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
--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)
--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)