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Sequence number. Follow the numbers to complete the level! Repeated numbers indicate transitions between parts of the same map, or between different maps (often via an elevator or ladder). They can also indicate similar stops along the same route (to trip a series of similar switches, for example). |
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Lower-case letter. On individual maps where dotted lines are not convenient for showing connecting areas of the same map, lower-case letters are used. |
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Small medikit. Replenishes 25% health. |
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Medium medikit. Replenishes 50% health. |
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Large medikit. Replenishes 100% health. |
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Portable autodoc unit. Irradiates embryo implanted by facehugger. (In case you're wondering, the icon is supposed to represent an embryo!) |
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Flashlight. |
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Detonator. |
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Ripley clone. |
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Motion tracker. Detects organisms by movement. |
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Sentry gun. Most are dangerous, but some will ignore you. |
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Passcard. The number next to a passcard corresponds to the location where the passcard is required. Passcards carried by people will fall where the person dies, and only the general location of where it is likely to fall is shown. |
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Card reader. |
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Palm switch. The number next to a palm switch corresponds to the numbered item (door, force field, etc.) that the palm switch activates. Palm switches located immediately next to the item they affect are not numbered. |
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Switch. This GENERIC icon represents various switches found throughout the game. The number next to a switch corresponds to the numbered item (door, steam discharge, etc.) that the switch activates. Switches located immediately next to the item they affect are not numbered. |
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Valve. The number next to a valve corresponds to the numbered item (door, steam discharge, etc.) that the valve activates. Valves located immediately next to the item they affect are not numbered. |
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Electrical panel. Panels usually must be shot to be deactivated. The number next to a panel corresponds to the numbered item (door, force field, etc.) that the panel's deactivation affects. Electrical panels located immediately next to the item they affect are not numbered. |
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Save point or communications console. |
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Door. |
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Glass panel. These are shootable to provide access. |
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Underwater hatch or duct. Top icon is used in vertical map sections; bottom two icons are used in standard overhead ("top-down") map sections. |
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Force field. Some can be passed if they are flickering. Since these do not present an actual barrier, they are not indicated on maps. |
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Crate or barrel. Opens using pistol. |
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Reinforced crate. Opens using heavy weapon or adjacent explosive crate. |
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Inert item. This color (size varies) usually represents various inert structures (unopenable crates, non-functional computer consoles, etc.) that make up part of the level topography but normally cannot be interacted with. Note that some of these items (chairs, for example) can actually be manipulated--usually destroyed--in some cases. |
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Ladder. This denotes access to another floor of the same level; where possible, the new floor is displayed in close proximity to the ladder accessing it. |
2L |
Where a number precedes one of the following letters, it indicates the specified number of that item. This is done to save space on more crowded maps. The example given represents 2 laser energy clips. |
PS |
Pistol. |
SG |
Shotgun. |
S |
Shotgun shells. |
LZ |
Laser. |
L |
Laser energy clip. |
PR |
Pulse rifle. |
P |
Pulse rifle clip. |
FL |
Flamethrower. |
F |
Flamethrower canister. |
GL |
Grenade launcher. |
G |
Grenade shells. |
RL |
Rocket launcher. |
R |
Rocket shells. |
EG |
Electric gun. |
E |
Electric gun energy pack. |