ALIEN RESURRECTION MAP KEY

 ITEM 
DESCRIPTION

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).

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.

Small medikit.
Replenishes 25% health.

Medium medikit.
Replenishes 50% health.

Large medikit.
Replenishes 100% health.

Portable autodoc unit.
Irradiates embryo implanted by facehugger.
(In case you're wondering, the icon is
supposed to represent an embryo!)

Flashlight.

Detonator.

Ripley clone.

Motion tracker.
Detects organisms by movement.

Sentry gun.
Most are dangerous, but some will ignore you.

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.

Card reader.

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.

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.

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.

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.

Save point or communications console.

Door.

Glass panel.
These are shootable to provide access.

Underwater hatch or duct.
Top icon is used in vertical map sections;
bottom two icons are used in standard
overhead ("top-down") map sections.

Force field.
Some can be passed if they are flickering.
Since these do not present an actual
barrier, they are not indicated on maps.

Crate or barrel.
Opens using pistol.

Reinforced crate.
Opens using heavy weapon or adjacent explosive crate.

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.

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.