little nicer, and share it with everyone else! I've also included some simple tips at the top of a few sections. So, this map is free for anyone to read, distribute/share (please give credit where credit's due), or improve upon. ---Map Legend--- ==========COMPASS========== |/N\ UP | |w+E and occasionally ^v | |\S/ DOWN| =========================== _ = One area ___ = Field (a series of areas of same height/latitude) -_ OR Means when you go through side of field with the dash, you go to _- = the opposite side of the field (or sometimes just the opposite side OR of the area) -_- # = An important note, and advisable order of progress ^ <_> = One way trip from area (v can mean you fall, too) v _ | = Area above and area below connect (with doors or N/S squares) _ _ \ = Means a fall from the area above _ ---At The Base--- 0--Start -0- | -_- ---Lookin' For Co--- 0--Start 1--Co 2--Boat (need Co before you can proceed) 1 | ___ | v __2 | 0_ ---After the Ferry Crossing--- --Ghost head enemies early on are best for levelling; ghosts next to town are easy and safe even with combat knife when you can rest at town --When you enter area G through area F, you can easily stab the guerilla to the right for some medicine 0--Start, boat; you get betrayed here after you leave base, then boss battle and heart; 0 dissappears after betrayal 1--Co 2--Dead end; a bat has explosive arrows 3--Small cave, dark until you get lamp 4--Village, lamp, rest (after rescue) 5--Cave with kid, need lamp 7--Fall from 6--Kid, boss (heart), go left to get out 9--Bridge; get to 9 through 8 to cross; safest to jump under the bridge and go north to leave base A--Enemy base (you leave Co behind) C--Bridge; get to C through B to cross D--POW E--Repeating dead end, just go right to leave H--You say goodbye to Co; jump to heli and press up; get abandoned -_6- | \ H___ -5- 7 v| | G_ -_4- | | F_ -3- | | E___01__2 | ____ BC_D v| ||v ___ ____ || | 89_<--->A___ ---Rambo's Escape!--- --You play as Co for a while at start --In area 3, there are easy-to-hit falling spikes worth 50 exp each --Boss at area A is easy to beat with simple combat knife. Just cut boxes in front of you like so: RS R# ## ...with intact boxes shown as #, stand at R, and stab at S as boss approaches. 0--Rambo starts here 1--Motor Cycle boss (heart) 2--Town, rest 3--Cave, fire cat boss (heart) 4--Co killed if you talk to her; don't talk to her if you want her to live 5--Boss (heart); door leads to 6 first; after you go to B or fall into 7, door will lead to 7 8--Door leads to area 9, the building where key is A--Key, Boss (heart) B--Helicopter (need key first) 0_ 6-or-7 (continued) | | __1__2__ 3____ |9 (continued below) ^ \| \ \ || | _ | 4__58B | \v |<---_ =DOORS= | _6 | | v | | ___ | | v | | _7 | ======= | A_9_| | v| || | ____| ======= ---Helicopter Lands--- --Kill helicopter boss with grenades (will take a while) 0--You land here; after you rescue POW, 0 is helicopter boss 1--Very deadly bridge; you fall, you're stuck 'til death 2--Go east for POW 3--A boss (heart) _3__ | v _120 ^ vv ____ ---We're Back!--- 0--Heli crashes; so sad! -0- | -_-