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-
|
-_-